
flamethrower49 |
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I've become enchanted with this adventure path, and hope to run it once my current game concludes. I have a question for all the current and future DMs of this one.
How do you plan to deal with the inevitable character who want to play a pyromaniac firespout? Or even just a regular sorcerer who happens to learn Scorching Ray and Fireball? Those staple spells seem to become disproportionately powerful in this adventure path, at least during the first and second adventures.
Spoilers ahoy.
The second book, it seems to become more of an issue, when you can start using Scorching Ray and Fireball to fight waves of Winter Wolves and Ice Trolls. I'm especially concerned for Logrivich. I think of myself as a veteran DM of dragons, and as written, I think he will easily be eaten alive by any 6th-level fire-wielding caster.
Any thoughts on how to minimize this hazard, or is it not as bad as it looks? Any word from the designers about whether this will be a big problem in the remainder of the path?

Tangent101 |

I've got to agree with Ansel. Have the firebugs targeted quickly once they start USING fire magic (or greek fire). Also, you can't hit what you can't see. Many of the fae use stealth or the environment to hide from the characters.
Finally, there is an encounter in the second book with a group of

Ataraxias |

That may apply to random feral creatures in the wilderness; but be aware of the many mirrors scattered about the adventure.
Each one present during a battle can possibly communicate the threat of fire to later enemies.
This is especially present in the Pale Tower, where there's mirrors in nearly every room. And after Radosek's death Nazhena and anyone she would be in contact with would definitely be on heightened alert.

Ansel Krulwich |
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Oh, you can have so much fun with this...
Dredge up all the old fairy tale villainy that you can imagine. Your players will be eager to sack the Pale Tower before the book's halfway done.

Rycaut |
Generally I'm of the philosophy of let every player have a chance to shine. A fire Mage will indeed shine against many of the foes in this Adventure Path and my mind that's a great thing. Especially if the rest of the party also have their chances. If one character completely dominates then I think I'll adjust. In my game which has just started I have an Ifrit fire oracle. I'm sure she will have many chances to literally shine throughout the AP. but so too should the rest of the party if I do my job as a DM.
And yes this will include having foes target fire magic wielders when and if they become aware of it including via active mirrors.

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Although not exactly the same, how about characters that start with cold iron weapons? They ignore the Dr of almost half the opponents in the first adventure and a lot in the second...
Cold Iron weapons cost twice the normal price, that's one deterrent. Other than Yuln's Cold Iron Longsword and the +1 Cold Iron Sling Bullets at Isker's Smithy, my PC's won't have access to Cold Iron before setting out. Solves that problem.
As for fire-based blasters. I agree with Rycaut. There are plenty of ways to get around that issue.

Rycaut |
I will adjust based on the encounters and how the party is progressing and whether every player appears engaged and having fun. If not then I would try to see what would engage the party - "random" encounters could be one approach (if not too punitively deadly and if the xp would be helpful).
Also the weather conditions will go a ways towards impacting fire based casters. Conditions of heavy snow and heavy falling snow will make ranged attacks harder and would likely interact with spells in many ways. I might have snows melt then if it is cold enough turn to black ice soon thereafter. And things that are caught on fire will likely be doused by snowfall if the combat is outdoors.
And very likely my players will play up the impact of weather on their warm weather loving characters. (One player bought cold weather gear to handle regular temperatures)
Mostly however I try not to be a punative DM. If I play tactics as written but also as seemingly intended I generally can deliver a challenge to my players without getting into an arms race (which after all a DM will always "win" but may not have players for the next sessions)

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closetgamer wrote:As for fire-based blasters. I agree with Rycaut. There are plenty of ways to get around that issue.Which ones do you plan to use?
All of those already suggested are good. The environmental issues mentioned are probably where I'll go.

Danneth Sky |

We have an arctic druid in my campiagn also, but he took the fire domain instead of an animal companion; kinda interesting. He worships the god of volcanoes and winter from Tien.
Yeah. . . my player took the Water domain, which makes more sense to me. Of course, his offensive abilities are next to useless in most encounters, but he's getting a lot of mileage out of the utility/defensive aspects of it.

Irnk, Dead-Eye's Prodigal |

Flaming definitely, Fey bane...
Considering that a lot of the Fey of Feyfrost are problematic for other 'powers' of Irrisen I suspect that Fey-bane weapons are going to be kind of like AR 15's in the US, you can find them, but you need to have a good excuse for why you want them. Depending on what kind of identity papers the PC's have, they may need to go through the 'black market' to acquire those sorts of weapons, increased risk & cost, but not impossible.
Reviewing your question Kazuo, yeah, I guess they both would be 'hard' to find, not impossible, particularly once/if your PC's hook up with the Heralds of Summer's Return; but definitely hard.

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The sheer number of trolls in the area kind of necessitate fire. While many of these creatures are fire vulnerable...they're also pretty resistant to everything else. And if they target fire users specifically, it should be pretty tough to protect your one fire user while he makes the fight fair...