Souls At War wrote:
I have some trouble understanding what is the issue with relighting the forge, granted, if the PCs also opt to leave the Hammer there as well, it would be even more troublesome.
Its not just a forge, its an evil altar to an evil giant god, if you have any good guys in the party they should probably not want to light it, as taking part in the ritual is an evil act in itself.
Saying that most of my party did not want to light it but the dwarf who has Agrimmosh managed to convince them.
On another note they are on their way to Janderhoff to talk to the Dwarves there about them sending a detachment to guard / use it. What would a Dwarven sky citadel pay as a reward for the party finding this , and letting them use the forge ?
There is a lot of poison but any decent party should soon realise this and make sure delay poison is a standard spell available (most don't leave home without it on) , then it really doesn't become an issue at all.
I'm just about to run this encounter next week, I'm going to nick your idea as it sounds great.
I've changed it slightly to 44 rounds in total with the pillars beginning to glow every 4 rounds.
Also I've upped the stats on the Ossumentals and I have 6 types, (Fire, Air, Water, Sand,Poison and Earth) because I've got some great figures painted up for them in different colours.(Age of Sigmar Spirit Hosts)
Discrepancy regarding how to activate the Sekrepheres in the Chamber of the Sekrepheres. Chisisek says to use holy/unholy water, while the room description describes three (or four) methods. I'll probably go with "all of the above", but wanted to mention it for anyone confused.
Yep my party are about to get to this bet and have said ' we need to use holy water', but its not going to work - I'm sure they will figure it out.
There is an auction at the start of book 2 and it has some rules for running it. Perhaps let the party know there is an upcoming auction and to keep hold of the stuff until then. When you get to the start of book 2 its the first event.
I mentioned this a while go but here are pics of my Playmobile pyramid remodelled for the Mummys Mask AP part 5. I was going to gut the inside and build the walls and floors from scratch but decided to leave mostly as it is. I’ve used ttcombats mdf tiles for the floors and to add a bit of the upper level, and I’ve managed to keep some of the features from the playmobile toy, such as the secret doors and trap door. I’ve also had to redesign some of the encounters in the AP but it does generally still follow the module ok. Also using a cake stand to rest it on so then when playing I can rotate it easily so all the players can see the relevant bits. It’s the first time I’ve actually built scenery for a game and I must admit, I’ve enjoyed putting it all together probably more than I will running it. It’s a great way to spend a few hours in the shed
Robert G. McCreary wrote:
I'm presuming from this then that the party could just leave the fang key in place, go down the passage, do the level and then return through the passage and then remove the fang key and put it in another socket?
I did the same and had my placers descend a long shaft before getting to the first room.
Not sure if this has been mentioned before or if I am just missing an ability in the stats but, Thmei the oracle in K16. In combat it suggests for her to cast anti life shell to keep melee attackers at bay, and then cast spells such as harm and poison from the safety of it, but they are both touch spells. I’m happy with her casting range spells from it but am I missing an ability or item that lets her cast touch spells at range ?
Ok I think I have it. I'm going to let the wish work and all spell casters will have their spells back. However the power needs to come from somewhere so a mages disjunction is going to go off over the whole party. Plus all spell casters will gain a number of spellblights for the remainder of the day.
Ok so the party are in the Sphinx, they have drifted to the right so have met the Bodaks, Zombie Lord and Vrocks etc. They have not rested so are mostly out of spells, but have enough to keep going (apart from the Mage who is moaning like a b*$$!) , and have just arrived at the wall of electricity.
They convinced the monk to 'run through and have a quick look' as he is best equipped to avoid any damage, which he did quite easily.
A few rounds of conversation later the monk agrees to help the captive Marid escape the cultists of Areshkagal and in return she grants him a wish. He wished the party had all their spells back.
Session finished, so I have until next week to sufficiently and amusingly pervert his wish. Any suggestions ?
This was my setup for the Tomb, I had the heights of the paths drawn on although you cant see it.
If they have already found it and had to travel back to Wati (Why not Ipeq, its nearer?), they just throw more encounters at them, more assassins trying to kill them, more cultists attacking them, and if the encountered the Girtablilus at the Sphinx then the FP could send them after them as well. Either in Wati or whilst they are travelling back to the Sphinx.
Please correct me if I've missed something, but if the adventure assumes the PCs are taking the riverboat from Tephu to the Parched Dunes, when/how does the 'outside of town' ambush go off? Just on that embankment between the city and the docks as seen on the map, with the risk of being seen from the city? Or do the PCs have to catch the riverboat someplace not clearly indicated?
I just created a map of some docks and had the cultists jumping out at the party as they were attempting to board the river boat. Had my first party death here as the cultists surrounded one of the party members and hacked him into bits.
I have a group of 6 optimised and experienced players so I generally have all the creatures as advanced and more of them. I've also upped the treasure a bit as well.
Also as a reward I gave all the characters a free story feat that includes something either from their background or from their experiences in the scenario so far. (enemy Cult fits in nice).
In book 3 on another thread people were asking about the medusa so I have added a plot arc in as below in answer to another question:
"I was intrigued by the Udjebet encounter and all the possibilities that could come from it. Is the Uraeus Ring that she is looking for supposed to play some role later on in the AP or is this meant more as a side-trek that left up to the GM's discretion to explore?"
The uraeus ring does not appear later in the AP; it is a plot hook for the GM to play with or not.
I did a little sidequest re this, once Muminofrah heard about the ring she did some investigation herself and 'asked' the party to go and retrieve it for her, as she thought it might be nice. I did a separate little dungeon to get the ring back from an ancient sorcerers tower (Just happened to be a few days travel from Tephu).
Once the party got the ring they found it it was ring of splendid security, plus something extra !(a powerful item) So some good role playing on should they give it to Muminofrah, or just keep it.
Rob McCreary wrote:
I did a little sidequest re this, once Muminofrah heard about the ring she did some investigation herself and 'asked' the party to go and retrieve it for her, as she thought it might be nice. I did a separate little dungeon to get the ring back from an ancient sorcerers tower (Just happened to be a few days travel from Tephu).Once the party got the ring they found it it was ring of splendid security, plus something extra ! So some good role playing on should they give it to Muminofrah, or just keep it.
They eventually decided to give it to her (begrudgingly), which is cool as I intend to keep it going. Once back from the desert they will find out Muminofrah was petrified and robbed (We know who by).
And I'm thinking of some news will reach them that a pretender to the throne has appeared in Sophis, with a item that proves they are the rightful heir (Uraeus - a representation of a sacred serpent as an emblem of supreme power, worn on the headdresses of ancient Egyptian deities and sovereigns.) what do you think ?
Ran the Spiral Archive and then the Chariot Race last night for my group. Two of their chariots spectacularly crashed and burned, and the third one managed to cross the finish line on round 9 to win the race.
We got through the race and Dark Depository between last week and this weel. While the DD was tough, the 2 clockwork soldiers in The Vault of Hidden Wisdom were murder. Granted, I advanced them both (party of 6, 25 PB), which was a mistake. Still, oof, that one battle drained them and nearly resulted in a TPK. Very fun so far. Well finish the Vault next week then face Khebek-shu and the cultists!
I was planning on putting 3 advanced soldiers in against my party (6 x 25pb same as yours) as they seem to cruise through most things, will be interesting to see how they handle them
Add the simple advanced template to most mobs, up the numbers where possible and put put more grunts in to soak up the extra PC's.
Add a bit more loot, but not to much, if they start moaning about cash then a decent party should be able to come up with plenty of ways to make money.
I'm just about to start running book 3 for a party of 6 experience players with high tatted characters.