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Voadam wrote:

I had the key locked up in the office safe so they got it early on. The big deal is probably the hidden storage aspect, the lock should probably be able to be broken with a crowbar. Something Lorrimor's (or many PCs') tools could into but not a rampaging escaped prisoner.

Storywise I said they kept the high emotional attachment murderer's tools so that if the prisoners escaped they could scry them down.

The Safe's opening DC is equal to the Property Room's doors in (S16). I can see forcing the physical solution of prying it open, but my point was that unless you brute-forced the Property Room door or had an ungodly Disable Device check, you weren't going to get access to the 5 Prisoner's Items until most likely just before you engage TSM.

I definitely was worried my PCs would ask why the weapons were kept in the secret vault, particularly when NONE of the other prisoner's valuables in (S16) were detailed. I took a similar approach to yours; they could be used to scry upon the prisoner, should they escape. I also included the clothing each prisoner wore upon arrival; per the module text, they were stripped at their Induction, and it stands to reason that their belongings would be cleaned prior to being folded and stored in the Property Room until their...release.


First, apologies for the thread necromancy. After searching through twelve pages of forum threads this appeared to be the best one to pose my question without creating a new thread. I'm running HoH/ToTB/BM for my wife & sons while on COVID-19 lockdown, and I've run into an issue.

With respect to the Prisoner's Five Items, I was puzzled why the key to the property room (S16) has a Disable Device DC that's too high for the characters AND the key to the room is ONLY found in U8. My characters decided to go upstairs first (based upon the 'Vision of Imprisonment' I ran in the first part of the AP as they researched in Ravengro) and encountered both the Piper and Father Charlatan before they had access to the items. As written, they would have to go through 3/4 of the entire complex, potentially finding the keys (and the Warden's badge) RIGHT before they encounter The Splatter Man. This seems like a huge oversight; why have the items at all if you can't use them for 4-out-of-5 'bosses'?

My thought on 'fixing' this: put the key to the Property Room (S16) in the Warden's Office (S4) but have the Warden's key ring in U8 solely open the safe in his office. There's NO sense for the Warden to run around with keys to the property room while he's in the dungeon itself. As it is, it gives the impression that the Warden is walking around with the keys to every door in the prison, which seems to stretch the suspension of disbelief.

The bottom line is that I don't want them to miss the opportunity to see the Five Items and use them. My wife is playing a Cleric with the Knowledge Domain, and I'm adjusting the 'Lore Keeper' ability to allow a spellcraft check on the items and determine the basic properties. Its only the three of them, so I'm making a ton of other adjustments, too, which I won't detail here.

Anyway, thanks in advance.