Standing Stone advice

Klaus

First Post
Hi, Kids and Kidettes!

So, I'm halfway through Standing Stone. Here's the party:

Alicia Hannigan - female half-elf Wizard 5/Rogue 3/Battledancer 1; Has just chosen Improved Familiar to turn her cat into an elven cat. Her motivation: she's going after her father, a high elf diplomat to the grugach. He was a victim of the "parley".

Jander Ghering - male human Ranger 9; Follows the Two-Weapon style, wears a Darkleaf breastplate and worships Ehlonna. Motivation: He's accompanying his friend Alicia, plus he wants to visit one of the oldest shrines to Ehlonna, rumored to be tended by a unicorn (the same from the Signs of Trouble chart).

Tandya Carey - female human cleric (Pelor) 8; Has no luck in rolling turn undead. Made most of the party's magic weapons and armor.




SPOILERS ABOUND!




So they met with the Horseman and had no luck damaging him in the initial scene. They took the cart and money back to the village (on the way they slept at the farmer's place, where the ranger had a fling with the farmer's daughter). They stopped by the chapel and think they've seen all there is to see there (so no chance of running into the shadows).

When arriving at the village, they met the Cuckoo, whom they perceived as a cowardly, incompetent bard. They witnessed the assassination of the elder, and the ranger rolled very high on his attack (at an illusion) that he was sure he had hit, but found nothing. They met the remaining adventurers and think they're up to something.

They chose the Cuckoo to guide them to the monolithic monuments, starting with the Silent Keepers. Even though the NPCs hinted heavily at the Horseman coming from the Great Barrow, they decided not to go there, instead heading to the Red Horse Hill. On the way there, the Cuckoo got shot at, and the ranger returned fire (enough to almost kill the grugach NPC).

When arriving at Red Horse Hill, they were attacked by the Horseman, who was aiming for the Cuckoo. The battledancer, through a handy blink spell on her and her familiar, managed to damage the Horseman heavily, and they eventually dissipated him and the horse. It was getting dark, so they decided to climb to the top of Red Horse Hill to have a defensible position. While climbing up, the saw the Horseman riding into the tarn, giving the pelorian salute and sinking (where he'll remain until reformed 2 days later). Since the cleric was a pelorian, the Cuckoo knew she'd recognize the salute, and when no one was watching, he teleported away, leaving them on the Hill.

The session ended on the next morning, with the party deciding to go to the town (if they find the way back). I'll probably throw the fey skirmishers at them before they get to the village, but they surely won't go to the Barrow, and probably will confront the NPC adventurers, even if they don't have all the facts.

Anybody got any suggestions?
 

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What kind of advice were you looking for?

You've stumbled across one of the primary problems with the module, in that's it's not terribly focused, IMHO. I don't know if you'll be able to get them to visit too many locations before they simply decide to go deal with the people they suspect. Wulf's Story Hour had essentially the same resolution, give or take. The PCs realized who must be behind the problem and went and smacked them down, even though they really didn't know what they bad guys were up to.

Are you looking for a way to get the party to visit the Barrow, or just to get them to learn more about what's going on? Perhaps an encounter with the Grugach (such as having the PCs trail them) or some oddness with some villagers to lead them there?
 

WizarDru said:
Wulf's Story Hour had essentially the same resolution, give or take. The PCs realized who must be behind the problem and went and smacked them down, even though they really didn't know what they bad guys were up to.

Methinks you are belittling my uncanny ability to sniff out the bad guys within moments of meeting them.

"Proof" is for sissies.


Wulf
 

I just finished running this module. It wasn't very well liked by the party, mostly because the amount of misleading and misdirection was annoying to them. Here is what I would suggest.

Let them get back to the town. The PCs will ask about the horseman and Dyson can say that he was changed to undead by the undead minions in the Barrows. In fact, the whole town is at risk and they have enough problems dealing with the wild elves. Dyson will give them a choice - either take care of the elves or the barrows and his group will try to defend against the one they didn't choose.

If they choose the elves, then they can find the ambush site and get information with Speak With Dead, but they will also probably get attacked by the elves. Either way, they will probably get the information they need to understand that Dyson and his group are the enemies. When they get back, Dyson will be waiting for them.

If they choose the barrows, the Barrow Wight will surely tell them what they need to know after he duels with a party member. Again, Dyson will be readying a fight for their return.

In my game, I had the hobyahs trail them and then race back to alert the bad guys when they were coming back to town. At 50' brachiation speed, they're basically uncatchable.

Unless your players are keen on mystery and misdirection, don't drag the adventure on too much. They will probably not appreciate it. This is a pretty small adventure in its core.

Did they notice that the horseman's sword and equipment didn't appear after "death"? Did they figure out it is a ghost? Do they know why ghosts are created? If not, Dyson has some leverage to convince them that it was the barrow wight's doing.
 

This module wasn't well received when I ran it, either. Although in my player's case, they never quite figured out what was going on, but eventually just started killing people for no reason.

Oh, and they jumped the Barrow Wight before he could say anything. :rolleyes:

All I can really tell ya is good luck. Standing Stone was the most disappointing of the Adventure Path series. I've found the rest to be better.
 

Klaus said:
on the way they slept at the farmer's place, where the ranger had a fling with the farmer's daughter.
What is it with rangers? The ranger in my game did the same thing. :D

My experience with Standing Stone was quite good. I enjoyed running it and the players had a great time figuring out what was going on. In fact, I had them believing it was the wild elves up to the very end.

Don't forget to have Henwen use her staff and create some undead for the final battle.
 

Sure Kershak, it was just like that! ;)

Seeing as how I played the module under Kershak's direction, I would say that it tends to drag on too easily, at least it did for us. There is so much misleading information that it tends to keep the party from focusing at all. We came back to town in the end to confront Dyson and finally figure out what was going on when he attacked us. We really didn't have a solid idea until then. The problem is that as a DM you will really have to work hard to provide the party decent leads so they can feel like they are making progress, the module just doesn't seem to provide that. I just feel it has way too much build up for what is really a single main battle with a small group.
 

Did no-one do anything with the hobyas? They can be especially effective if the party camps to rest and heal:
Single hobyah approaches and sits up in a begging position. If a PC tosses it a morsel of food, it squeals excitedly, grabs the food, and runs off. About ten minutes later three hobyahs appear and go through the same begging process. If the PCs feed them, they too scamper off.
Ten minutes later a dozen hobyahs show up. About this point the party is having second thoughts about the wisdom of feeding them, but too late. The hobyahs start running around and around the campsite, squeaking and chittering. Above the chatter of their voices a rapid, rhythmic thumping grows louder and louder, thumpeta Thumpeta THUMPETA. Suddenly the PCs realize what the noise is - the hobyahs are running *in time*, all their feet hitting the ground together like marching soldiers. And their voices are synchronizing too, into a single deep-throated chant of "hob-ya Hob-ya HOB-YA!" In the red flicker of the firelight their eyes glitter and teeth flash; their grinning little faces no longer look so innocent - in fact they look downright HUNGRY.
PCs: "Oh :):):):)."
At this point the fear aura goes off: DC 11 + the number of hobyahs. With enough hobyahs even a high-level party will be fleeing in panic, each in a different direction of course. Their mounts will bolt too. Once the party is seperated each PC will be swarmed in turn - the hobyahs probably will be unable to kill them, but should get in several poisoned bites. Meanwhile the remaining hobyahs trash the party's camp, stealing anything small enough for them to carry and smashing/ripping/peeing on the remainder. From then on, constant harassment by the little buggers makes it difficult for the party to rest and recover spells.
 

Any particular reason the party would be camping outside of the town? After all, Dyson invited them to stay at an abandoned cottage.

Note that 12 hobyahs are a good deal more than what the module originally planned, so it could overwhelm the PCs.
 

I ran a modified version in my campaign and it was great. Your game seems to be going fine too, by the sound of it.

I agree with Stormrunner - the Hobyah's are excellent for a really creepy scene. Their DR/wood made them really tough little blighters too, nobody had a wooden weapon and it didn't occur to anyone to try it.

In your position I would assume that Cuckoo teleported back to Dyson and informed him that the jig was up, so Dyson will be planning a hot reception for the party when they get back to the village. I placed Dyson on the tower doing the artillary bit while Cuckoo and Tully fought down below amongst the faux-villagers. Very close-run battle. My tactics for Dyson worked well, but I can't remember whether I'd changed his spells from the ones listed - and I'd made him a wizard rather than a sorcerer because it fitted the whole situation better for my point of view.

Cheers
 

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