Showing posts with label Changing Tides. Show all posts
Showing posts with label Changing Tides. Show all posts

Monday, April 1, 2013

Changing the Tide: Welcome to Farshore and Beyond

Welcome to Farshore


In the Savage Tide Adventures Path (STAP), the final episode of the 4th adventure (Here There Be Monsters) segues directly into the opening of the 5th adventure (Tides of Dread). The delvers, having just crossed a significant portion of the Isle of Dread, arrive at the northern colony of Farshore just in time to rescue it from pirates. Cue dramatic music!

My problem with this presentation is that it's a huge pain for me. I've got one session left before our group returns to its normal gaming experience, which in this case is going to be Dungeonworld. There's already the final tedious fight from Fogmire to complete, and I ended on that cliffhanger so I'm pretty much committed to the grindfest versus the nigh-invulnerable golem. This is probably something I should have thought of ahead of time and planned differently. The opening of Tides of Dread is a neat set piece, with the delvers running around town saving people from pirates and probably needing to split up to save everyone in time. I don't really want to cut it, but I don't want to end on a cliffhanger that may never get resolved, nor do I want to start it and then play Dungeonworld for a couple of months and come back to Savage Tide.

Fortunately, there's an easy way to resolve this: postpone the attack. Let the delvers arrive safely in town, and discover the rampant inflation. Having to put up with the inflation for a day or two should make the impact of the town's gratitude for saving them from the pirates more meaningful. It should also give me time to set up some of the role-playing bits and politics without the pressure of recovering from the pirate attack.

And Beyond

STAP covers 12 adventures, but I'm only running about half of them. Some just came off as boring or implausible to me on the read-through, so I'm cutting them. For sure, I've already skipped the first adventure, and I don't intend to run Lightless Depths, which is a weird railroad trip that's hard to explain and not interesting. I'll probably keep City of Broken Idols, which is an expansion of the old Taboo Island from X1: Isle of Dread, though I'll remove a lot of the plot elements that I'm using inconsistently at best (ie, all the references to the demonic pearl factory which ties into the overall "let's kill Demogorgon" storyline that I've been ignoring). The Snakes of Shuttlecove, or whatever the next adventure after that is, bores me to tears, so I'm definitely skipping that.

In summary, my current plans are to run the main plot of Tides of Dread, since it's an interesting sand-boxy sort of story. The delvers have a limited amount of time to explore the Isle of Dread, recruit allies, loot Taboo Island, fortify Farshore, and do other heroic stuff before a pirate fleet comes to raze the colony. Depending on how well the delvers do at looting and fortifying, they may decide to flee back to civilization or defeat the pirate fleet. Either way, we'll pretty much be done with the Isle of Dread (and most of STAP), unless the delvers want to stick around some more and explore more stuff.

At some point, though, they'll be done with the Isle and go back to civilization, turn all their loot into magic items, and become more powerful than I can imagine. Killing orcs and ogres will stop being a challenge at that point, but it seems cruel to not let them play around with their Puissant Fine Balanced Elven Welsh Longbows of Armor-Breaking Accuracy and whatnot. So while I will happily offer to retire the characters at that point, when they refuse, I have a plan.

After Serpents of Shuttlecove, the next STAP adventure Into the Maw. As written, it's a sailing trip into the Abyss and then a prison-break from a demonic prison. It sounds rather insane, and I don't think it's going to work for my group: first, all the delvers are "good" that they won't cut deals with demons, and second, Sister Joan the Saint will have Enhanced Smite by then, and 3d bu damage in a 16 yard radius means that you don't have to cut deals with demons because the demons are all burnt to ash. Reflecting on this reality, I was going to just toss the adventure, but then I had a good idea. Instead of making it a demonic prison in the Abyss, make it an unseelie faerie prison in Faerieland. It should convert over pretty easily, since the difference between "scary scaly demon" and "creepy unseelie nightmare" isn't really that much in concept. But there's nothing objectively evil about bargaining with the fae, even if its often unwise.

So adapting Into the Maw should work as a high level adventure, and high powered unseelie fae make perfectly adequate enemies against 400 point delvers and don't strain credibility at all. The fact that the place is a prison means I can even use some of the demons, since they would be escaped prisoners either way.

The last 3 adventures in STAP are a big war against Demogorgon. I'm not sure how I feel about them, and I'm not sure that even high point delvers are really ready to kill gods. But I can worry about all that next year.

Sunday, March 17, 2013

Changing the Tide: Fogmire

Fogmire is a very linear and somewhat random dungeon that nominally acts as the conclusion of Here There Be Monsters (HTBM) in STAP. For my purposes, it has advantages in that its short, straightforward, and filled with interesting traps. It has the disadvantages of being so linear that adding any branching or loops to it would require completely rewriting it, and the one monster to a room problem that is so common with D&D3e adventures.

I can deal with the linear nature of the dungeon by pretty much ignoring it and looking forward to the adventure, Tides of Dread (ToD). ToD is a mini-sandbox, exploring the Isle of Dread while preparing for a pirate invasion. So this silly linear dungeon is fine; the PCs are going to be under a lot of time pressure (their allies have been captured by teleporting demons and are being tortured). A straight dungeon is simple for them, and instead of worrying about which way to go, they can focus on resource management (prayers, potions, HP, time) and not dying in the traps.

The one monster to a room is more of a concern. 5 PCs, plus 1-2 allies, versus a single monster is going to go poorly for the monster in GURPS. Okay, it goes badly in D&D, too, but it's really obvious in GURPS. The choice of monster acerbates the problem. A lone naga wizard is just going to get shredded, and disguising itself as a zombie "to make it look less threatening" isn't a plan, it's insanity. The mob template of gorillas is just a boring melee monster.

My simple solution to these problems is to combine two of the rooms, change the mob template into a bunch of gladiator apes, and move the naga wizard down the hall to the Shrine. A pair of teleporting demons, grabbing people and pulling them onto the upper level of a room with two levels, should distract the PCs plenty while a few waves of a dozen or more gladiator apes come charging in. The naga wizard works better at the end of a long hall filled with traps than at the front of it; the fact that she has another teleporting demon martial artist to play bodyguard should also drastically increase her lifespan. The fact that the PC's allies are slowly dropping toward a pit of fire should also nicely divide their attention, though honestly only for a round or two.

Notes on the conversion to GURPS are here.

Saturday, March 16, 2013

Changing the Tide: Reworking the Sargasso Sea

The Sea Wyvern's Wake adventure in the Savage Tide Adventure Path has a sequence where the delvers' ship is trapped in a creepy and eldritch sargasso sea. In the adventure, it's not much of a puzzle: the delvers are harassed at night by creepy assassin vines and vine horrors, they find a journal telling them to go to the center of the sargasso to kill the mother-plant that is summoning the vines, they go to the center and kill the Mother of All in an epic if unrealistic battle.

Even as a simple DF adventure, it's pretty linear and doesn't require much thought. However, my players like thinking, exploring, and solving puzzles and mysteries a lot more than they like straightforward combat. They'd just had a few sessions of straightforward combat, and I figured they'd lose interest if I gave them another. Instead, I adapted the premise to create an interesting puzzle monster.

My first step was to declare to myself that an eldritch horror from beyond time and space, the kind of thing that creates a 10 mile morass of floating vines to entrap ships on the high seas, can't be killed by unsophisticated direct damage. I didn't really stat it out, but I was thinking DR 30 (not versus silver), 1000 HP, Instant Regeneration, Magic Resistance 20, and so forth. The massive DR, HP, and regeneration meant that fighting the thing straight up was an impossible battle, while the weakness to silver was the first step towards giving them an out.

The next step was to think about ways to hurt this thing. I knew I wanted it to be vulnerable to silver weapons because a lot of PCs in my games, over the years, have bought silver weapons that weren't really useful and I wanted to make up for that. I could also provide hints to the vulnerability with vague allusions to moon metal or were-bane, or confuse the issue by alluding to night metal or heavenly metal (which most players would think to be meteoric iron). I finally decided on a multi-ingredient poison or herbicide.

I started with belladonna. It's a poison, but it was also used as a cosmetic, and "beautiful lady" is an easy translation into a lot of languages, at least at a recognizable if not accurate level. Garlic was another easy choice. It's historically a cure for just about everything, is the kind of thing that might reasonably be found on a sailing ship, and has a bunch of funky slang names that are generally recognizable. Two of my players are from the San Francisco Bay, so I was worried that I would give the game away immediately by calling it "the stinky rose".

I was stumped for the last ingredient for a while. I wanted at least one ingredient that if the players couldn't figure it out entirely, the delvers would at least be able to find some close substitutes. That made me think of white wine vinegar, since the ships might have white wine to use as a substitute. A wikipedia search on the varieties of vinegar confirmed that vinegar was a good choice, because of all the varieties, and I finally chose Jacob's Tears vinegar as a strange one that had alternate names.

Finally, I wanted them to have to apply the poison to a specific place. The original adventure has the Mother of All living at a bottom of a 100' shaft lined with budding and growing vine horrors. It's creepy, but a bit stupid: the adventurers can start by standing at the top and dropping damaging spells and attacks straight down, while the Mother can teleport anywhere in the Sargasso Sea so she can either move to the top of the shaft and fight the adventurers or teleport the heck away and completely frustrate any chance of victory. That's weak adventure design, since it means the adventurers only win if the monster gets the Idiot Ball. I wanted the Mother to be a static foe, but clearly some kind of creepy producer of additional threats - a mother indeed. I liked the imagery of the original shaft of budding vine horrors, and it had a nice resonance with the literal meaning of kindergarten - "child garden" - which inspired another clue. The heroes would need to shoot the Mother in the kindergarten.

As this was supposed to be a puzzle, giving them a single list of "moon-metal, stinking rose, pearl barley vinegar; apply to the budding vines" would be something of a let-down. Instead, I came up with the idea that each of three ships previously trapped in the Sargasso had tried to create the poison with varying degrees of cluefulness and resources. The various logs' allusions and half-references could be compared to each other to resolve the puzzle. I ran the clues by Bruno to see if it was too hard - I figured the combined mental resources of 5 people at a table had to be at least as good as one very bright gamer. She figured it all out and even realized the Mother was a load-bearing boss.

I was happy, and wrote up notes and hand-outs here.

Actual Play

As it turned out on the tabletop, I forgot that my players were essentially a committee, and a committee is less bright than the individual members. I had to gently steer them away from some of their more insane half-conclusions, and as it turned out, none of them really knew that belladonna was used as a cosmetic. Eventually, though, they managed to figure out the poison and make it.

When they finally arrived at the Mother of All's rooms underneath a wrecked ship, I had a sudden insight: if there's only one thing to shoot, they're going to shoot that one thing. I probably should have thought of that earlier. So I ended up drawing a bunch of stuff on the map: a collection of venus flytrap-like mouths, a "bunch of weird electrical things, some kind of weird organic Tesla coils and Jacob's ladders", a bunch of weird organic pump-like organs, some "strange polyp like growths", and "a patch of open space in which new vine horrors periodically bud and grow." Then I had to clarify that the pumps were not the thing's heart and didn't look like hearts and for all they could tell, were being used to drain the water from the below sea-level chamber they were in.

The players now had several targets to chose from, and being players, they fixated on those dang pumps. I don't know why. More gentle steering and reminders that pumps are not necessarily hearts when dealing with eldritch biology of some kind of creepy Cthulhuoid plant eventually allowed the players to remember the phrase "essence of motherhood." They couldn't read the word "kindergart" on the print-outs, which was my mistake for putting the blur too close to the word. Though Bruno managed to read it on the PDFs so I'm not sure how I was supposed to catch it. Eventually they shot a silver-coated meteoric iron poisoned arrow (the scout had a collection of silver-coated meteoric iron arrows, so they didn't even have to take the chance on silver versus meteoric) into the nursery, the Mother of All retreated, and we had a fun chase sequences as the delvers fled the suddenly sinking wreck and tried to recover loot on the way.

It was a pretty memorable experience, and a lot of fun. I strongly recommend that other GMs either steal this puzzle or come up with something similar the next time they need to put their PCs up against a nigh-unkillable monster.