How come this always seems to return just when I'd forgotten about it and was trying to get on with my life..?! Anyway, still not gotten round to running MC properly, I think its almost become too much of a sacred cow for me now and I'll never run it :( Latest theory: Maures could manipulate time, therefore the impossible foe who brings down the House of Maure is Elluvia herself but from a different timeline..? She manipulates Dalt to open the way between different timelines allowing her alternate self to enter Maure Castle just as the Maure's believe they are summoning "HIM" or "Y" or whoever.
meomwt wrote:
I remember - you still in Southport (ah, the old home town...)? I'm taking up the DM gauntlet with my players soon and MC is likely to feature (I'm dipping in for a specific purpose but it might interest the PCs enough to explore some more). They are in Furyondy at the moment after a short visit to Iuz (Iuz the Evil adventure - it was nasty). I'm blogging about recent gaming experiences if anyone is interested and will no doubt talk about MC in due course. Not heard from anyone about the MC fan-version mooted above... Anyone...?
Wow, you go away and forget about MC for a while and just as I'm about to go back and use it in anger some guys are posting here and tapping Rob for information! More than that they're talking about a fan-version of MC! Well, count me in! Rob kindly let me run Warlock's Walk for Gencon in the UK more than a few years ago now and even more kindly gave me a writing credit on the WW version published on the OJ (even though I had precious little to do with it!); he even gave me a name check earlier in this thread :) @grodog - if I mail you at the address given above can I get in on this project too? Whilst I too am a little intimidated by trying to match Rob's bizarre (and I mean that in a good way) & powerful imagination, I am willing to have a go (particularly if Rob can give us the odd steer). @althern - I had a similar e-mail exchange with Rob a few years back about the true nature of Y: we came to similar conclusions :)
My PCs were way too cautious and paranoid to go anywhere near the golem. They thought that the big metal statue might just stand-up and attack them if they went anywhere near it (imagine that!) So when the Iron Golem was triggered by Arely luring them onto the steps, it still had its effect. Made more so by Arley being close to death at this point. An added bonus of this was that it established Arley as a cunning and dangerous enemy to be hunted down. They're still looking for him now! They just avoid the golem now but every now and then they consider going back to attack it, but they haven't the inclination and aren't too sure whether they could still beat it even with preparation. The tapestry trap is so dangerous that I'm actually glad they didn't trigger it - a save or die TPK would have left a very bitter taste in the mouth for all concerned. The gnoll priestess is great and they're just about to battle her again - this time with some help... The 2nd is a bit sparse, particularly if you make the denizens react to incursions but there are still some intriguing parts - such as the shadow vault. However, this should lull PCs into a false sense of security for when they annoy the dwellers below...
Uncle wrote:
Rob, if you fancy letting someone run some MC events at Gencon in the UK this year (finally, it returns!!), you just let me know...seriously. I ran a few sessions of MC at Gencon UK back in 2005 and I'm currently running MC for a new group of players (I've posted a little to this board too), so I'm steeped in MC lore :)
OK, here's what I came up with: 313 Bard Street . Not perhaps what I first envisaged but... Any comments, suggestions, corrections? Labelled CoG map included. The PCs have staked the place out using some followers but have learned nothing yet.
You're right it is/was probably a Seeker clearing house but I like the curio shop idea too. My initial thoughts are that it would be abandoned but there may be one or two more dangerous items left - those that the last occupants were too scared to move or didn't quite know what they did... I also like the idea of some nasty (but quiet) monsters still creeping around guarding the items left (or waiting for someone to trigger, release, find etc).
I read some threads on this board about modifying Arley - substituting spells etc, so I thought I'd go 1 stage further and use Mike Mearls's article on the Wizards page revisiting and rebuilding the orge mage (http://www.wizards.com/default.asp?x=dnd/dd/20060721a). Using Mike's monster and some of the suggestions on this board I rebuilt Arley so he looks like this: Arley the Weaver, Male Ogre Mage Sor10 (CR 12)
AC 20, touch 11, flat-footed 19
Speed 40 ft. (8 squares), fly 40 ft. (good)
Spells (6/6+2/6+2/6+2/4+1/3+1):
Abilities Str 18, Dex 14, Con 18, Int 17, Wis 18, Cha 24
Deceptive Veil (Su): As per the spell disguise self, save that the ogre mage can appear to be up to one size smaller.
Kerfane's chamber (Room 17 in The Great Hall) contains a hidden, secret note that says "313 Bard Street, Greyhawk. Send artifacts in plain wooden crates." Has anyone else made use of this crypic note? Or does anyone with some ideas to share before my adventurers get there in a couple of weeks time..? What sort of items could Kerfane have purloined? Who lived/lives at this mysterious address? |