Nickold Starweather

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Scarab Sages

GM_Beernorg wrote:
Oh yeah, also wanted to say, play up the dark and disturbing nature of the location. Dead folk everywhere, carnal pits full of bodies, perhaps zombies in a few places eating the dead. Lots of screams and moans, a nice vivisection room, torture devices like pears of anguish and cruel jagged blades, etc. If you do it well, the PC's should be afraid of death around every corner, which they should be, its a death cult. You can even play up the death theme with the guild members, aka, when they get wounded they lick their own blood. You impale one, he pulls his way along the spear shaft to try and stab you, smiles a bloody smile and makes disturbing comments while doing so, etc, etc.

Thanks for the suggestions Piccolo and Beernorg!

My thoughts here:

Spoiler:

I like the idea of an undead surprise, but this is not a cultist tempel. It's a thieves guild HQ in a sawmill, so it's not going to hold all these elaborate torture devices and religious icons.

Right now I'm imagining that the group will confront the rogues and defeat them in a relatively managable fight. Only to have the priest appear, mock them and them proceed to raise the rogues from the dead, forcing them to fight them all over again.

I'm just not sure how to make a fight like this feasible for my group. Animate Dead is a level 3 spell, meaning the cleric would have to be at least level 5. A level 5 cleric + zombies / skeletons seems pretty tough. I suppose the Animate Dead spell could come from a scroll, but it's a touch range spell. It would probably be akward if she runs around mid-fight groping corpses.

I also would like some ideas on how to take advantage of the sawmill. Maybe I could use the giant buzz-saw somehow or a trap of rolling logs.

Scarab Sages

Hi, I could use some ideas for an end of act confrontation.

Spoiler:

My group has been hired to track down and destroy the local rogue guild. They've suffered some setbacks and a near death experience, but they've finally discovered, that the rogue HQ is hidden in an old abandoned sawmill.

The rogues have suffered heavy casualties in their previous confrontations, but they are still powerful, and they know, that the PC's are coming for them. They have most likely set up a trap or ambush for them.

The group consists of Cleric, Fighter, Rogue, Sorceror, Paladin and Gunslinger. All level 3 and reasonably optimised, but somewhat undergeared for their levels.

They will be facing the rogue guild leader, a corrupt priest of a death cult and probably a lot of regular guildmembers.

I want this to be a memorable, hard-but-winnable fight and preferably elements that takes advantage of the location.