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The only issue I see with the changes are that you rob yourself of the opportunity to do the Price of Immortality arc with them after. I just finished Crypt of the Everflame with my players, and they were quite stoked to discover what the Razmiran cultists were up to inside the tomb even after defeating Vergas. By changing the story, it makes it difficult to sow the seeds of the story arc early enough to make them care about the Razmiran cultists by the time they reach Tamran. Likewise, without the amulets there is little that connects the modules to the Isle of Kortos.

As far as your changes to the tone, it only makes sense for a one-off adventure. In contrast, by making the players young up-and-comers, you allow them to follow in the footsteps of Ekat Kassen in such a way that makes the whole adventure very personal as they grow into their own power. It also lends a sense of history to when they finally face off against Vergas and Iramine later down the line.

If they are seasoned adventurers being confounded by the pillow traps, it would start to get a little silly, so you'll need to rethink some of the traps to be tonally consistent. As a rescue mission, you would need to modify the early encounters before entering the tomb, as the wolf encounter would lack the sense of tension that develops from young parties out on their first real quest. Likewise, you'd need to delete the orc illusions and dead cultists, as well as modify the treasure in the supply depot (as it wouldn't have been handpicked for the PCs, but rather the original adventurers).

If you don't intend to run Price of Immortality, disregard my post! Your changes are perfectly reasonable and create a complete story arc. Just remember to change the encounters to reflect the story.


While you can draw ammunition as a free action, you can't draw weapons that are thrown. Javelins, throwing axes, and throwing knives are all considered weapons, not ammunition, so you wouldn't be capable of throwing multiple knives in a round without Quick Draw.

Notice that you can only draw ammunition for use *with* a ranged weapon, not the ranged weapon itself. A throwing axe is not the ammunition for a throwing axe, it is the weapon itself.


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silverthorne wrote:

I actually made a character backstory based on the cost of a spell.

Khale Darin was a rogue. His best friend/partner/love of his life, was a fighter Mara. The pair went into a low end dungeon seeking a bit of coin and experience. In that dungeon she was killed and Khale had to escape with only her sword, a bastard sword, and some of her hair. His reason for adventuring was to get the money together to have her resurrected.

I have never posted on these forums before, but your character totally inspired me to do so. I've seen a lot of good characters in my time, but none with the purity of purpose that you've described. Not only is it heartfelt, it gives you a great reason to be adventuring that isn't simply "I WANT ALL THE GOLD!" I plan to steal this character the next time I'm not DMing.