PDA

View Full Version : DM Help So the Party just speedran the Ghostlord



Zancloufer
2017-05-06, 09:37 PM
Obvious disclaimer: If your pretty sure you are in my game (IIRC my players know my online name) shoo.


So running a slightly modified RHOD. Thought it was a pretty cool module and finally had the right level/place/time of group to do it. So they have been running decently, top tier in getting VP and running into very few delays until this session where the flumped the Elven alliance (like 6 Alliance points IIRC). Anyway after levelling up and getting back to Brindol they did some shopping. Picked up the gear they commissioned from Ozy's corpse, dropped off Regi's for more dragon gear goodness.

So they figured out who the Ghostlord was and his approximate location, payed off some expensive sages and they nice little custom super identify item helped lots. So it's pretty much the end of the session. Slightly shorter that usual as someone had to go home a little early and another had work. Party didn't like the idea of a 7-10 day trip to find the Ghost lord so they went to the good wizard shop to see if they had like teleport scrolls or something. 5500 GP and only two in stock, they can only take 4 party members. 3 PCs + Cohort. It worked with a UMD check and I kid you not literally 20 rounds after they bought the scrolls the Ghost Lord was off to commit warcrimes against Uwai.

So it is literally the day after the hoard has put Drellen's Ferry to the torch and half the party is sitting out front of the Ghost Lord's lair with a bound Uwai and a scroll of teleport. I know that sometimes the module doesn't go as planned but as it sits they have pretty much done a perfect run of both part 1 and cleared the entire ghostlord section literally one day after Drellin's Ferry falls. I mean I still have most of those in-between things to run (the Merc gold, RHOD hit squad, the spy etc) but at this point they are sitting a MONTH ahead with all but the elven alliance ticked off on major things to do. So is there anything to really keep the party occupied for about a month?

BWR
2017-05-07, 12:38 AM
You can speed up the time table.
You can allow some crafting.
You can add a bunch of stuff, like advance scouting parties from the horde that they need to stop,

Firechanter
2017-05-07, 03:22 AM
Or you can just allow them to reap the benefits of their efficiency.

We speedran the entire campaign, as not to say: curbstomped it. We kidnapped Kharn while the Red Hand host was still drawn out in the Witchwood, charmed him, got the location of the Fane out of him, went there directly and killed both final bosses at level 9.
So, Drellin's Ferry never fell in our game.

PrismCat21
2017-05-07, 06:47 PM
Perhaps you can set up an escort mission for them to lead the Dwarves from Hammerfist Holds to Brindol. Or perhaps help Wracklenaw to gather his Giants and lead them on an advanced skirmish with the hold.

Ask them what they want to do for the next few in-game weeks, have them basically auto-succeed with it, and jump forward in time.

daremetoidareyo
2017-05-08, 05:56 PM
Did they read the module?

Add more dragons and leprechauns.

Fizban
2017-05-08, 06:33 PM
Parties crossing the distance on foot just barely have enough time to to reach all the locations, while those using the giant owls tend to have at least an extra week, and as you've noticed those with Teleport can have a month or more. Not uncommon. Like others have said, you could simply have them fast forward to the battle since it's not like the defenders are gonna try that fight in the open field, or you could let them see what they can do with the time.

Training the militia is popular, though I don't like it very much since it doesn't really do anything unless you decide not only to make up training mechanics, but also reduce the number of enemies fought by the PCs at the city battle. Improving the fortifications, same thing. Raiding the Red Hand itself has easily measured results thanks to the camp details provided for that very reason.

Zancloufer
2017-05-08, 08:32 PM
You can speed up the time table.
You can allow some crafting.
You can add a bunch of stuff, like advance scouting parties from the horde that they need to stop,

Not a fan of speeding up the time table. Extra crafting time is definitally useful but some encounters (especially ones that will get them a level) would be nice.


Or you can just allow them to reap the benefits of their efficiency.

We speedran the entire campaign, as not to say: curbstomped it. We kidnapped Kharn while the Red Hand host was still drawn out in the Witchwood, charmed him, got the location of the Fane out of him, went there directly and killed both final bosses at level 9.
So, Drellin's Ferry never fell in our game.

I am honestly surprised that you Kidnapped Kharn before Drellin's Ferry. Though starting ~3 levels higher than expected might help. Doubt the party can handle the Fane at their current level (7) though even if they could get the information out of Uwai. I've been upstatting things behind the scenes and I'm pretty sure Tyrgarun screams TPK for a level 7 party.


Perhaps you can set up an escort mission for them to lead the Dwarves from Hammerfist Holds to Brindol. Or perhaps help Wracklenaw to gather his Giants and lead them on an advanced skirmish with the hold.

Ask them what they want to do for the next few in-game weeks, have them basically auto-succeed with it, and jump forward in time.

Not a bad idea.


Did they read the module?

Add more dragons and leprechauns.

Lol. I have already buffed the Dragons, Abithrax and Tyrgarun. Though 1-2 more smaller dragons might make things seem interesting. Not sure why Leprechauns would worship Tiamat though.


Parties crossing the distance on foot just barely have enough time to to reach all the locations, while those using the giant owls tend to have at least an extra week, and as you've noticed those with Teleport can have a month or more. Not uncommon. Like others have said, you could simply have them fast forward to the battle since it's not like the defenders are gonna try that fight in the open field, or you could let them see what they can do with the time.

Training the militia is popular, though I don't like it very much since it doesn't really do anything unless you decide not only to make up training mechanics, but also reduce the number of enemies fought by the PCs at the city battle. Improving the fortifications, same thing. Raiding the Red Hand itself has easily measured results thanks to the camp details provided for that very reason.

Raiding the camp sounds, bad. Abithrax for a level 7-9 party is probably a solo encounter with the stats I have given him. I think the only reason he's not run away screaming material at the Siege of Brindol is that the party DOESN'T have to kill him. Think he might become a villain that ends up taxing some important town and eating the merchants that snub him.