Belloque |
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The Green Market is a Pathfinder society scenario that fits really well as a sidequest for my group. Especially for one of the characters that has a merchant brother in law that has replaced Zeeva Foxglove as the owner.
Problem is that the group is level 2 and the scenario is for level 5 if I remember correctly. Therefore I need to make the fights less deadly. I'll probably wing it a bit, but what I really would like to do is give them the opportunity to solve the final encounter with the shoanti ghost Greenheart peacefully. This encounter is way out of their league and also the Shaman even says that: "You see, he left this world a man of peace, not a man of war. Your best hope might be to make him remember that."
Do you have any ideas what could be an alternative to fight the Ghost with magical weapons and channeling? Something that is all about making the ghost remember its principles in life and stop being violent?
Diplomacy doesn't seem really fitting with an angry ghost. The group includes a shoanti Shaman lvl 2 as well and maybe he could be the solution and step into the spotlight?
Grateful for any help!
AwesomenessDog |
Perhaps you could try holding off on this module until the break between book 2 and book 3. They'll be level 8 at that point which is perfect for the module and giving a larger window of time before Ileosa takes further steps after the plague is settled can work out better for the intrigue aspect of the campaign, especially if the party didn't make the connection that the Queen was behind it all (and not that Davalus was acting alone).
Jhaeman |
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I ran this when the PCs were low-level, and what I did was essentially make the Shoanti spirit as a haunt that manifested as a hazard. Stalls would collapse, produce would get hurled through the air, wagon axles would break, and so forth. The angrier the haunt got the more dangerous it could become, with PCs taking damage every round (something like 2d6 damage with a DC 15 Reflex save for half, if I remember right) while they tried to complete the ritual provided in the scenario. It seemed to work well.
Belloque |
I ran this when the PCs were low-level, and what I did was essentially make the Shoanti spirit as a haunt that manifested as a hazard. Stalls would collapse, produce would get hurled through the air, wagon axles would break, and so forth. The angrier the haunt got the more dangerous it could become, with PCs taking damage every round (something like 2d6 damage with a DC 15 Reflex save for half, if I remember right) while they tried to complete the ritual provided in the scenario. It seemed to work well.
That sounds interesting!
So the ritual was the key to make peace with Greenheart instead of entering into the ethereal world?Could you elaborate a bit on what changes you did to the Shambling mound encounter, the ritual and Greenheart encounter?
I was planning on keeping the Shambling mound but making it weaker. Also I could see the ritual being key here but that would skip the trip to see Greenheart in the ethereal world, right?
Belloque |
I'd really like the players to have to solve it like a puzzle. Perhaps the spear head that is still embedded in Greenheart's corpse could be important. Maybe it needs to be pulled out and brought to the ethereal plane and placed in the circle in front of the Ghost. Something that makes him remember his goal of uniting the tribes and living peacefully.
Jhaeman |
Yes, that's right--I didn't have a trip to the ethereal plane.
The way I handled it was that due to all the unrest in the city, Hellknights had marched through Green Markets and awakened the spirit of Greenheart (because he hated violence). Doing the ritual with the klars returns Greenheart to his state of rest. I tried to really play up the atmosphere of high winds, debris flying everywhere, the tormented spirit howling, etc. It worked especially well because one of the PCs in the group was a Shoanti shaman!
Belloque |
Yes, that's right--I didn't have a trip to the ethereal plane.
The way I handled it was that due to all the unrest in the city, Hellknights had marched through Green Markets and awakened the spirit of Greenheart (because he hated violence). Doing the ritual with the klars returns Greenheart to his state of rest. I tried to really play up the atmosphere of high winds, debris flying everywhere, the tormented spirit howling, etc. It worked especially well because one of the PCs in the group was a Shoanti shaman!
So basically the shaman could replace the role of that other shoanti shaman in the scenario? I was thinking about that and also considering having Thousand Bones be available for advice as the shaman in my group knows him a little bit.
I think I will introduce the thieve's guild in the first encounter and having either the PC:s or them draw steel in the Green Market. This after the merchant relative have been harassed by them and called upon the PC:s help. This will trigger the Haunt.
I will definitely use your idea of using the ritual as the key to appease the Ghost Greenheart but also have them enter the Etheral realm and meet him there as a nice ending to it all. Perhaps even letting them recieve some kind of award as a blessing of some kind to help them in the upcoming adventures. Not very used to Pathfinder, what could be reasonable as lvl 2?
Thanks for sharing!