Greenhorn

Cainnech's page

2 posts. Organized Play character for K e n n y.


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Shadow Lodge ***

The list of treasure bundles at the end cites specific items found throughout the adventure and provides specific values in GP so that they can be used for the final negotiation. However, the last 4 treasure bundles are "recovered from the relics in the laboratory" but the players only earn two specific relics from the laboratory: the sheaf of notes and the prototype aeon stone.

If it was simply for providing treasure bundles, I would hand-waive those last two bundles as rewards for making it that far, or for recovering the key or something, but since they need to be used in the final negotiation, I am planning on just creating 2 more relics of the same GP value and adding them to the loot.

Other than this, and the to-be-expected typos and number mixups here and there that we can easily work around, this appears on paper to be one of the most well-written scenarios for 2nd edition that I've read. I am thrilled to try this out tomorrow and present all of the options. It really seems to play a lot like a classic TTRPG dungeon where you need to use your wits as a player to solve some puzzles, and it provides multiple avenues for success and it leaves room for even somewhat catastrophic failures but the plot can still fall forward.

I'll reserve my final judgement until I run it at least once, but props to the author; I don't usually participate in online discussions much but going over this scenario again has prompted me to do so.

Shadow Lodge ***

Souphin wrote:
The BBEG having less than 30 hit points is a problem for me. Everytime in run this game everyone ignores everyone else and concentrates on Ralthis, who has less than 30 hit points.

He's gonna go down relatively quickly with just about any party with some degree of wit, but the strategy that provided a very engaging final encounter for me was to allow the champion, which honestly should be the most dangerous and threatening monster, to charge in and draw the most attention. Leave shamblers in-between the champion and the spellcaster to slow down and distract anyone trying to run past the champion, but don't forget that it is equipped with a reach weapon and can break off to protect the necromancer.