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![]() I haven't used the Professor's return yet for the very reason you mentioned, but I can tell you that my players LOVED The Fiddler's Lament. I incorporated The Murmuring Fountain as well, but Fiddler's Lament was a clear favorite. I basically did the same thing. "Go get me something from the store. Hey, what's that music?" Comic relief in our game came from the fact that my wife's character took a bath to get the road grime, etc., off of her (presumed, from the travel to get to Ravengro). Starting with the crawling hands, she somehow managed to get sprayed or somehow covered with fluids/gore in every battle. It's been silly, but also pretty fantastic, in that it lets off some of the "horror" tension and has been a lot of fun! Thuv ![]()
![]() re: Galvatron--Nice! And no, not trolling (a bit harsh, don't you think?). I suppose I don't really want the CR, but I did think that it was somewhat interesting that in many ways the Numerian concept is similar to the original transformers cartoon, in that you have a giant, ancient, alien spacecraft on a planet of relative primitives who have no idea what to do with it/make of it. There is a (horrible) episode in the 3rd or 4th season where the Transformers go to a sword and sorcery world by falling through some ancient quintesson portal where a quintesson who was banished for the "crime of sorcery" has set up shop as a ruling wizard, etc. I.e. Dungeons and Dragons and Dinobots. Just wondering if anyone else got any delight out of the idea of it. Thuv ![]()
![]() Well, the more I think about it, the more I think he will. Why? Because the PCs looted the lodge, got Argentea, and went straight back to town. I.e. They left the doors wide open, fire still burning in the hearth, pile of dead bandits in the floor. Seems likely to me that Rokhar wouldn't have anywhere to go, and would just go back to the lodge, strip the bandits for what he could find, animate some, and consider himself back in business! I think I'm going to have Ten-Penny discovered by some hunters and brought back to town (to keep her from freezing to death), then let the PCs hire her for their rogue. When they get back to the lodge, looking to cross the bridge...Rokhar will be waiting. Actually, one of the players wanted to invite Rokhar to join the party too... Do you think he would? Knowing that Knotten, et. al., knows he betrayed them? Or would he "join," then look for the first opportunity to betray them? From a certain perspective, adventurers do "murder" a LOT of people/creatures! Thuv ![]()
![]() Ahhh...I hadn't thought of him freezing to death. I was thinking of having him join with Teb, but the PCs let the imprisoned sprite go, so he has already told Teb of Rokhar's betrayal. The players have decided we need a rogue, and are thinking of hiring one... I was thinking it might be funny to have them hire Ten-Penny, "There's a half-orc that just walked into town...she seems unsavory. Might be just the type you're looking for..." and then let them all run into Rokhar later. Just for some comedic relief. The PC's didn't meet Ten-Penny, and although they heard her name, they don't know what she looks like, etc.. I think their faces would be funny when they realized that they hired one of the bandits. Thuv ![]()
![]() So, I'm running Snows of Summer, and my players just cleared out Rokhar's Raiders... Except... They let a bunch of people go. Short version: They captured one of the bandits on the trail, color sprayed three of them in the lodge, never saw Ten-Penny (because they came through the back), reduced one of the sick ones to zero HP, and another sick one to two HP, and ultimately captured Rokhar. When they attacked the lodge, they left the prisoner outside. The three color-sprayed ones crawled out the front door when the blindness wore off and stole the horses. The one at zero HP and the other sick one brought down to two HP went into the sick room while the PCs were fighting the frozen skeletons, and the PCs just left them in there while they went upstairs to search where Rokhar came from. Upstairs, they interogated Rokhar, telling him, "If you don't jerk us around, we'll let you go." He told them about the cellar, and... they let him go. They also let Vrixx go. So, at the end of the session there are 6 unnamed bandits that got away, Ten-Penny got away, and Rokhar got away (unequipped except for his unholy symbol). Now what? Thuv ![]()
![]() Just to aggravate my friend, I came up with the following idea. He got a kick out of it, so I thought I would share it with you all too. Here goes: Iron Gods could have the same plot as the original Transformers cartoon. Intelligent, giant robots fight a war across space. Their ship crash lands on a primitive planet. Millions of years pass...then...they wake up. What CR is Megatron? Thuv ![]()
![]() Hello everyone, I had a question about the spirit planchette. To my read, it seems like you are to survive or defeat a haunt, putting it in it's dormant state, and then use the spirit planchette at the location of the haunt to communicate with it. Given that Vesorianna takes care of the Big Five (Splatter Man, Lopper, etc.) once you defeat them, I was wondering how the spirit planchette is meant to be used in the game? I.e. Would you let the PCs use it from ANYWHERE to find out more info about the Big Five, or just have it as a minor item included for flavor that doesn't really get used? Thanks! Thuv ![]()
![]() Well, this is probably VERY late for your purposes, but I highly recommend the the add-ons for this adventure by Legendary Games. We started the adventure, did the funeral part, laid the groundwork for The Murmuring Fountain (one of the add-ons), and then played through The Fiddler's Lament. It was a really GREAT game session. Also, these add-ons let the PCs build up much needed trust points, as well as increasing their stake/interest in the town. Hope that helps! Thuv |