Low Templar

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Are you sure you mean Shalelu, and not Ameiko? I'm just about to finish Burnt Offerings, and I don't remember Shalelu needing rescuing at all (obviously that might be different in your game).

Spoiler:
In my game Shalelu was given the job of guarding the rope bridge to ensure no goblins escaped from Thistletop, and was almost killed when Brathazamus fled from the PCs and came through her. He escaped (and will re-appear later), and I was going to have the PCs find her dead when they surfaced until I remembered she has a role to play in Hook Mountain. So she escaped death for the time being


I love these...awesome! (Especially the rose shaped mace, very inspirational)


I've been using Scott's blog to run my 4E version of RotRL, and it's been extremely helpful! At one point I thought I was going to overtake you Scott, but fortunately(?) we've been unable to play for the last three weeks (and tonight is looking iffy) so we've got some catching up to do again.

On the subject of sharing, I've been using Scotts enlarged maps but redrawn them in Dundjinni, so a wiki would be good to post those to. I only started this from the Catacombs of Wrath, but will be doing it for every encounter from now on.


I'm lucky in that I'm running RotRL as a sequel to an earlier campaign, and therefore what I'm doing is sending an old PC out to the fort shortly after Burnt Offerings (who will then get killed along with the rest of the fort, making it a little personal for that player).

You probably don't have that luxury, but you may still have a character around town that the PCs have become friendly with, who could perhaps travel out to the fort for one reason or another, and who gets caught up in the attack?


Thanks for the swift respones everyone, much appreciated!

It all makes perfect sense now! :o)


Hey Scott,

I'm just preparing for the Catacombs of Wrath, and I was looking at your Flameskulls - they look too strong to me for a 4th level Artillery. As you admit, three of them firing together could easily decimate a party before the encounter even starts, which implies there's something not quite right.

I then compared them to a similar 4th level artillery monster, the Magma Hurler, which turned out to be considerably weaker than your conversion.

What do you think about removing the Fireball, and just leaving them with the Flame Ray only. They still come in slightly tougher than the MH, but are pretty comparable. I think that's what I'll run with this Thursday, but reduce the number of Flameskulls to 2 and add a couple of brutes to protect them - I've converted the Eberron Dolgrim for my game, which also fits the theme of the place.

Keep up the great work!


I'm a bit confused about the map for the Catacombs of Wrath

Spoiler:
The text talks about the smugglers breaking into the catacombs some 40 years ago, and then bricking it up after being attacked by Erylium. This meant that Erylium was still trapped within the catacombs at that point. Nualia then re-opened the catacombs around 5 years ago.

Looking at the map, it appears as though there are two other entrances into the Catacombs - a tunnel into B3 and a tunnel into B6, although the latter also has a dotted line at the end suggesting the tunnel is a dead end. So are there three entrances to the Catacombs or only the one opened by Nualia?

Can anyone help me with this?

Many thanks


tintagel wrote:
I have to say that I don't think the rage is that bad. Let's look at the numbers: First, the +5 vs. AC has to hit. That's about 40% chance versus AC 18 (average front-line ac). Then, you have a 1/3 chance of having the power. So that's about a 1/7 chance of using it on any given round. Now, you have to also succeed at a +3 vs. Will attack. That's about 50% likely for a typical front line. That's 1 in 14 chance that you have the power up, hit with the bite, then connect with the Enrage ability. THEN you have to have an ally next to you, and still roll off randomly to see if you attack the ally or the monster (another 50%) - so about once every 28 rounds of combat?

Yeah, good point, on subsequent rounds this will be tricky to pull off.

However on the first round you're looking at around a 20% chance of success, given that you're likely to use it against an opponent who has an adjacent ally (and you're guaranteed to have the power available). If you have 4 of these guys, as suggested by Scott for the Guard Cave, there's a very good chance that at least one will work.

tintagel wrote:
Not exactly that strong, to be honest. OH! Then you have to HIT your ally too...

It's not just hitting the ally that's the problem - it also removes any positive action from that character for the round. Bearing in mind that the Sinspawn Rippers are Brutes, and therefore pretty good at staying on their feet, you could potentially see a fighter locked down for more than one round.

Obviously this is all theoretical - I haven't playtested your build at all, so I could be talking rubbish! :oD


tintagel wrote:
Added a Grid-lined version of the Glassworks.

Thanks Tintagel, much appreciated. Where can I find it?


I agree with Tintagel that the original Sinspawn Ripper is more suited to a Brute than a Soldier, so I too would drop the AC and to hit numbers while bumping up the HP.

However, I think Tintagel's version is too powerful for a 2nd level Brute - the loss of control in particular is very nasty, and not difficult against 2nd level characters. You're looking at an average of once per 3 rounds with this ability, which could get nasty.

Personally I think I'll use a combination of both of these suggestions: Tintagels Brute stats and approach, with Scott's powers (with the to hit numbers toned down to +5 or +6, which seems typical for a 2nd level brute. I'll try and post an amalgamated version for comment later.


Sorry, I didn't make myself clear - my request was directed at Tintagel. His Glassworks map is brilliant, but it doesn't have a 1" grid on it to make it easy for minis.

I can probably add a grid by hand, but I just wondered if it was easy for him to add a grid over the top of his existing map, using whatever software he used in the first place (I think he said Photoshop).

Thanks again


Hi, me again..

I don't suppose there's any chance you could create a version of this with a 1" grid overlaid on it is there? It would great if you can, as I have neither the software nor the skills to do it and I'd love to be able to use a copy of this for our next session.

Once again, many thanks for all your hard work.


I have to say, your map of the glassworks is absolutely stunning!

I'm trying to figure out how I can use without emptying the work printer of toner though :oD


Thanks to you both for your thoughts. However, it turned out the solution was staring me in the face the whole time.

Spoiler:
Due to events in our previous campaign, it was important for me to link Eberron's plane of Madness, Xoriat, into the mix. The obvious answer is therefore to make the Runelords either some Daelkyr or *the* Daelkyr that are currently locked on the material plane. This sits very well, given their historical significance, their ability to manipulate other races, and their penchant for evil deeds. Each Daelkyr can favour one of the sins, and this keeps the whole 'sin' thing in place while ringfencing it to these guys only. Plus the whole level thing works out too, as a Daelkyr are a similar level to the Runelords.


Thx Tbug


Hi,

I've just purchased the full set of this AP, and I have to say I'm so impressed with the quality of it, from the writing and artwork right through to the production values - it's very very impressive.

However, for historical reasons relating to our group, I'm going to set it within Eberron, a world I'm not overly familiar with. Most of the AP can just be run as it is, but I'm not sure the overall theme of the seven sins fits quite so well within that world. If anyone has experience of that setting, I'd love to hear their opinion, and any possible alternatives I might consider instead.

Many thanks


Hi,

During the investigation of the Foxglove Manor, the PCs can come into contact and even eat Vogel's Phage, however I can't seem to find anything that describes what happens should they do so.

Can someone enlighten me please

Many thanks


This is great stuff Scott, and really helpful...thanks for all your time and effort.

I'm starting my 4E RotRL campaign tomorrow night, and this will really help. I'm running it as a sequel to the Red Hand of Doom, and also basing it (as we did with RHoD) in Eberron, so I've got a bunch of work to do already - your 4E conversions are really helping me with that whole process.

Thanks again