I had three of the four party members die in the LAST ROOM of the Lotus Dragon hideout. Names/class: Gart(Half-elf Fighter2), Jack "Jakey" Jackson(Human Rogue1/Swashbuckler1), Oskar(Dwarf cleric 2)
Having managed to kill every thief in the base, as well as trounce Rowyn and Gut Tugger, the group checked the map and realized that there was only a single area left unexplored: the easternmost caverns. They walked up to the area and spotted three pony-sized spiders. Opting not to back down on a fight, the group stood their ground but were basically torn to pieces one by one by the terrible jaws of the rhagos. One party member, a warforged artificer, managed to bolt early enough to make his escape, though the dwarven cleric was snatched before he could get far. The warforged swore off the life of adventuring forever, instead using his ample share of the loot to start up his own crafting shop in the Noble's District.
Kyle Hunter wrote: I'm working on that stuff now. What do y'all want. I think we have 8 or so pages to fill. I can think of a few things that I'd like to see in a collection of Downer work: • Some brief character backgrounds, space permitting(though that seems like a given for something like this). All of the characters in the comic have such interesting combinations of class/race that I'm always intrigued to see more info on them. • Sketches/concepts. A feel for how certain concepts came into being, and the background for some of the final designs. • Maps. Maybe not as important as other stuff, but it would be nice to get a sense of the larger world. • Interview/Artist info. Just a bit of insight into the artist behind the work, with such issues as preferred drawing tools, story insight, inspiration, favorite influences, etc.
Had my first two yesterday... Characters: Fabricator(warforged artificer), Alex(human urban ranger)
Description: While checking out the Taxidermist's guild, Alex noticed a pickpocket nab a scroll from Fabricator. He called out after the thief, who fled around a corner. The party gave chase and followed the man into an alley. A few hidden assailants rained down arrows from hand crossbows and used tanglefoot bags to bar the exits. The party's fighter and cleric started dealing with the attackers while the warforged and ranger hurdled the tanglefoot barrier and continued their pursuit of the thief. To the fighter and cleric, it was the last time that they ever would see their friends. Alex and Fabricator saw the pickpocket duck into a well at the end of an alleyway and decided to hop down after him. Once down there, they were cornered by a crocodile and continuously peppered with arrows from slits in the walls. It was only a matter of time before they were both slain in that most deviously constructed room. Now the fighter and cleric have no idea where their allies went, and now can only think to return to Lavinia to wait a couple of days for them to return. If that doesn't work out, they're going to see into recruiting more help to assault the Lotus Dragons.
Weapon damage will not get through unless the weapon is made of silver. I think that by the time a party reaches the Spire, getting over 10 damage on a melee hit shouldn't be a problem. My understanding of damage reduction is that it's a small resistance to ordinary metals. I think that elemental resistances follow the same sort of "limit." The more powerful version of damage reduction would probably be Regeneration, where all damage is converted to subdual and only things of a particular type actually deal "real" damage. Stronger monsters with a high regeneration score are more likely to to make people think, "damn, I wish I had a (element/type) weapon!"
I've been considering converting and running the old 1st-ed "Treasure Hunt" adventure to start off my characters. It takes characters from 0th-level to 1st level, and seemed like a good way to create an early party cohesion. I planned on allowing each player only their District Feat, not obtaining their first-level feat(s) until they actually reach first level. I'd also considered making Melisana into Laviana in order to better tie together the whole opening plot. I wasn't sure, however, if the small amount of gold and experience would really offset some of the challenges in There is No Honor. Or if possible player deaths could ruin the mood from the start. Anyone have experience running the Treasure Hunt module that could offer any advice on its execution?
Monster Hunter is one of my favorite games, and I've already been working on a way to add some of its flair to the AoW adventure path. My idea was using a group in the Champion Games that uses all of the "joke" weapons from the game, such as the Enormous Ham, Swordfish, and dual swords that look like a fork and knife(from Monster Hunter G, which you might not have seen). They are all simply masterwork versions of existing weapons, sculted to look look like their particular inspiration, and thus function within the rules normally. Regarding your idea, I don't know if a small clump of Kyuss Spawn simply out in the middle of the woods would make much sense. They could simply be dying after a failed run on a local dragon(perhaps Ilthane when she last left the lizardfolk place). Or, you could have little catfolk dragging a wagon with four bodies on it, one of which is barely hanging on, after they failed to defeat something. |