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Khuldar wrote:
"Direct casting of a spell from a spell book automatically destroys that spell. There is also a 1% chance per level of the spell that the spells immediately preceding and following the spell cast will be likewise be destroyed. There is an additional 1% chance that the casting of the spell directly from the spell book will destroy the entire book"

Funny that is is basically what I use in my campaign. Only difference is the chance for failure is 5% instead of the 1%.

I have not had any issue of wizards (or the party for that matter) eying the captured spell books as a source of scrolls. the wizard tend to try to copy those spells over and only use the captured books in case of emergency. However they have sold the book off after the transfer of any spells that they do not know.


Jason Nelson wrote:


That's what my PCs did - bluffed their way inside with the Thorn River hooch. Brought the stuff in and managed to get up onto the second floor before all heck broke loose, but they were able to isolate the bandits and pick them off in pieces rather than having to fight off a mass bum rush all at once.

Yup that is exactly what I am talking about. There is no need to downgrade that is occurring in the fort. It is already written in. It is up to the PCs to figure out what to do in that case. I am suspecting the party I am running will try the attack approach first (they always tend to do so). However they are a mix of 2nd-3rd level as well, so the chances of them surviving are good, pending on what exactly they do. My point is this is a wild place and is dangerous. If the pcs want to do something then let them, but there might be consequences for their actions if they act rashly.

Overall this AP is very well written. Currently there have only been two character deaths in the campaign I'm running (both times same player). Only complaint I have is the PCs wanted to explore all of the hex map (and got lost). I know the second half details what is in those hexes, but would have been nice to have the landmarks established (like Candlemere Tower). Same with a reference to weather and rules of getting lost.


omnissiah wrote:

Ok few statements and questions.

Also The Mine in area L. says it can be developed into healthy mine and details are in #32..Can't seem to find them??

Pg. 56 of #32 is what you are looking for. The mine is considered a resource and increases the kingdoms resources by 1.

As to the answer about the weather. Check out pgs 437-440 of the Core Rulebook. So far the group that I am running through has experienced a tornado (had it rip a section of the forest that they were not near, but could hear the crashing), and a hail storm.


Did any of you remember what lies around the keep? Chances are the party is not going to walk up the road just to say Avon calling unless they are of the type to try to con that they are more bandits on the way home to deliver their wares. Most likely they are going to attempt to sneak in during the night, and those that are waiting are quite hungry. With the sounds of combat the sentries will be alerted and then sound the alarm. The PCs then have two choices: fight it out and see what occurs, or run away.

For those who are basically saying go soft on the PCs I say screw that. This is a dangerous area and that feeling should be reinforced. It is Star wars all over again with the pcs entering the Death Star. It is up to them to decide if they attack or try a different approach.