erbridge
|
I'm planning on running Slumbering Tsar following the Price of Immortality trilogy for my players, and I had a number of questions that I could use help with. For some context, I'm planning on setting the events involving the Army of Light around 4,000 years ago.
1) Are there any magic items that should be considered must haves, that I should give the players opportunities to acquire before hitting the Desolation?
2) Are there any logical Golarion replacements for Thyr and Muir? Iomedae would seem a good option for Muir, but I'm looking to set the battle for Tsar long before her rise to godhood. If not, what, if anything, would need to be changed to have them be forgotten gods? What about the other deities mentioned?
3) What effect would having the battle for Tsar take place around 4,000 years ago have on the state of the Desolation and Tsar? I assume all the unmaintained and exposed wood would be gone, but would anything else need to be changed? I'm considering making the place exist in a time warp of some kind, but would rather not if possible.
Thanks for any help or advice.
| DaveMage |
Background: I'm running my players through this now, we've had about 10 sessions and we're about to wrap up the Chaos Rift. They've already gone through the Ashen Waste but have not visited the other 2 quadrants.
1. No. My players haven't needed anything special. However, there are creatures that are only affected by certain weapon types, so you may want to give them access to cold iron or silver weapons. However, IIRC, there is a holy weapon for them to find in the desolation (which may help with some of the other beasties).
2. I'll leave that for someone else - we're not playing in Golarion.
3. I don't know that it would affect the Desolation itself overmuch (there's not much in the way of vegetation), but 4,000 years is a long time...
| brvheart |
I have only been running it for 4-5 sessions so I am not as familiar with it as DaveMage. My players have had access to silvered weapons and I gave them some cold iron.
As for Golarian, I am sure someone can comment on that, but as it was generally designed for the Lost Lands Golarian is a pretty foreign setting for it.
The one encounter off the top of my head that would drop is the immortal ex-paladin. Hard to see him still being around after 4000 years. I am sure most of the rest are pretty much time independent.
Kthulhu
|
I've never really understood the desire to take something that is a complete campaign in and of itself, and create more work for yourself by plunking it down in a setting that it wasn't designed for. Short adventures, sure. But ST takes you from 1-20+ (or more likely from 1-death). Why bother having it in Golarion?
| Elorebaen |
erbridge,
re Golarion: I used Thy=Aroden and Muir=Iomedae, and have had no problem. The battle took place 1000 years ago for me. I don't think it is a big deal that Iomedae wasn't a deity yet. The area is fairly self-containted.
Kthulhu, I tend to agree with you, but it is actually fairly easy to port ST with just a flavor tweaks.
Also, ST starts at 7.
| Elorebaen |
Thanks DaveMage, brvheart and Elorebaen. I'm not satisfied with those god conversions. I think I'll just go with them being lost and forgotten.
You are welcome. I think that is fine as well. Again, I think it is fairly self-contained. Just need to figure out a way to connect with characters that come from the Inner Sea.
| Anonymous Visitor 163 576 |
You'll need to establish which gods are in, and which are out. Can you pray to Torag, or not? Then communicate that to your players.
I'm planning on starting this soon, and I've decided to go with Aroden and Iomedae as well, but you can of course do whatever you like.
Players will need a wide variety of things to deal with all of the challenges and opponents that they will face. It's important that they have access to spellcasting services, or a potion shop, or a scroll merchant in the Camp.
I'd just leave it, as far as the 4000 yrs old went. Why rewrite everything? Why even buy the book then? You could easily explain it away as residual magics from a long dead enchantment.