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Author Topic: Plague Island Tejeda Feedback thread  (Read 1936 times)

MAB77

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Re: Plague Island Tejeda Feedback thread
« Reply #50 on: May 14, 2024, 01:25:06 PM »
How about we leave the dark powers out of the discussion? They are irrelevant to it beyond the fact that "we made them willing" to deliver PCs on the island.

On building ships. Building a cog or a caravel, as would be required to travel to Tejeda, was no small feat and a full time job of its own. It required specialized training, skilled labor, a shipyard, massive resources, permissions from local authorities, and lots of time. Shipbuilding is not a skill that would make much sense to give to PCs within our module.
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myrddraal

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Re: Plague Island Tejeda Feedback thread
« Reply #51 on: May 14, 2024, 05:08:27 PM »
You know, really, there's nothing ICLY stopping any player from just buying/building their own ships to sail to these locations.

There's my take, provide an alternative that isn't the mistway, or let the players provide their own transport and tell the captain to screw off when they won't even ferry a groups whole party.

Really, there's characters out there that can kill Strahd or worse ten times over. They can and should be able to get their own boat if they really wanted to.

Presumably there is a naval arm of the gendarme that would in fact stop you from just building and sailing boats on their waters.  Mostly because who knows what you might bring in if that was allowed to just happen.  Smugglers, human trafficking, ferrying in disease, etc.

With the amount of crime on land in Lucine, I imagine there's also a thriving criminal business out on the waters too, that isn't being addressed as an alternative. With the extreme poverty, there are 100% captains out there that will smuggle some caliban happily if given a few pouches of coin.
Or, go to a Ghastrian sailor. Tell them, here's a ton of imported food that has taste. It's all yours if you transport me and my friends, no questions asked.

Also does not address legal travel. There are characters that have successfully managed to purchase their own ships with a DM event. Imagine owning a ship with no issues, and being told you can't sail it anywhere.

Well, speaking of crime related to the sea of sorrows, the odds that you will find a (more than likely) criminal captain that also might sell you into slavery go up the more you skirt the law to get around.  They might take your coin and tell you you're sailing to Tejeda, then shackle you once you're on the ship.  Blaustein, Ghastria, Darkon Lamordia, and Dominia all engage in the slave trade for various reasons.

I'm sure the PCs who have ships are also nobles around Dementlieu and their use is more of an off screen thing for business purposes and not for sailing around a yacht like you're jeff bezos.
« Last Edit: May 14, 2024, 05:22:47 PM by myrddraal »

Edward

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Re: Plague Island Tejeda Feedback thread
« Reply #52 on: May 14, 2024, 06:02:51 PM »
I don't see the point in mist-walking to this dungeon, you're effectively going through a way more dangerous area, with better loot. To get to an area that has less loot, with weaker enemies.

Zyemeth

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Re: Plague Island Tejeda Feedback thread
« Reply #53 on: May 14, 2024, 06:14:12 PM »
Trying to shackle a bunch of magically enhanced superhumans would end very poorly for some smugglers.

FunkeyMonkey

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Re: Plague Island Tejeda Feedback thread
« Reply #54 on: May 14, 2024, 06:26:50 PM »
PS, if you ask me my solution would be that no ship would go to Tejeda at all, I'd change all boats to work like caravans, with each trips to or from Ghastria or Blaustein with a 5% chance of shipwrecking on Tejeda, leaving the mistways as the most reliable way to reach the island for all.

This, for naillat as well.

As for trap, non beguilers and rogues are capped at 35.
Make traps dc 40, if a wizard wants to tank them, cool.
With the likes or terg ruins being a 10-12 CR and having 35 traps, 40ish locks.
40 traps and 45 locks for a 12-14 dungeon is not far fetched or hard to achieve.

Loot is pretty roguish, rogues and beguilers will be keen to go there. As well as with the volume of treasures you'll want a high appraise tag along.

myrddraal

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Re: Plague Island Tejeda Feedback thread
« Reply #55 on: May 14, 2024, 06:37:27 PM »
Trying to shackle a bunch of magically enhanced superhumans would end very poorly for some smugglers.

True.  But then who sails the ship?  Its not exactly a one person job and most PCs are not going to be familiar with how to even navigate, operate the ship, etc.  Also guns sort of really help equalize things.

Vantes-

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Re: Plague Island Tejeda Feedback thread
« Reply #56 on: May 14, 2024, 07:31:45 PM »
Realistically couldn’t someone just stealth into the ship to get there or are these smugglers all Druids with high spot?
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Zyemeth

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Re: Plague Island Tejeda Feedback thread
« Reply #57 on: May 14, 2024, 09:37:22 PM »
Trying to shackle a bunch of magically enhanced superhumans would end very poorly for some smugglers.

True.  But then who sails the ship?  Its not exactly a one person job and most PCs are not going to be familiar with how to even navigate, operate the ship, etc.  Also guns sort of really help equalize things.

Easy, you force them to. "Do as I say or I'm going to cut off your friend's toes and make you eat them."

BraveSirRobin

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Re: Plague Island Tejeda Feedback thread
« Reply #58 on: May 14, 2024, 09:44:48 PM »
Trying to shackle a bunch of magically enhanced superhumans would end very poorly for some smugglers.

True.  But then who sails the ship?  Its not exactly a one person job and most PCs are not going to be familiar with how to even navigate, operate the ship, etc.  Also guns sort of really help equalize things.

Easy, you force them to. "Do as I say or I'm going to cut off your friend's toes and make you eat them."

The realistic answer is, "Okay, but is this worth getting a bounty and PvP'd over?" They're Dementlieuse, if you bully them, they might well agree but then you'd have a bounty, and somehow I suspect risking legal repercussions for going to a dungeon is a far less preferable venue than going through the Mists. They might even just refuse, and resist you; Then you'd have to kill them. Then you could be on the hook for multiple homicides.

remnar

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Re: Plague Island Tejeda Feedback thread
« Reply #59 on: May 14, 2024, 09:46:12 PM »
i feel like we're getting off of the feedback part of this feedback topic

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Zyemeth

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Re: Plague Island Tejeda Feedback thread
« Reply #60 on: May 15, 2024, 09:14:49 AM »
Yes I'm sure the slavers are going to involve the law in their business and again make enemies with people who can wake them up with a bloody bowl of toe cereal.

BraveSirRobin

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Re: Plague Island Tejeda Feedback thread
« Reply #61 on: May 15, 2024, 09:49:00 AM »
Yes I'm sure the slavers are going to involve the law in their business and again make enemies with people who can wake them up with a bloody bowl of toe cereal.

Can they, though? Statistically, outlaws on PoTM are dealt with rather swiftly. I mean, look at the Garda in Vallaki; If you stay out after dark, they'll slap you with a fine that if you don't pay, the rustic turnip-turners will hit you with a dead-or-alive bounty. And they're a single city, the Dementlieuse are a unified nation with a unified police force with a much deeper pocket. Some of the highest bounties in server history have come out of there, and started with a failed summons.

Not to mention, the various underworld elements involved, but c'est la vie. It's aside the point, antagonistic actions come with consequences and creating an intimidation mechanic on an NPC wouldn't work out very well.

Zyemeth

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Re: Plague Island Tejeda Feedback thread
« Reply #62 on: May 15, 2024, 09:58:54 AM »
What do bounties have to do with it? Like I said, slavers aren't going to draw the law's attention toward themselves.

So everything you just said would ring true in regards to the wannabe smuggler/slavers.

William Roberts

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Re: Plague Island Tejeda Feedback thread
« Reply #63 on: May 15, 2024, 10:54:48 AM »
Please use this thread for the new Dungeon,Tejeda;   Bugs, typos, glitches, balance, loot - the lot.


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herkles

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Re: Plague Island Tejeda Feedback thread
« Reply #64 on: May 15, 2024, 11:15:25 AM »
Please use this thread for the new Dungeon,Tejeda;   Bugs, typos, glitches, balance, loot - the lot.

Yes please. interesting as the Outcast discussion is. The focus of this discussion is mainly on the dungeon itself. :)