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Note the following is 'scratching an itch', not preaching the one true way. A description, then the 'why'.

I'm changing the treasure in the armory of the Vault of Thorns as follows:

Replace ten +1 Orc Bane arrows with ten +1 Orc Bane (sling) bullets.

Replace one Orc Slaying arrow with one Orc Slaying bullet.

Modifying Gorum's Thorn as follows: Name is Mossy Thorn. Scythe instead of Greatsword. No user restriction (religion, race, class, alignment, etc.) Minor fluff changes.

So it reads as:
Mossy Thorn. The druids made a version of Gorum's Thorn that, while not the threat to orcs they desired, still served in defense of the marsh. Slot: none, CL 10th, Weight 10 lbs, Aura moderate transmutation.
This well-worn +1 keen scythe appears totally covered in moss except for the sharpened edge of the blade and the equally clean inscription on the blade. The inscription is in Druidic script, and translated reads, "A thorn in the foot shall cause even the mighty to stumble." When the wielder confirms a critical hit against any creature with the giant subtype, he can attempt to trip that target as a free action without provoking an attack of opportunity and ignoring any size restrictions related to the target. If the trip attempt fails by 10 or more, the wielder is not knocked prone.

==
So why? It scratches some peeves, mainly, and I don't think any of it is an overwhelming gain or loss in ability for my players.

First peeve is conceptual. I am frequently annoyed when some area that is dedicated to a pure race or class contains weapons or items that are unusable or antithetical to that class or race. Druids cannot use bows (normally). And while they might work with classes that can, I am not persuaded that in the heart of their citadel, meant for druids alone, they hold weapons to be used by others, but not them - not unless they had a significant surplus of weapons for themselves. The arrows become sling bullets.

Gorum's Thorn, a greatsword they cannot use, is explained by the base text. I could leave it, but then we run into a second peeve of mine, one found in many if not most adventure packs. It's a lottery device. It's potent and powerful but not game breaking, and only usable if one of your players happens to win the lottery - choosing the right religion (in this case), or profession or background or whatever. Some of it's acceptable or makes complete sense - holy symbols being one example. But this, which is the only Named Weapon of the module, and one of the only two such magic items of the module, feels a lot like bait and switch. In fact I believe this restriction is a good part of why the whole treasure of the druid council feels underwhelming -- look at this great toy, too bad you [probably] can't have it.

The biggest down check in my opinion was that it made the value of the weapon greater - it's worth about 17,700 GP without the restriction, or about 42% more valuable.

In exchange I get a weapon that's better flavored for its location when found. Its broader use makes it feel like a major award that balances the artifacts and major magic items earned in the other modules. Since the weapon won't be available outside the adventure and the original 'worked' in it, I don't have to worry about unbalancing effects.


It's assassination time.

My players don't know there's one coming, but being properly paranoid little buggers they decided the bad guys were out to get them after the

Spoiler:
diseased wolf pack wandering the street situation
.

But even though they're paranoid they're (maybe) not paranoid enough. They think it's a single murderer they're pursuing. They decided it was important to trap the murderer and not scare him away, so they've kept the party split.

So anyway, I've got a set of choices that boil down to: I can put all four assassins in one room against one part, or I can spread them out and try to hit all the players at (notionally) the same time.

Now before you predict a total bloodbath I need to tell you that I decided to start everyone at level 2. GM idiosyncrasy thank you very much.

So it's potentially survivable either way. What I'm looking at is deciding which way the assassins go, and if they need a tweak.


I'm looking to fix one of my major annoyances with the first adventure before my players start the giantslayer in a couple of weeks. That's the fact that regardless how they do in the first section the consequences are the same.

===SPOILERS FOLLOW===

Solve who dunnit, solve why, get the bonus knowledge of infiltrating saboteurs -- or not -- everything goes the same.

Now in part that is because the mystery is railroaded to an automatic success. Even though the spy-messenger only comes at night, it's assumed the players will catch him. And he spills a lot of what it takes to solve it all.

But I'm thinking my players may go in the day. And leave clues they are there. Making the villains idiots or slaves to the plot to stay and get caught.

So, I'm thinking of making changes. The players can fail. Levels of failure or success have consequences.

Ability to fail first. I'm setting a clock. Rodrick's funeral and the resulting attack will be sunset of the night after his murder. If I have to extend a night to get the second event in, I will - but it will count against them in the 'success' score. If they haven't entered plague house by the third day

Levels of success. At the extreme and unlikely is:

'Kurst, your brother was murdered by the leader of an infiltrating team of saboteurs using a hopeknife made by one of his team. He was murdered because he was closing in on the plot to sabotage the town's defenses. They were also searching for some ancient treasure. We have captured/killed most of the saboteurs at [purchased house], but Skreed is still at large.'

Note that this is only one touch more than what is found via the railroad. It assumes the players by inspiration and perhaps divination locate the house and they capture and question one or more of the infiltrators.

Failure comes by not having some or all that with usable proof. (For example, Rodrick's knife.)

Overall I am breaking it into five levels of success/fail.

That takes me to consequences. The first is that at max success I'm giving the players a couple of bonus resolve points and xp. At total failure I'm giving them a resolve deficit. +2 to -2 possible.

The real payoff will come for the second adventure. The more successful they were the better prepared everyone was for the attack. Better preparation means less loss and repair in the raid which means more money and such available when the party sets out for their little pleasure cruise.