Author
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Comment
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Boden Blagden
Here for a while
(1/16/03 7:20:04 pm)
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Module timeline.
This may be a stupid question, but is there a specific amount of time that the PCs have to stop the cult and all their evil plans after the module starts, or is the timeline not set in stone and things happen as the PCs get to it.
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SSShadowcat7
Here for a while
(1/16/03 8:32:24 pm)
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Re: Module timeline.
It's left open. There is no set timeline. It's left up to you to decide. You can make it pressure heavy where the PCs feel like they have very little time or open ended so that they can procede at a leasurely pace.
I think somewhere in between is where I like it. At first they can move slowly, gathering information and tidbits here and there. As time goes by and they learn more they begin to realize that things are much more dire than they might have thought and they have to pick up the pace to prevent a great catastrophe.
Once the Champion is found there is precious little time left. And once Imix is set free the countdown really begins. But by then the party should know what is going on and be hastening to prevent it.
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Siobharek 
Still here? Wow.
(1/17/03 2:43:28 am)
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Re: Module timeline.
A long time a go in a board design far, far away, Thrommel (I think) suggested that once Imix is out and about, fire starts getting a little less safe: Sometimes, fire shoots out of ovens to burn perople, candles might throw wicked sparks, stuff like that.
Andorax mentions fire turning purple and all fire spells registering as evil.
Once Lareth's been discovered Champion and Imix released, I would suggest a definite timeline. Just make sure it coincides with your party's level at the time (they should be around 10th-11th)
Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing. |
ronin
Here for a while
(1/18/03 10:38:52 am)
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Timeline
The above ideas are great. I also had fire based spells be altered a bit. Fireball spells had a larger radius, same with flamestrike, etc. I didn't roast any PCs with this, I allowed them to be at the edge and think "Whoa!" when they were almost in their own spell's effect. I also had them hear reports of bodies of water actually catching on fire. This was near the end of course but it gave them the idea that they shouldn't screw around and waste time.
So in the beginning let them take their time. As the PCs progress speeds things up. When they get towards the end do your best to make them feel as rushed as possible so they barely stop the cults plans (if they indeed stop them at all). Good luck.
ronin
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