darth_borehd |
I have some questions about the Dragon's Demand.
How exactly did Lady Devy's husband die in the tower? The players kept searching for his remains and were puzzled they could not find them. Now they don't trust her.
Darius Silverbolt |
I was able to get my party to the Kobolds by saying while the wizard was found dead that the Baroness want to contact the family prior to anyone going into Hunclay's estate (which plays right into the story for later) and convince the party that the little town feels very worried or threatened by the murderous kobolds.
Avenger |
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The baroness reveals that her husband died poking in the tower years ago, if the players comment at the strain in her tone (when she tasks them to explore the tower). I skimmed several times thru the book and I don't think it's revealed exactly how. Probably big collapsing stones to the head. One of the mysteries that are probably left to the GM to improvise.
Liam |
What about the Baron? How did he die in the tower?
Here's what I did:
The tower falls at the start of the story - so you can improvise on this one. I just mentioned that he had fallen afoul hazards that were in the upper levels one the tower, and I didn't get much flak for it. You could just say he disappeared in the tower as well, and they can't find his remains because he was in the fallen portion of the tower.
Mike Shel Contributor |
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You can pronounce Aeteperax however you'd like. My pronunciation would be ay-TEH-per-AX.
Witch's Tower:
Hunclay's Manor:
Truth be told, I'm an old school GM who gets impatient with players who refuse to follow obvious storylines, seemingly out of spite or plain orneriness. Yes, I know the kids these days (GET OFF OF MY LAWN!) bemoan anything that smacks of "railroading," but for Pete's sake, can't we tell a story here? Why are you playing a published adventure? Why not just roll on random encounter tables?
If your players won't follow the bread crumbs, let them do whatever they want. However, I'd have the town of Belhaim and its ruler respond logically at what would likely be perceived as an arrogant and lawless challenge to her authority. There are cells in the town jail for them if the free rooms kindly provided at the Wise Piper aren't to their liking, after all.
As Neil Spicer would say, that's my two cents.
Darius Silverbolt |
We just completed the game tonight. 1 Fell in the final battle but it took 11 sessions at 4-5 hours each on Roll20 to complete.
Man it was a great story, great battles, and my players had to think.
Mike feel free to accidentally write another 64 page module please.
darth_borehd |
Thanks, Mike.
Despite my best efforts as Lady Devy, the players insisted on going straight to Hunclay's tower. I had Deputies Hodde and Mulle show up and try to persuade them they did not have the authority to enter until they heard back from the next of kin.
All characters reluctantly agreed to leave except for one half-orc fighter that refused to go. The deputies then started questioning him about his motives. He became belligerent and I had the deputies say he was under arrest for trespassing. The player then chose to run off "into the woods somewhere outside of town."
I decided that by coincidence he ran to the flooded quarry right into the kobold guards at area B1. The rest of the party told the deputies they would track down fighter and arrived just in time to help in the battle.
Now they are all outside the kobold caves anyway. Problem solved.
Mike Shel Contributor |
Thanks, Mike.
Despite my best efforts as Lady Devy, the players insisted on going straight to Hunclay's tower. I had Deputies Hodde and Mulle show up and try to persuade them they did not have the authority to enter until they heard back from the next of kin.
All characters reluctantly agreed to leave except for one half-orc fighter that refused to go. The deputies then started questioning him about his motives. He became belligerent and I had the deputies say he was under arrest for trespassing. The player then chose to run off "into the woods somewhere outside of town."
I decided that by coincidence he ran to the flooded quarry right into the kobold guards at area B1. The rest of the party told the deputies they would track down fighter and arrived just in time to help in the battle.
Now they are all outside the kobold caves anyway. Problem solved.
It takes a clever GM to get some players back on track (I can hear you: "YOU MEAN THE RAILROAD TRACK!"). Nicely done. Of course, the folks of Belhaim may not warm to them as they might have if they had headed out to the kobold warrens at the request of the baroness. How are you going to handle things when the PCs get back to town with their fugitive colleague?
darth_borehd |
It takes a clever GM to get some players back on track (I can hear you: "YOU MEAN THE RAILROAD TRACK!"). Nicely done. Of course, the folks of Belhaim may not warm to them as they might have if they had headed out to the kobold warrens at the request of the baroness. How are you going to handle things when the PCs get back to town with their fugitive colleague?
When they show up to collect the reward, he'll be brought before a magistrate. The magistrate will then sentence him to 100 hours of community service in the form of clearing and tagging Hunclay's tower.
Joana |
Sorcerers don't have spellbooks and can only learn a new spell when they level up. A sorcerer could choose wall of light as one of her two new spells when she levels up.
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
{My bold}
Skeld |
Where can I get minis for the grioths?
I don't believe there are any Grioth miniatures. You'll have to use a proxy. I used gargoyles, I think. Winged, about the right color, close enough for the imagination to take over.
-Skeld
darth_borehd |
We're picking this module back up. The half-orc fighter and sorcerer left. We now have only a party of three players (Rogue, barbarian, and cleric).
The rogue won Hunclay's spellbook at the auction and now is thinking of multiclassing into wizard next level using the spellbook which is problematic as the spells in it are not listed.
What's the easiest way to pick the spells that are in it?
Should I just have the player decide?
What kind of spells did Hunclay like?
Does it have the "Wall of Light" spell?
If the rogue decides to sell it instead, how much would it be worth?
darth_borehd |
Pregenerated spellbooks -- just find one at the appropriate level and go with it.
That Excel spreadsheet is useful! Thanks!
Goddity |
Has anyone done the math on the treasure in Dragon's Demand? I'm writing a follow up for my players (who recently finished), so I finally sat down and did the math. I always knew it was a bit over the top for loot, but nearly 500 000 gold for 4 6th level PCs seems a little excessive.
That's almost 125 000 gold each. According to the Core WBL table, they should have 16 000 each.
Could someone tell me if I added it wrong, or am reading the table wrong, or did something else stupid? Thanks.
TriOmegaZero |
We were 7th level by the end of our run, which still doesn't match up. Is that 125000 only if they keep everything and sell nothing? Not all of that loot is going to be useful, meaning they have to sell it off half price.
Goddity |
That's the approximate value of all the non consumable stuff they're carrying. That's a good point about selling though. Carrying 8 different magic weapons isn't helping much. They skipped a few things bringing them to 6th level. It's also worth nothing that their opinion on the mansion was 'steal everything, no one will know'.
It's not that big a deal, but they might feel a little deprived by the cutbacks on upcoming loot.
Goddity |
Just to note, its impled that tower's upper room were just as dungeoning as the basement and Baroness' husband died while adventuring in upper rooms that don't exist anymore now that tower collapsed
You realize that's an argument that occurred a year ago?
Anyway. If my party is never likely to sell anything, what's the best method of accounting for their extra loot?
CorvusMask |
CorvusMask wrote:Just to note, its impled that tower's upper room were just as dungeoning as the basement and Baroness' husband died while adventuring in upper rooms that don't exist anymore now that tower collapsedYou realize that's an argument that occurred a year ago?
Anyway. If my party is never likely to sell anything, what's the best method of accounting for their extra loot?
Yeah, so? Destroyed dungeon is still destroyed dungeon .-.
darth_borehd |
Goddity wrote:Yeah, so? Destroyed dungeon is still destroyed dungeon .-.CorvusMask wrote:Just to note, its impled that tower's upper room were just as dungeoning as the basement and Baroness' husband died while adventuring in upper rooms that don't exist anymore now that tower collapsedYou realize that's an argument that occurred a year ago?
Anyway. If my party is never likely to sell anything, what's the best method of accounting for their extra loot?
I still appreciate the answer.
taks |
Has anyone done the math on the treasure in Dragon's Demand? I'm writing a follow up for my players (who recently finished), so I finally sat down and did the math. I always knew it was a bit over the top for loot, but nearly 500 000 gold for 4 6th level PCs seems a little excessive.
That's almost 125 000 gold each. According to the Core WBL table, they should have 16 000 each.
Could someone tell me if I added it wrong, or am reading the table wrong, or did something else stupid? Thanks.
I know this is a little late to the party, but my handy-dandy Dragon's Demand spreadsheet says 334,000 GP absolute value if they keep everything (not counting most of the mundane) including the lots. If they sell it all, it works out to about 222,000 GP, though it is reasonable to assume they cannot sell the lots anywhere in town which drops it down to 158,000 GP. I'm not done tweaking, but I'm probably not far off the true total.
Either way, this is substantial for 7th level characters. They need it, too, to take on an APL + 4 encounter at the end, IMO, maybe even more (much of it is from the final battle anyway).