More NPC scrutiny.
I left the inquisitor group mostly be, just noted some buffs and feat effects. I would not give Thomas the Penitent any better gear, he is a criminal paying for his crimes, not a free adventurer.
I followed kevin_videos advice and gave Banner Verdant some gear.
I don't see any outright errors on the Banner but some choices are odd. Why does the druid have Point blank shot and Precise shot but only a spear to use them with? I changed them to Wild speech and Wild Vigor. Not that great but make more sense.
I changed some spell selections around and wrote down the effects of their buff spells. They have their 10 min and hour per level buffs up as soon as they get in the place.
I wrote down some stats for Brunhild in two wild shape forms and had Fineas zap her with mage armor to keep her AC up.
Understandably not all the effects of NPCs feats are not written up. I added things like Vethias attack routine with rapid shot+many shot. With gravity bow up she deals a lot of damage (4d6+4/2d6+2/2d6+2). She has poor favored enemy choices but I don't think I'll bother changing them.
I'm having a problem understanding one map description. What is the deal with the room of the guardian demons?
There is a stair there, separated by a wall. Can you get to the altar level from there? The other descriptions (like the clue about cult priests descending to the caves) suggest that the only way up is through the secret passage on the caves level (making most of the compound a red herring to get invading adventurers killed) But if that were true, why are the demons guarding that room?
So, does that wall fully separate the stair from the rest of the room, or not?
|Douglas Muir 406|
You can absolutely get to the altar level from there. Check the description again: "A spiral staircase without railing rises at the western end of the room. A curved half-wall blocks direct access to the staircase." The curved half-wall probably won't be relevant, but it can give partial cover to Hexy and Vexy if they decide to hang back and use their SLAs before engaging.
The staircase is the only way to reach the altar level without flying. Flying will certainly attract the attention of the lightning elemental, so is probably not a great idea. And at this level (6-7), probably most of the party cannot fly anyway.
However, you can't access this room from the rest of the level. So, yes, the only way up is through the secret staircase or through flying, and most of the tower is indeed a big red herring for invading adventurers. Still, you never know when someone will get lucky with a Perception roll -- and later, several of the final-week encounters will come straight for the jugular.
|Douglas Muir 406|
|Douglas Muir 406|
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My group and Grumblejack ran into Jurak the Elder. Bluff failed so init was rolled. Grumble swung his sword, hit! I started singing "I'm, a Grumblejack and I'm okay, I drink all night and kill all day! ".
My players cleared out the Horn and advanced to seventh level. Soon they will start building their organisation. I was thinking of giving them a variant of Vile Leadership feat and require they lead their organisation as a Council. I would give them Leadership score of highest PC lvl+combined charisma bonus, ie. about 14-15 at the moment, thus they can attract about 20 followers plus the boggards. That seems quite a small number.
The organisation rules in the book say nothing about the number of people in the organisation. I remember Gary saying something like 5 minions per action. With combined levels and charisma they hit 10 actions a week easily. So about fifty minions. Plus boggards. This seems more sensible. How many followers can they plausibly recruit from Farholde? 100? 200? More? More minions would not affect the amount of actions, but they may want extra guards, servants etc.
How much money the minions require per week for basic upkeep?
What equipment should the thugs from Drownington and orphans arrive with? Probably clubs and daggers, maybe leather armor? The soldiers from Sir Bonder should probably be better equipped. Scalemail, longsword + shield probably.
So fellow GMs, how many minions (in addition to the boggards) do you think is reasonable amount for the PCs to recruit and how much should it cost per week/month?
The description of C-15 A says: These crystals could be used to aid in therepair of the Alchemical Golem (see room 1-18 below).
I don't see anything in 1-18 that refers to these crystals. Is this a forgotten detail or am I missing something?
Chalk it up to a forgotten detail. I had the crystals be glass-like for the reservoir.
I found some prices in Ultimate equipment. A trained hireling costs 3 sp per day and untrained 1 sp per day. I would say hirelings meant for guard duty should be considered trained, so at least 3 sp/day.
Is somewhere some guidelines on prices of furnishing the rooms? Like how much should it cost to buy stuff for a 10 person barracks, 2 person bedroom and so forth. There is something in Ultimate campaign but the prices seem really steep. 400 gp for a room with bunks for 10 people and it takes 24 days to build one.
I could of course just eyeball the whole deal, like 10 gp table or bed, solid iron door 200 gp, wooden door 15 gp and so forth.
Hmm, have to look through my old 1st ed Ad&d material and Dragon magazines. They used to write all kinds of detailed stuff those days.
Suddenly I'm not sure I have understood the organization rules correctly. If the PCs form a council how do I calculate the number of actions they have per week? Is it levels(4*7)+combined charisma(2+3+3+1) = 30 thus giving them 10 actions per week. OR is it calculated for each character individually and then the actions are totaled. This would give them only 2 actions per week since only two characters have CHA +3 giving them score of 10 and 1 action per week. The former sounds like they get too much and the latter that they get too few actions.
Old One Eye managed to rip one of the PCs to shreds. Well nearly. Pounce attack, one crit, all hits. Over 70 points of damage and the inquisitor was KO'd. Unfortunately they managed to swarm him and prevented him from escaping. Grumblejack wanted to keep it as a pet since all the PC's had pets of their own.
For the group action rolls I worked it out for each individual pc and then totaled the result. However as 4 of my pc's had charisma 18+ they got a lot of actions either way.
Old One Eye it all depends of id he manages a good pounce full attack , IIRC my players took him down with a spell and kept him as a pet
|carborundum RPG Superstar 2010 Top 32|
My One-Eye got a good hit in on one pc then almost killed in one round. I had him escape via Transport Via Plants (can't remember if he actually had this in the module) so they had to track him down.
Second time, in his lair and wounded, he had the scouting thief grappled when the rest arrived. The cleric landed a Moonlust spell and they surrounded him while he stared at the moon. Simultaneous actions and that was that.
They thought it was a druid who got "stuck" in animal form, after a discussion. Grumblejack made him into a (smelly) rug for his den.