Turtleback Ferry Alternative Events (spoilers)


Rise of the Runelords


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My party has just finished taking Fort Rannick. The final battle was a big epic fight in which I brought in the main bad guys into one location so they could fight together instead of individual battles. It worked well and proved to be a great challenge for the party.

Next session we're going to hit upon the Turtleback Ferry Flood. Because my party has been doing a lot of straight forward fighting recently, I wanted to shake things up. Rather then fighting the snake and Black Maga, I wanted to come up with a series of events that didn't involve fighting, but rather wits, brains, and the like.

For example, instead of rescuing the children from the big snake, have them be on a roof which breaks free of the rest of the house. As it starts to sweep down river the party might have to do a sort of chase to bounce from roof top to roof top, finally landing on the children's raft and gathering them up before it's smashed against another building.

I'm looking for some advice/suggestions on other exciting, quick, fun to do things that occur during the flood. Any suggestions?

Thanks!
H

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
Jon Hughes wrote:

My party has just finished taking Fort Rannick. The final battle was a big epic fight in which I brought in the main bad guys into one location so they could fight together instead of individual battles. It worked well and proved to be a great challenge for the party.

Next session we're going to hit upon the Turtleback Ferry Flood. Because my party has been doing a lot of straight forward fighting recently, I wanted to shake things up. Rather then fighting the snake and Black Maga, I wanted to come up with a series of events that didn't involve fighting, but rather wits, brains, and the like.

For example, instead of rescuing the children from the big snake, have them be on a roof which breaks free of the rest of the house. As it starts to sweep down river the party might have to do a sort of chase to bounce from roof top to roof top, finally landing on the children's raft and gathering them up before it's smashed against another building.

I'm looking for some advice/suggestions on other exciting, quick, fun to do things that occur during the flood. Any suggestions?

Thanks!
H

i thought that the casino/sex boat being at the bottom of the lake to start things was a giant waste.

why can't it still be a going concern? the PCs can meet the lamia in human form, try to figure out what is wrong with the town, and have a bit of skill-challenges before heading out to ogre country.

when they meet (whatever her name is) the lamia later on, it's an actual boss encounter rather than the kinda lame - oh, and there's this other monster there too, like it's laid out in the adventure.


Yakman wrote:

i thought that the casino/sex boat being at the bottom of the lake to start things was a giant waste.

why can't it still be a going concern? the PCs can meet the lamia in human form, try to figure out what is wrong with the town, and have a bit of skill-challenges before heading out to ogre country.

when they meet (whatever her name is) the lamia later on, it's an actual boss encounter rather than the kinda lame - oh, and there's this other monster there too, like it's laid out in the adventure.

That's something I wish I had thought of earlier, it would have made things more interesting. Alas we're past that, but if I had to do it again, I'd bring the casino back to the surface to make it more important.


Jon Hughes wrote:
Yakman wrote:

i thought that the casino/sex boat being at the bottom of the lake to start things was a giant waste.

why can't it still be a going concern? the PCs can meet the lamia in human form, try to figure out what is wrong with the town, and have a bit of skill-challenges before heading out to ogre country.

when they meet (whatever her name is) the lamia later on, it's an actual boss encounter rather than the kinda lame - oh, and there's this other monster there too, like it's laid out in the adventure.

That's something I wish I had thought of earlier, it would have made things more interesting. Alas we're past that, but if I had to do it again, I'd bring the casino back to the surface to make it more important.

or.... you can still make it a haunt-filled barge that returns to the surface after the flood Flying Dutchman style. Have a couple of casino/greed-related haunts that tell the story of the last few hours of the barge before it sank. (think Foxglove Manor on a gambling boat)


Adventure Path Charter Subscriber
Yakman wrote:

i thought that the casino/sex boat being at the bottom of the lake to start things was a giant waste.

why can't it still be a going concern? the PCs can meet the lamia in human form, try to figure out what is wrong with the town, and have a bit of skill-challenges before heading out to ogre country.

when they meet (whatever her name is) the lamia later on, it's an actual boss encounter rather than the kinda lame - oh, and there's this other monster there too, like it's laid out in the adventure.

I let PCs seen the Paradise in action as have some others - there should be an overview of what was done in the Hook Mountain GM thread.

Hythlodeus also has a pretty good idea too.
That could be a fun write-up.

Shadow Lodge

Pathfinder Adventure Path Subscriber

I don't know how it'll turn out in my run of the AP, but I have a few options open, depending on PC plans:

- If they plan to just bum-rush Lucrecia, I'll play it out as written. Or, when they ask, "Where's Lucrecia so we can kill her?" the person they ask will reply, "She's on the Paradise, right out... there..." and points at where it's currently sinking.

- In what I think is the best case, the barge is still out there, and one PC gets invited in. After a surprising lucky streak, they get offered a Lifetime VIP Membership.

It Goes Like This:

Playing it out like ritual magic from Occult Adventures, it'd need

- 1 Celebrant (to be marked)

- 1 Ritual Director (to do the marking)

- Others (to aid the Director)

- 1 magical Sihedron-ended mithril branding iron w/gold-plated handle or magically enhanced gold-plated mithril tattoo needles and ink made from sources that can't be found in the general area

Duration: 1 hour.

Ritual Failed: Everyone involved takes 1d6 WIS damage, representing forgetting that other people can have nice things too.

While the Ritual Director makes Arcana/History/Religion/Appraise/Craft:Tattoo checks as necessary, the Celebrant bathes in a tub full of gold coins or other valuables (fine liquors would work, but paintings and sculptures might be uncomfortable) while cuddling up with their most favourite material possession(s). After multiple reassurances that the Celebrant deserves everything, and anyone who says otherwise is stupidly denying them what is rightfully theirs, the Director brands the Celebrant with the branding iron or does the tattoo, marking body and soul as Greedy Enough.

Upon the death of one so marked, their soul is drawn to, and filtered through, the Soul Lens, taking the spiritual manifestation of their greed. If the deceased is then revified, their new lack of any greed whatsoever means they'll have to re-learn concepts like ownership and financial planning (though Restoring the level drain can speed this process).


The VIP gets to swagger out of the boat later, with some new cash and a Sihedron tattoo on their lower back. If it ends up this way, I'll actually hope that PC gets killed later on, just so I can say, "You die... and then things get worse."

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