Adam Daigle Director of Narrative |
On page 24, did the Taldor Faction Mission get left out? The handout makes the mission very clear, but unless I'm seeing things weird on my PDF, it looks like Taldor is missing.
This looks like a really fun scenario. I just ran the first part for my home group tonight, and I think I'm gonna have a ball with this one once I get back from GenCon.
Adam Daigle Director of Narrative |
DCII |
I like this set of scenarios a lot. I have run them many times. They are very challenging and you can spend a great deal of time role-playing and it has some interesting bad guys. This is a dangerous and difficult scenario and I have had parties struggle to complete it, so take the modifications below with a grain of salt and decide for yourself if they are right for your group.
Problem #1 – Todor Spell Book
This scenario has a great opportunity to help an up and coming wizard and falls short. The evoker Todor Mozes has no spell book, not on his person nor back at the HQ. It says he is crazy, so maybe he forgot it somewhere, but that seems unlikely. That shortfall needs correction, for two reasons:
1. Todor has an arcane bond: wand, and according to the text it has not been triggered for the day. It is important to know what is in his spell book to know what options are available to help in the battle.
2. Finding the spell book gives party wizards an opportunity to learn spells for their spell book. Even if only one spell, it is important to throw the players simple, minor rewards when the opportunity presents itself.
Here are the open slots and my corrections to this problem. Feel free to make your own solution or just leave it the way it is.
What if he is captured: If captured and questioned about the spell book’s absence on his person he would reveal its location to his captors in exchange for his freedom.
Where is it and what is in it: Todor left his spell book back at the HQ (prison room #7 which is where the Shadow Lodge members have been staying) and it has the following spells in it (Modify as you deem necessary):
Tier 1-2:
0-Level
All
1st-Level
(open slot) Cause Fear
(open slot) Disguise Self
Magic Missile
(open slot) Shield
Shocking Grasp
Tier 3-4
0-Level
All
1st-Level
(open slot) Cause Fear
(open slot) Protection from Good
(open slot) Disguise Self
(open slot) Floating Disk
Magic Missile
(open slot) Shield
Shocking Grasp
Tier 6-7
0-Level
All
1st-Level
(open slot) Cause Fear
(open slot) Protection from Good
(open slot) Disguise Self
(open slot) Floating Disk
Magic Missile
(open slot) Shield
Shocking Grasp
2nd-Level
Flaming Sphere
(open slot) Gust of Wind
(open slot) Protection from Arrows
Scorching Ray
3rd-Level
Fireball
Lightning Bolt
Why not put mage armor in the book? Apparently he may not have it as he cast it from scroll before the fight. You could make the assumption that he does have it but loaded up with attack spells for the day knowing that he was going into combat. However, if that were the case I would simply have him cast that spell from the wand and not use up the scroll. Seems like a reasonable assumption if you like.
If he didn’t have mage armor, why would he have shield. He might not, it is reasonable to judge that since he doesn’t have one that he doesn’t have the other. However, I would argue that every Evoker knows the benefit of shield and would have it in their spell book. If he has shield wouldn’t he use it pre-combat? Yes he would and I have him cast it from the wand either before combat or during the surprise round.
Why not invisibility? Again, he is loaded with potions for this so it seems reasonable to assume that he may not have it.
Problem #2 – Prison Perception
The base DC for hearing combat is -10. So you will need to decide how you want to handle combat in areas 1-3. In area 3 the baddies in area 7 (Tier 1-2: +5 Perception; Tier 3-4: +7 Perception; Tier 6-7: +10 Perception) are very likely to hear any combat in this area. That being the case you are going to have to decide what would Guarin do if he detects the sounds of combat coming from the hallway or the courtyard.
When I run this scenario, it gets very nasty and deadly real quick at this point. If Guarin is alerted to enemy presence within the prison he sends Kanna to alert Kormiggon and return as quickly as possible, takes two to three rounds roughly. Once alerted Kormiggon releases the golbins from the cell block and waits behind his desk as the Tactics dictate.
Hope my experience with this scenario is helpful to you. Cheers :-)
DCII |