I used posting poles for letting the player gain more trust points with the first module. Effectively, it also worked to carry some tidbits for the players to pick up that something was amiss in town as the Splatter-man haunt with the name had already begun three letters in. I also made the Spring-Heeled Jack a roaming baddy that is troubling the town during this time. Some of the events were borrowed from other users on the forum. I kindly beg their forgiveness for using the events. 5th of Pharast, Sunday:
6th of Pharast, Moonday:
8th of Pharast, Wealday:
15th of Pharast, Wealday:
22nd of Pharast, Wealday:
On Moonday the 27th, Gibs or whoever the splatter man possessed, was going to use Old River to continue the ritual. 29th of Pharast, Wealday:
5th of Gozran, Wealday:
Of course, even though I planned all this out on paper, the PCs worked a bit too ambitiously and were able to complete the dungeon in little over a week in-game.
Covent wrote: [...]I do have 44 items in my keep folder right now, however those three stand out head and shoulders above in my opinion. I would like to see your list of Keep items. However, even as a PM, that may constitute breaking a rule. Maybe after the 22nd, you could post the list of your top picks?
MurphysParadox wrote:
I see. Well, I thought it was just that area but there are a few areas of concern, so I made my own list. There may be more I am missing. The PCs are level 6 when entering the dungeon, so they could (and most likely will) have the spell Fly. If the PCs are tempted, they could bypass many of the dungeon simply by flying around the buildings and such. For this fact, I've decided to add wind effects to the castle grounds. This may be "Strong" or "Severe"; I haven't decided. Without changing much, size related I'm planning to alter the following: Spoiler:
F2. (CR 7) Goblins are fine, but the Trolls are large sized and would not normally fit in the area. Needs medium.
F3. (CR 6) Trollhound is fine but the Troll is large in a small area. Needs medium. F5. (CR 6) Grork is too big for this area. Needs medium creature. G2. (CR 7) Instead of Huge elemental, use two large or there medium for the same effect. G3. (CR 5) This animated object is too big to fit under the stairs. Needs to be smaller or replaced. G4 and G5. Combine this into one room, because G5 is too small. G6. Make G6 and the hall way outside of it, leading to G8 to one large room. I. (CR 7) Trouble with the rope bridge trap would be if that I prevent PCs from flying across the map, the Erinyes would have problems flying as well. J7. (CR 7) Blind Flesh Golem. Again, another small area, while it could fit, the creature leaves no room for the PCs to fight in. Simply making this room 4 by 8 should solve this problem for the area, but not the rest of the temple. K9 and K11. This bridge and the catwalks outside the tower should be 10 wide for the beast in L1. One of my proposed solutions is to replace Grock with a Whispering Way Cultist, a lackey, since it was noted that there wasn't much WW connection to this module. Probably one who, having encountered many of the traps inside the castle was left for dead, and took refuge to the top of the tower. My end result will be having him take the Death-gag effigy from BM or possibly have him leap to his death to the sea below when reduced to a number of hit points.
Trinite wrote: I do think that part of the adventure is kinda poorly put together in the book. I'm always having to flip back and forth between the NPC descriptions, the event descriptions, and the room descriptions for the Lodge. It's a little aggravating for me as a GM. While Windspirit has his own guide (and a very helpful one at that), I broke down and organized my own (Here). I will, however, not be using it. I seek to work on an "Ascanor Lodge: Expanded" version for myself. I don't know how well this will work out but I could work around to uploading the Expanded version if anyone is interested.
Voomer wrote: Did anyone come up with a list of scrolls and magic items available at the Unfurling Scroll? I'd love to see it. I'm trying to save myself some effort and use the charts for 1st thru third arcane and divine spells presented in the Game Master's Guide (pages: 126, 127, 130, and 131) Voomer wrote: Also, did anyone think of a logical reason why Alendru at the Unfurling Scroll would have Crowl's copy of the Flesh Golem Manual? I don't know if it was going to come up in my campaign, but if the PC's ever questioned it: Something Happened: I plan in running it that one of the cultists from the Whispering Way had sold it off while in town, to the Silk Purse, (My Ravengro's Money Lenders and Pawn Shop), in exchange for some gold for supplies. Alendru picked it up from them, not knowing of the original owner. Meanwhile, if the PCs ask at the silk purse, Quess Yearburn mentions a traveler who sold off the book twenty days ago (or longer, depending on when the PCs catch wind of this book). However, said person has not been seen in town since. I'd even award them a trust point if the PCs connect them to the Whispering Way. |