So, our group is about halfway thru performing the Trials, and I think we are all having a great time with it. I do admit some of the players want to physically hurt me by forcing them to read thru scripts and to *gasp* act. More so after trial 2 and especially 3.
Fortunately, we play on Fantasy Grounds online, so I am safe for the moment (except for what I did to my wife in Runelords, but that's another story).
I had a few questions regarding the upcoming parts of the adventure:
Spoiler:
1.) Under 'The Rebel's Joy' section, it states that the Children of Westcrown have gathered info regarding the Mayor and his home, and those details are detailed below. There is however, no information regarding what they do or don't know about the manor. Any suggestions on what to give out to the party?
2.) As far as I understand, most of the manor is all open, and the PCs have a lot of free rein. Will the guests be kicked out of the servant areas, or is the staff so overworked - they can be in and out without notice?
3.) In A45, is the DC to unlock the door 30 or is it 35 as specified in the A51 area.
4.) For the runecurse: my understanding is the curse itself is not magical, it is just part of a prior contract that can be incorporated into a magical item. Am I correct in understanding that the runecurse in this module does not radiate magic?
5.) The howlers in B2, is there 1 or 3? The text describes three of them waiting, the stats only list 1 at a CR3.
I am still wrapping my brain around the structures, pits, etc in this Knot. This stuff is crazy! I guess if the characters have -2 to their dex checks when perceiving these rooms, it is no wonder I'm going insane trying to figure it out.
Overall, I'm enjoying this book so far. It is definitely a challenge for the DM to run, as much as for the characters to survive it.
Good to hear that your group's having a good time, and that you're widening their horizons by making them act! Ha! :)
Here are answers to your questions:
Spoiler:
1.) Under 'The Rebel's Joy' section, it states that the Children of Westcrown have gathered info regarding the Mayor and his home, and those details are detailed below. There is however, no information regarding what they do or don't know about the manor. Any suggestions on what to give out to the party?
The methods by which the Children gathered the information about the manor don't really matter in the end. Basically, they learned what they did by living in Westcrown, listening to rumors and gossip, and doing research. If your PCs want to learn the same information, they can do so with a number of Diplomacy checks and Knowledge checks. In any event, the most important thing to let the PCs know about the manor is that there's information about Delvehaven and how to get into it hidden in the manor, likely in a strange extradimensional vault called the Asmodean Knot. If your players like exploring and finding things out on their own, that's probably enough. Otherwise, you might want to also just hint to them that the entrance to the Knot is rumored to be on the upper floor or perhaps in the attic.
2.) As far as I understand, most of the manor is all open, and the PCs have a lot of free rein. Will the guests be kicked out of the servant areas, or is the staff so overworked - they can be in and out without notice?
At the start of the evening, things are more strict. But as the evening wears on and the staff grows more tired and the guests and hosts grow more drunk, things get more lax. By the end of the cornucopia, the PCs should be able to move about the manor uncontested as long as they're not attacking people or being openly destructive.
3.) In A45, is the DC to unlock the door 30 or is it 35 as specified in the A51 area.
DC 30 seems more fair.
4.) For the runecurse: my understanding is the curse itself is not magical, it is just part of a prior contract that can be incorporated into a magical item. Am I correct in understanding that the runecurse in this module does not radiate magic?
The rules are a bit unclear there. While the piece of paper the runecurse is written on is not magic, the curse itself IS magic. As a result, there probably SHOULD be a magical aura on the runecurse, probably faint necromancy. It's not a magic item, though. The methods for determining what it actually is work as detailed in the adventure.
5.) The howlers in B2, is there 1 or 3? The text describes three of them waiting, the stats only list 1 at a CR3.
There are three. Unless you feel that three is too tough for your group, of course!
I am still wrapping my brain around the structures, pits, etc in this Knot. This stuff is crazy! I guess if the characters have -2 to their dex checks when perceiving these rooms, it is no wonder I'm going insane trying to figure it out.
If you're looking for some inspiration on the types of encounters in the Knot, you should absolutely check out the artwork of M. C. Escher, whose art played a VERY heavy role in inspiring this part of the adventure.
Thank you for those answers, they definitely do help! I really appreciate that you take the time to check these forums and help clear things up so quickly.
This has been a lot of fun. Plus, between this and Skinsaw Murders, I have finally gotten past that hurdle of not wanting to kill characters (or torment the players, which both of these books seem really good at).
Thanks again!
Jonathan
James Jacobs wrote:
Good to hear that your group's having a good time, and that you're widening their horizons by making them act! Ha! :)
This has been a lot of fun. Plus, between this and Skinsaw Murders, I have finally gotten past that hurdle of not wanting to kill characters (or torment the players, which both of these books seem really good at).
Thanks again!
Jonathan
A little threat of death and torment always keeps players on their toes I fancy:)