Venster Arabasti

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The last campaign I ran was CotCT and Scarwall really left an impression. My players still love to hate me for it. With some reskinning in could be a good addition.
Not such a fan of the second dungeon (Korvosa castle). It was good in the story, but not the best if taken out of context. The layout is good though, so if you design your own encounters it makes for a good castle.


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If the hints are too subtle for your party you can always make them more obvious. Instead of stating the above Davik could ask them a question. Either why they carry the amulets, or if they work for Staggy depending on how blunt you want to make it. This way the dialog is opened before there is a chance to brandish a weapon and once people start talking they tend to keep talking.

This at least from my experience of a few years of DMing an intelligent but dense party (Guessing average real life stats of Int 16, Wis 8 :P). No shame in spoon feeding them when needed if it helps the campaign.


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Not so much something that, but more a funny quote.

Lord Frederick Abberline: With my brand new headband of intellect I've come to the conclusion we need to raise our taxes.


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You could also add an arbitrary amount of bandits and just run as an encounter between the Stag Lord with a few lieutenants and the party. The rest of the bandits are occupied in a pitched battle with the worgs and kobolds which can be kept at descriptions instead of actually rolling all the attacks. This should set the scene for the fight well.

The number of combatants you are thinking about is really too small for the mass combat rules to work as written and increasing these numbers to the point where they would work would be unrealistic (100+ bandits and about 200 kobolds, to makes the roles makes sense). That being said you could still choose to go the mass combat route if you used the third party rules made by Legendary Games in their Ultimate War book. These are more viable for small units. (If I wasn't allowed to post third party resources I'm sorry and will remove this)

Hope this helps!


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In the GM reference for Chapter 1 RobRendell posted a ruin quest he designed. I implemented it into my campaign without too much planning and it still worked very nicely. I removed the link to Svetlana he used and just used it as a plug in ruin. As written it adds to the fey plot line, but with a few very minor adjustments it could work you aswell.

Here are the links:

Description of the ruins
Map of the ruins

You can find the original posts and discussion by searching for 'New Sehir' in the forum.


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O yes, strange I didn't notice before. Thanks!