Pillar

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Perhaps this has already been discussed but is there any way to purchase the new adventure added to the volume which was not first published in Dungeon magazine without purchasing the entire book?


I don't know if everyone has had the problem but this adventure is supposed to raise your PCs(assuming 4-5) to 7th level by the end. I don't see that happening, even with a total cleanup of all of the encounters and no NPC aid.

Since some foes will escape and certain NPCs are bound to be involved in certain combats, I see something like 17,000-18,000 experience(plus bonuses) as the likely result.

The answer would appear to be the wandering monsters which have a 28% chance per day while hugging the coast, reduced to 8% per day on the open seas. However, ignoring the risks of random dice either denying you your wanderers or, alternately, drowning your players in random foes, I just don't like the feel of too many such events.

After all, if there are that many regular problems, why would the trade route be viable?

Instead I feel that the number should be limited to 150% of the experience you feel is likely to be needed to reach 7th level and should make a certain degree of sense.

Further, as the PCs are facing monsters on the open sea, treasure is going to be something of an issue.

I'll be back tomorrow with a few ideas I had on this but eagerly await any comments or advice on the matter.


It has been noted that our players might be at something of an advantage by the time they arrive at Farshore, due to a severe limit on magic to purchased or ordered from NPC craftsmen(due to the limited levels available).

A few possible ways to get around this...

1) Farshore does have spellcasters capable of casting spells of up to third level so you can make potions and scrolls to that level available. Specialists also exist that can produce quality items suitable for enchantment, certainly anything made of leather.;)

2) Increasing the level of the NPC specialists is not to hard to justify. When the Jade Ravens go off on one or more missions of their own, have the local priest(6rh level) or mage(5th level) accompany them without mentioning it to the party. For all we know the cleric is only a few hundred experience from his next level.

Imagine their surprise when 4th level scrolls and potions are suddenly on the market!

3) Olman resources. No reason that the Olmans can't have the ability to create the incidental magic item, especially if the party can provide some service or equipment that they need in return. Since every village reportedly includes a 'zombie master', if we assume they can create the undead we assume a median level of spell casting in each of the seven villages.

4) Let the party develop their own skills. On the negative side it does have the unfortunate side effect of reducing the skill points of at least some party members. On the positive side, a few complaints about 1st level characters going to level 20 in a single year have come up so you can extend the time simply by giving the party greater down time.


Well, after the images seen of Lashonna turning into a silver dragon before journeying to the isle of lost knowledge my party has launched an in-depth effort to determine who and what Lashonna truly is. Now, after a series of divinations, legend lores and such, they know the truth!

They want to raise her and redeem her. How, other than a TPK in the final episode, would you handle this? Have any of you had a problem like this before?