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Hi guys,

A question to you if you already have progressed further into the path.

I was planning to have my group stumble upon an abandoned wizard tower in the jungle and the wizard or scholar having made research into this part of the world examining the aspect of Dahak and the events that transpired all that time ago. I want to use it to double down on the history as explained by the Ekujae (from a different perspective) but also to drop in hints of that the gold seems tainted not only by arsene but seems to also inherit a kind of magical essence.

I would also like to mention that this wizard was aware of hunter gate and the inherent flaw that let the aspect of Dahak go on the rampage and here I'd like some thoughts if this is too early /gives away anything from later books in the path?

Thanks!


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Sorry I didn't check the forum for a while. I reuploaded the map should it still be of relevance.

Map


I couldn't find this question so here goes. Do the dragon pillars have a 360 degree of sight, or can the head turn? Or could PCs approach from the backside?

Thanks!


Thank you Fumarole. That makes a lot of sense!


Question on the Fortress of Sorrow.

In the book it reads :" Belmazog can lower or raise Dahak’s shell from within area C9, and she does so whenever cultists need to come or go from the site."

Now I can't get my head around what exactly can submerge? The outer ring of pillars? The clay fortress wall or the actual structure?

I would assume the actual structure, but the main door is just a wooden palisade, so submerging would flood the entire complex?

Thanks for your insight!


Hi guys, I have a question regarding Ralldar. Does he used heightened spells e.g. for invisibility and such? I can't find how heightened spells work with NPCs in the bestiary...?


Thank you Revan. That's exactly what I feel as well and what I meant with disconnect. By the ambush my players might also have this paranoia or fear for the safety of Breachill that they might decide not to go through the gate. I guess I have to think a little more about. Anyhow I have time, my group is only at Voz's Bookshop at the moment, unraveling her notes and clues :)


Fumarole wrote:
TheWanderingM wrote:

I have a question and maybe you guys can give me a heads up if anyone already ran it.

Reading through the adventure what is the motivation for the pcs to go through the gate in the beginning? Just because it is there, so the trigger would simply be curiosity?

Finding out if there are more dangerous creatures right outside this magical door in your new home should be plenty of motivation.

That said, if my party doesn't seem interested in investiagting the gate (unlikely) I will have Wilford Lavendil of the Breachton town guard ask the party to investigate what's on the other side in the interest of the town's security.

True but the PCs have the portal key and the door hadn't been used in centuries.

I was thinking of the portal maybe acting up strangely to signal a kind of urgency, I'm sure the PC gnome wizard in my group will keep on investigating and studying it. I was just curious how others thought on this.

The beginning with the ambush / assassination attempt on the PCs and then jumping to "the PCs will go through the gate" is not connected in my opinion.

Thanks!


I have a question and maybe you guys can give me a heads up if anyone already ran it.

Reading through the adventure what is the motivation for the pcs to go through the gate in the beginning? Just because it is there, so the trigger would simply be curiosity?


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I created a local map of Breachill and surroundings. Feel free to comment, actually first time I created one.

Map.


It's an interesting discussion and the way that I approach it is that I use the concept of exploration mode to frame on a more generalist approach what my PCs are doing in a bigger time scale. Of course the biggest would by overland travel, then it zooms in on smaller scale exploration like a dungeon or other place and it culminates in an actual encounter where we track every 6 seconds of in-game time.

So as an example in a Dungeon (outside of encounter mode) I would generally describe what they are seeing and then ask them what they want to do (pretty standard fare) and we take the examples given of exploration activities as reference what is possible. When somethings triggers because of these activities, I transition them into Encounter mode based of the last things they where doing as activity. But this is a flexible game so we don't draw super strict lines everywhere.

I think a meticulous approach applied to run all instances like an encounter would totally bog down the play for us, but then again we are a more relaxed group of players that don't min / max everything possible and appreciate the flow of the narrative combined with player choice.


I had the same question on edge. Seems powerful when the companion also gets precision bonus. Also can Hunt Prey be chosen new each round in combat?


Blave wrote:
It's Daze is an innate spell and thus based on Charisma. So it deals 2 damage.

You are right. I found it now. Thanks!


Hi,

I'm a bit puzzled by this.

What damage does Daze inflict on a PC?

Is it 0 because Fire Mephits have +0 WIS?

Thanks!


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I have a question regarding the scale of maps.

If you compare the scale of the map for the Town Hall Encounter with the scale of Citadel Altaerein it seems off.

The town hall is almost as big as the width of Altaerein...

Did anyone notice this or am I missing something?


jadony wrote:


1. The group felt it was a little ridiculous (in character and out) that a citadel crammed with baddies is only a mile outside of town. It made them feel as though the town should by rights have been facing a lot more danger, as well as that the town leadership was kind of crazy to wait to go investigate the source of the goblin distress signal when it can practically be seen out the window.

2. As soon as it was revealed that Calmont was seen running away from the scene of the fire, and that he worked for the bookseller, the very first thing the group did was to go try to find/break into Voz's shop. We anticipate that many other groups will do something similar, setting up some issues in terms of plotting.

I agree. That's why I placed the citadel 6 miles away. Anyhow the info didn't seem consistent to me.

I also decided that it starts raining shortly after the fire incident in the town hall, just to have a safe guard that the entire town hall doesn't go up in flame.

In terms of Calmond. I decided to let the player's not know the exact name of who got away. Considering the mayhem and chaos after the fire, someone saw a cloaked figure head out of town in general direction of Hellknight Hill. The player's can track him down (or maybe other travellers arriving at Breachill can say something on top) which can lead to a bit of tracking, which is made a bit easy by the mud from the rain.


Thank you so much for this. It's really great. I'm also running a skull and shackles path but am considering replacing parts of 2 with the module.
How did you modify the beginning to accommodate the fact that the PCs have a ship?


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I'm sorry I might have a stupid question.... How do the PCs learn about the Brine Banshee? I can't find any reference about it. Is it a rumor they pick up in a tavern?


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If ran into a similar issue with "Hey let's conjure up water" while preparing and I plan on handling it as follows:

While Plugg doesn't trust the PCs, he still needs the water. So he sends them on the island to scout for a water source saying something along the lines. "Once you found a good source, report back to me and I'll send some mates to help retrieve it".

He hasn't made up his mind on how to kill them, so this is buying himself some time while at the same time, potentially getting some scouting info on the island before he kills them.