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Post by Hussar on Mar 19, 2017 3:46:43 GMT -7
Well, we've finally dived in. It's only two sessions in, so, we'll have to see how it goes. So far, I've kidnapped the PC's, sold them into slavery and dumped them into a pit fit with beast men. I think I'm hitting the high points. More later as it occurs.
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Post by HydraSX on Mar 21, 2017 21:42:43 GMT -7
Cool. Keep us updated. I for one am pretty interested in hearing about other Thule campaigns.
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Post by Hussar on May 1, 2017 4:44:53 GMT -7
Well, I ran a homebrew adventure to open things up. Went pretty well. Nothing too big, just getting everyone's feet wet.
Currently running one of the modules from the core book - the one with the golden tears. I'm blanking on the name right now.
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Post by HydraSX on May 1, 2017 11:31:02 GMT -7
"Cavern of Golden Tears" if I'm not mistaken. I ran it myself - in fact, I've run all of the official Thule modules at this point. I think out of all of them I enjoyed running Red Chains the most. Night of the Yellow Moon is a bit of a slog.
I do find that, especially if the PCs are multiclassed, the Thule modules tend to become far too easy as time goes on - at least without modification. I think they're best used at lower levels.
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Post by Athkethin on May 9, 2017 14:05:49 GMT -7
It's interesting, hearing about others' experience with the official modules.
My campaign kicked off with "Tower of the Black Flame," and it was awesome, though (in what became a bit of a pattern) the final showdown left a lot to be desired. I followed it with Cavern of Golden Tears, and that was an even bigger success, even if the party rogue was sad he didn't get much gold out of the deal in the end. Next I ran "Eidolon of the Ape," which is a World of Xoth module; I relocated it to a Lankhmarian "Street of the Gods" in Quodeth. That one was hands down my players' favorite. We followed it with "Night of the Yellow Moon," which I tied into their collective backstory (they were brothers from a barbarian tribe) and wreaked some havoc on their sense of place in the world.
Sadly, that's where things started to fall apart. I started with "Land of the Silver Lotus," another Xoth module, but they weren't really into it and one player just up and disappeared. Another quit after the following session, and that was that. The campaign is on hold now as I recruit more people.
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Post by Hussar on May 26, 2017 20:10:09 GMT -7
Just finished up running Night of the Yellow Moon. It did not go quite as well as I hoped. The party just did not connect to the plot at all. They couldn't care less that the cultists were murdering people right, left and center. They completely bombed the interaction at the Stone Spear's village and the entire village got slaughtered and the collective reaction of the players was, "meh, we tried, they suck".
Going to run The Scent of Jasmine next, just as a bit of filler before I'm plunging into a hexploration adventure of my own making where the party will be heading to Nothul. I've placed a dwarves mine north of Nothul and made Nothul something of a trading port. They are heading into the mountains in search of a temple of some sort after they learn of its existence from an old Atlantean officers journal. Lots of wilderness stuff, survival and hopefully some interesting twists. I'm going to add in a bit of background of my own that when the elves arrived in Thule, they went to war with a saurian empire that was already established here. The elves won, carved out Thule, but, one last outpost in the wilderness still has the war going on. The elves will be led by a lich and the saurian "temple" is actually a high technology ark that the saurials created before leaving Thule for Venus. Shades of White Plume Mountain going on here.
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Post by Athkethin on May 27, 2017 6:46:29 GMT -7
Bummer. Night of the Yellow Moon was one of the more successful adventures for my group, but then, their party background was that they were three brothers exiled from a barbarian tribe. I just made their tribe the Stonespears (since of course I had all the modules before the campaign started and did a little reading/planning ahead to plant these kinds of seeds), so it was much easier to get them involved. I actually planted Metira Sedarnel as a business associate and contact for one of the brothers, too, in anticipation of running "The Scent of Jasmine" later, but the campaign disintegrated before we got there. C'Est la Vie.
Anyways, I like your temple idea. You could, in fact, use White Plume Mountain if you wanted, and it would work fine I think. One of the great things about Thule is that, like the old Hollow World setting, you can have completely different and discrete civilizations and wars and kingdoms and whatever that have no connection to the rest of the world unless you want them to.
Something that can make wilderness adventures nasty: look at the Wilderness Hazards section of the DMG, starting on page 110. Stack pygmy hunters or beastmen or whatever on top of those hazards, using them to their advantage, and you have some unpleasant surprises for your players. My group was particularly unhappy with savage pygmies (reskinned kobolds) who kept watch near (and helped disguise) quicksand pits, to attack adventurers who stumbled into them. Similarly small creatures could run right across thin ice, or have snowshoes that kept them from falling on slippery ice.
Rock on!
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