Skull Head's page

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My group just finihsed the Prince of Redhand.... and boy did they develop a dislike for the B'Kruss the hobgoblin. Even though he was a very good foil for the part, They managed to get him kicked out of Zeech's festival banquet. Good stuff.

I am thinking about using him again as a recurring villian. I think a good possibility is by replacing the Severed Hand's orc crew (from Libary of last resort) with B'kruss and his Knights of Rehand. B;Kruss insulted the Prince at the party; consequently, he lost employment with the Prince and wound up by being employed by Darl Quethos. I realize that I have to keep the Pc's in Redland a week or so, to allow B'Kruss to meet Darl. How does this sound? I don't think B'kruss plays another role in the adventure path.

Thanks


I am just ready to run the Spire of Long Shadows. I am examining the power and abilities of all the bad guys in this deadly adventure. Besides the Harbringer, I think Kelvos can be a potential party killer. Although his 65 hit points look meager at first, once he has an opportunity to cast some "buff" spells, he becomes very deadly. For instance, if he has chance to cast Righteous Might (+8 Str., +4 Con. and +4 Natural Armor Bounus due to size, Divine Power (+6 Divine bonus to Str.), Bull's Strength (+4 arcane bounus to Str.) and Bear's Endurance (+4 to Con.)on himself. He has a 43 Strength!!!!, a 23 Con, an AC of 36 (40 for good creatures due to his Protective aura), and 40 extra hps due to the Con modifiers). This guy would be a wrecking machine weilding a HUGE +4 Unholy Greatsword +30/+25 3d6+28 +2d6 unholy damage.

Besides his impressive melee stats, his spells are unbelievable. Slay Living, Destruction, Chain Lightening, and Prismatic Spray all can be very lethal.....especially when cast by an invisible opponent (thanks to Greater Invisibility).

In light of this juggernaut's array of potential carnage, I am asking any viewers about their experience with this guy. Did he result in a lot of party deaths?

Thanks for your input.


Need some advice here. My campaign takes place in the Forgotten Realms, so obviously the Free City is Waterdeep. The party that I DM is currently beginning the Hall of Harsh Reflections. The party is led by a Paladin of Kelemvor, so he REALLY hates undead. When he arrived in Waterdeep last session, he was intrigued by the City of the Dead and its links to the world of undead.

I am aware that Dungeon produced a three part campaign arc called the Vampires of Waterdeep. A portion takes place in the Dungeon of the Crypt, directly below the City of the Dead. Part of me is tempted to run this campagin arc while the Party awaits news from Dagsmun (Eligos), but I am aware that this could be a large distraction for the AoW. I need the party to hunt Kyuss worms, not vampires.

Although, based on the posts from others on these boards, the AoW is a real difficult challenge with a high death rate. The party has 5 members plus a cohort, so they will not advance as quickly as a party of four. Maybe they could use the extra levels (they will probably gain at least two during the Vampire Arc) before beginning A Gathering of Winds. Plus the Vampire doppleganger Ffang (who appears in the second module of the Vampire Arc) would be a good campaign hook since he is a member of the Unseen.

This is a veteran group, with almost 20 years of gaming experience. I think the players enjoy being back in Waterdeep and would love to play the Vampire Arc. These guys have not been back there since the good ole' 2nd edition. They have fond nostaglic memories of Waterdeep.

So what advice can you guys give to a DM who wants to please his boys?
Thanks.


First time poster here, but an avid reader of posts. By the way, this thread has been an invaluable resource for the Age of Worms, the current campaign that I am running for my five players.

After the Wispering Cairn, the Pc's in the group insisted to have an audience with the Lord Mayor Neff. The Lord Mayor was at first bored with what the party had to say about the connections between Smenk, Filge, and the Dark Cathedral. The lead character made a great case that Smenk was a real menance who was endangering the citizens of Daggerford (Diamond Lake)-- the Paladin leader of the group rolled a natual 20 on his diplomacy check. Neff also saw the advantage of eliminating a powerful rival......

I ruled that the Lord Mayor decided to go after Smenk with his militia. Smenk decided to cut a deal with the mayor, and spilled the beans about the illicit activities of Dourstone and his mine. As a result of this exchange of valuable information, Smenk was forced to liquidate most of his assets and sell them at a very reduced rate to Neff, but was permitted to leave Daggerford in exile with some of his wealth. Smenk and his thugs, including Kullen, left with their tails in between their legs and went to Waterdeep (Free City).

The Pc's defeated the Ebon Triad and are now beginning the Encounter at Blackwall Keep. I am already anticipating the next adventure; I am trying to prepare some sort of encounter between Smenk, Kullen, and the Pc's when they arrive in Waterdeep (Free City) in the Hall of Harsh Reflections. I'm thinking that there is a stong possibility that the doppledangers might have killed Smenk for his betrayal of information on behalf on the Ebon Triad shortly after he arrived in Waterdeep. However, Smenk is a craftly, resourceful, lovable villian. Perhaps he did not die by the hands of the doppledangers. Perhaps he did, and his identity has been absorbed by a doppledanger who is commanding Kullen and his thugs to do his bidding.

There are so many options here. I'd greatly appreciate if the thoughtful, creative minds of people on these message boards could suggest which plot to use or recommend other possibilities.....

Thanks a great deal.