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Grogg of the North's page
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I am going to be running Hungry Are The Dead (D4) soon. In the module, when Falcon's Hollow is under attack by the undead, it states that the Northwest and the Northern entrance of town are only 120 feet apart. That feels ... small? Even if it is supposed to be yards, that's only a little more than a football field. Was this distance chosen just to make sure the PCs could actually get there in time?
Also, rather than grind through several rounds of PC vs Human Zombie combat, I am thinking of trying to adapt the mass combat rules. I was going to let the PCs take control of a group of Lumber Consortium / Town guards and give them commands. Attack, advance, fortify, etc. Maybe have each PC's class give their unit a perk? Barbarian can have their unit rage, rogues lay ambushes, etc.
The party is martial heavy and "I hit another zombie" will probably drag on.
Thoughts? Advice?
PS: I hope I posted this in the right place....
I'm taking over the GM chair for my group soon and I'd like to run We Be Goblins as a mini campaign. (B4, Be, Too, Free, 5uper) Has anyone had success doing this? Any advice or pitfalls to avoid? I plan on avoiding having the Licktoad tribe being destroyed while the PCs are out of town and instead having the Birdmunchers beg for help. I'd also like to expand a few things, like capturing Scribbles and his banishment.
Finally, I'd like to add an adventure after 5uper so the players can get home. Any advice on adventuring in the Astral Plane? Are there any scenarios/modules/adventures that take place there? The only thing I could find was Dead Gods.

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I'm running a group through some adventures in Falcon's Hollow. My players completed Hollow's Last Hope and are about to conclude Crown of the Kobold King. I've altered them a little in that the kobolds spread the blackscour taint in town, hoping that the weakened humans wouldn't be able to stop them from kidnapping children. They were about to try again when the events leading up to CotKK happened. Go team kobold! Now we can break that curse and defeat Drazmorg! Oh, wait, there are adventurers here and they're killing everything! My current plan is to have the Kobold King tease the name of Drazmorg on his death and that he will be coming for Falcon's Hollow soon.
I am definitely going to run Pallid Plague (with some alterations) and Revenge of the Kobold King. I want to run one more adventure after RotKK before I run Hungry Are the Dead. Something to tease Drazmorg's appearance so he's just not this Villain of the Week.
Does anyone have any suggestions?
My group just finished up Hollow's Last Hope and are about to have some downtime in Falcon's Hollow. I'm preparing to run them through Crown of the Kobold King next. My question is, where is Mikra in Drosakr's Crucible? I see that Kimi and Edgrin make their stand in the mess hall to let Savram run to the north. And it says that Mikra ran off too but I can't find to where! Am I just missing it somewhere?
After the party defeats the beholder, has anyone had anything come of all the petrified people in Oblivion? My party has contracted Weer to create an elixir/potion/paste/whatever to restore the petrified people. Other than having them have information that, Surprise!, Vhalantru is not whom he seems what else can they be useful for? I doubt they have information on the Cagewrights. I've even considered having some of them be from before "Vhalantru" even showed up in town.
Thoughts? Ideas?
Okay, this is embarrassing. I cannot find how far it is from the walkway to the floor in Vitriss Bale's chamber in Karran-Kural. Unless I've forgotten to read, it's not listed in the hardcover. I swear I found it once on the boards but now that I need it I can't find it again. Since the room is described as spherical, I was going to go with 40 ft to the bottom. Thoughts?
Has anyone come up with any interesting scenarios for Myaruk's Phylactery? Myaruk is the lich at the end of Test of the Smoking Eye that is investigating the Nexus of Evil. Has anyone had him return to terrorize the party later in the campaign?
My players are getting ready to journey to Occipitus and I'm preparing for their travel and trial at the Cathedral of Feathers. One thing I'm worried about is the flying book trap in the cathedral's library.
With multiple books attacking and having a very good chance to hit, it feels like anyone opening the door is doomed!
I've thought about changing it so that only tampering with the books triggers the trap.
I've also heard once, somewhere, that holy damage cannot harm a good aligned creature. But, despite all my searching, I cannot find that anywhere in any rule book. Maybe I'm mis-remembering?
Did anyone else have trouble with this trap?
Thanks!
During Umberhulk Smash, the MTA shows up to assist the players. (My umberhulk didn't live that long!) Later, after the tax riot when the fire elementals attack Minuta's Board they are nowhere to be seen.
One of my players asked if the MTA was still around. I smiiled and said "Yea, that does seem odd that they didn't show up for that, huh." But deep down I was thinking "Oh crap, I forgot all about them!"
I cannot think of when else they will show up until Foundation of Flame. Did anyone else use them throughout the campaign?
In my game, Gottrod gave the PCs a run for their money. But a few lucky hits convinced Gottrod that he needed withdraw. He fled Crazy Jared's hut badly wounded but alive. He now waits for the moment to strike and take his revenge....
Has anyone else had Gottrod survive? Did he return? I'm thinking of adding him to the gnoll ambush in the river trip in Demonskar Legacy. Maybe drop the forest sloth and turn the old ogre's cave into a lair for him.
Thoughts? Ideas?
So, in preparation for the Demonskar Ball, I've been devouring all the information I can find. Campaign journals, posts on forums, and, of course, Delve's Deep's write up.
I passed out the invitations to my group ready to see everyone in the group flex their role playing muscles. My players looked at the invitations and immediately became suspicious and started to discuss whether they should decline them!
Thankfully, most of my party is associated with the church of St Cuthbert. Jenya told them that to snub the movers and shakers of Cauldron would reflect badly on the church and they should plan on going.
Has this happened to anyone else?

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So last session my group took on Kazmojen in Life's Bazaar. They came in across the arched bridge, through the side door. The party attempted to bluff their way in at first but it quickly deteriorated to combat. Prickles howled and brought down the rest of the hobgoblins (the barracks, hallway guards and forge guards) down on the party. It was a hard pressed battle but the party eventually pulled through. (Their reaction when the beholder showed up was one of the most fun moments I've ever had as a DM) After defeating the last of the hobgoblins, the party gathered up the children, sans Terrim, and the prisoners from the cell block and booked it back to the surface. Battered and beaten, they did not feel they could continue to explore the fortress. The group has stated that they want to rest to get back spells and HP.
Which brings me to my questions. What to do with the goblins in the forge and kitchen? And what of the remaining captives? I can see the goblins continuing their business for a little bit. But eventually one of them is going to see what happened to the hobgoblins. And when they discover the mountain of corpses I think they'd flee into the Underdark. Would they try to take the other slaves with them to sell/eat? Maple would probably try to fight....
Or does Gryffon just turn the whole place into Gryffon's Grill (franchise opportunities available!) and attempt his dream of being a cook in the Underdark?
I'm getting ready to run Shackled City (yay!) and I was looking over Chapter 1. I got to looking at Kazmojen and I noticed his stat block. Dwarven Urgosh, okay, that's different. But his full attack with the Urgosh is very inaccurate. Apparently, he doesn't have Two Weapon Fighting since his dexterity is too low.
Is this intentional? An oversight? Has anyone changed his weapon and had a successful run? Or is his inaccurate flailing still deadly as is?
I'm planning to start the SCAP soon after my current campaign ends. I've read through the book and, as a bonus, I've even played through part of the AP. Now when I was a PC in the game we did 28 point buy for stats and even then I remember the adventure being pretty tough. What did you use for stats in your run of the AP? Would 32 point buy or 4d6 with re-roll ones be game breaking?
Also, I'm okay with the adventure as written except for the last chapter. I personally feel that ending the AP after the destruction of the Thirteen would be a better place to stop and just leave Adrimarchus locked away. Has anyone else done this? How did it work out?
Thanks!
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