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Thanks for the input. I saw a good idea in another thread that was something along the lines of the angels interrogate the PCs and Lashonna comes to the rescue. The PCs then trust here and it's perfect manipulation on her part :)


Reading through the Prince of Redhand chapter, I anticipated many problems for my group because I wouldn't think that they would tolerate Redhand at all. I made sure that Tenser/Manzorian briefed the PCs and was very clear that while they are go to to Alhaster and that it is a very evil place, the Age of Worms was most important, so they should get information and get out without causing trouble. I had a philosophical conversation of sorts with the PCs as I was role-playing Tenser about evil. While there is evil all throughout the world, forces of good can't stop it and have to deal with it to a certain extent because there are too many problems and other pressing issues (i.e. the Age of Worms). I thought this would be enough to waylay possible "problems" I encountered that the PCs might have in Alhaster.

When arriving at the city, a guard spoke with the PCs for some time and said that Alhaster is a 'fine place' and it's been so great since Zeech has taken power. I imagined the town as a paradise of sorts in which people didn't care much about the past, only about the present, and were deluded to bigger problems because Zeech is merciful and the law is upheld because of the 'blessed angels.' When talking with other random and non-random NPCs, the PCs started to realize the social climate of Alhaster as very awkward and understood the overwhelming presence of Hextor and the 'angels.' The place, they found out, is lawful evil. They learned that members of the Ebon Triad were heretics according to townsfolk and heard about the upcoming execution. They spoke amongst each other and said that Tenser told them not to cause trouble. Despite this, an odd turn of events took place...

The first course of action was a mass purchase of oil from merchants in the street. The PCs asked me if there was an oil vendor, so I made one up and sold them, I think, twenty gallons of oil. The party took no measures to hide their identities and eventually, after having the oil, the rogue, with the oil, split from the rest of the party, made hide checks, went invisible, and whatever and decided to burn down a building in town. Obviously, everyone soon heard about this in town. The 'angels' showed up and the PCs were not to be found.

Later, to try to deflect attention, which I think drew attention, the PCs started to spread rumors that dwarven members of the Ebon Triad lit the fires. Eventually, the group fought the acidwraith and the dragons at the same time in Ilthane's lair and the fight went to the skies. The druid summoned and lightning storm and the rogue flew to the air on his magic carpet fighting a dragon. After the fight, the party went around telling people they killed the dragons, raising some suspicion. In the evening, the party went to the burnt church and were caught (except the rogue and one other party member) and now the 'angels' are really on watch for the PCs.

Regarding the fire, do you think the 'angels' should prosecute the PCs for their actions? Would the angels know? I said that Zeech banned the sale of oil and that the shop they bought the oil from since closed down. I imagine that the merchant would describe who bought the oil (quite an odd purchase, he would remember) to the 'angels,' so the angels would know.

When caught at the burnt church, the 'angel' that showed up after 4/5 party members made no attempt whatsoever to be stealthy, the PCs were asked to leave. Should they be prosecuted for this afterward?

The session ended at the Well of Knowledge. The overgod was defeated and the players found the treasure behind the wall. I anticipate further calamity at the gala at the end of the chapter. Someone might try something that would disrupt the Gala such as killing someone for example.

I've read, here, in another thread, that I could bring in the high CR 'angels' and other 'angel mooks' to detain/fight the PCs if needed. I end the campaign for the PCs, but this wouldn't be much of my action if the party did something really stupid despite warnings I gave that they understand. I wish the chapter had a sidebar or a part talking about escaping capture/the aerie of the 'angels,' but it doesn't :\

Thanks for reading this. I await input and suggestion.


justin vacula wrote:

What have you done with the baby owlbear that the PCs find in chapter one? The module says that the Owlbear can be sold and can't really be a companion, but would it be appropriate to let a druid use it as an animal companion?

What have you done and what have your players done?

I'm thinking of possibly introducing an owlbear into the campaign that will come in a pivotal moment to help the PCs and possibly serve as an animal companion to the druid in the party. The group is now level 15 and earlier in the campaign they let the baby owlbear into the woods. The group is currently in the Prince of Redhand chapter.

What do you think?


TheWhiteknife wrote:
Actually I think FatR and I might be having some communication problems. If my PCs were dead set on taking out Zeech, I would most definitly let them. But I would ask them to roll knowledge checks to know WHY he is the ruler of Alhaster, WHY neighboring kingdoms suffer to let him remain ruler, as well as WHAT repercussions would be expected from either a power vacuum and/or the time wasted in not preventing the Age of Worms, beforehand.

Repercussions can easily be noted by Manzorian/Tenser. He can, for example, debrief the PCs and tell them that while they may wish to off many of the people in Redhand, stopping the Age of Worms is more important and that would be quite pointless if they didn't stop it. Wanting to off many of the NPCs (whether they are powerful or not) would cause complications for the PCs. Redhand, as I see it, is an infiltration mission in which the PCs want knowledge, want to get in, and finally, just want to get out. There are always evil forces and competing tasks in campaigns, but players should focus on what is most important (and not only for the story's sake, but rather their own).


Room Five (Three Swords of Kyuss and a Wormcaller) pretty much wiped the PC's resources out. The PCs tactics were generally really bad. They got a knowledge religion check to find out about the bursts that damage the PCs and heal the undead, but they stayed clumped regardless. The party -- druid (summoner, wildshaper), barbarian/bear warrior/warshaper, rogue (arcane wand caster against undead), healer/combat medic, and ranger cohort -- had a tough time. They went into the small room so that the burst hit all of them, the ranger got held for the combat, and the druid and healer pretty much blew all their high level spells. It was rough.


How much PC sleeping would be appropriate in Spire? The combats are quite tough and it would seem to be impossible for the PCs to go through it in one go. I've been quite weary about time in the campaign, but the PCs have not yet 'abused' resting and have been very fair to me about sleeping (i.e. not resting and having full resources for everything).


Thanks for the responses! My party (with a druid) released it into the wild...


Being a veteran of 3.5, I've come to the conclusion that Delay Death is a needed crutch at higher levels and that the death rules (you die at -10) are terrible. I really enjoy the death rules in 4e and think they are more sensible.

At higher levels in 3.5, PCs can be at a very low amount of HP quite easily and get killed by full attacks quite easily.

I've mainly played Living Greyhawk and Delay Death was needed for games to happen at all or else PCs would die in almost every combat.

What do you think?

I was thinking of incorporating the 4e death rules in my AOW campaign.


I recently finished as a player in the Shackled City.

After the campaign concluded, the DM told us that he had to increase the CR of the encounters in the game because the PCs were too powerful for the campaign since about level 7/8.

I'm running AOW and it seems like the players will blow away the module in later chapters.

Have you experienced this?
What have you changed, if anything?

I'm really not interested in advancing HD of monsters in every encounter or adding monsters because it seems to be too much work that can otherwise be curtailed.

I'm considering outright banning the SPC and MIC and just using the completes and core books (with some limitations). I'm basically planning on using the Living Greyhawk Campaign Standards for open accesses, etc.


What have you done with the baby owlbear that the PCs find in chapter one? The module says that the Owlbear can be sold and can't really be a companion, but would it be appropriate to let a druid use it as an animal companion?

What have you done and what have your players done?