MalignantMind |
*Angry class list*
Okay, yeah. I would say rebuilding some of the more important fights would be a good idea.
Personally, what I changed was:
Made sure the shield archons already had Divine Power cast before the start of their fight. (By the way, Gary. My players absolutely loved the artwork for the shield archons. They look so much more badass than in the bestiary.)
Added a second Peri to the fight in the phoenix temple.
Completely rebuilt the monk and oracle. Made the monk a style master (or whatever that archetype is called). Panther, Crane, and Snake style for the win. Gave the oracle plenty of buff spells, and what few damaging spells I could. Made sure some of the longer duration buffs were already cast.
I plan on rebuilding the ghost martyrs as well. As is, they can't really hurt my party, aside from the NPCs with them.
The cleric leader will also be getting a complete overhaul.
gustavo iglesias |
To Malignant Mind:
MalignantMind |
To Malignant Mind:
** spoiler omitted **
John Malueg |
Gameplay update:
John Malueg |
The Battle of Saintsbridge has begun! (sorry, long and detailed)
Izevel proved to be MVP of the taking of the Watchtower. Flying down the stairs, the first guard to see her immediately failed his save, not even giving warning to the other guard standing watch with him. In the following rounds, the Captain would appear with a group of six holy warriors, and he would give a cry to rally his soldiers. It proved to be a poor choice. Within two rounds, the holy warriors had all failed their saves, and by round three, so had the captain. At the same time, positioned as she was on the fourth floor, Izevel inadvertantly also blocked the doorway out of the barracks for the regular soldiers, who became bottlenecked there. It was only a matter of time before all fell before her.
Meanwhile, back on the rooftop, Raiju was dropped within two rounds without even taking an action (Technically, he was quite dead, -44, but I took pity on my PC's and allowed his regeneration to continue to function, since none of the damage had been of a type to prevent it and most had been bludgeoning. Also, it was their first chance to use him, his death would have been too quick) by one of the Watchers. For a number of rounds, the half-orc and oracle held off the Watchers (good AC's, even flatfooted). Eventually the witch joined the fray, unleashing an ice storm upon the rooftop while the oracle used his rod to cast acid balls. In the end, it was Izevel who again saved the party a lot of trouble, turning one of the Watchers to stone, while the half-orc finally connected solidly with a few hits, ending the second Watcher.
On the western wall, the magus dispatched the remaining guard, while the anti-paladin waded into the interior. It was a bloodbath, as the anti-paladin's minimum damage was enough to drop a soldier in one hit (holy warriors needed two!). Eventually the monk joined them in the interior as well (he was having a very bad night for rolling, taking several rounds to dispatch a basic soldier).
On the ground floor, it was Arephius versus the two clay golems. It was a fight that on paper, Artephius should have lost. But luck was with the plucky murder golem, and amazingly, Artephius walked away from his two smashed opponents.
Eric Hinkle |
1 person marked this as a favorite. |
Woah, that was one memorable start to the Battle of Saintsbridge there! And
I also rather enjoy reading about what happened to poor Raiju. I get the idea that he was regenerating from a thin red paste on the ground. I can just see the battle going on literally over his pulped remains, with heroes and villains stepping on his shattered bones and organs every single time they begin to reform.
"Baka-na gaijin! Get off of my liver!"
TheChozyn |
Starting book 3 after a disasterous end to book 2
1st request bring ossus back to life
2nd request I got the tears
3rd was a hard one do I ask for no harm and let a powerful Daemon loose on the world and subvert my lord's will or be suspetable to the plague but banish a possible enemy forever
I went with my lord's interest in mind and banished the Daemon to his plan never to return to the material plane
We're all gonna get very sick in book 3 I have a feeling.
John Malueg |
Continuing the Battle of Saintsbridge:
As they pressed onward, the archers began their assault, only to draw the ire of Grumblejack, who was missed by everything (or deflected them with rude gestures, it is Grumblejack), who then led a group of bugbears and with the assistance of Raiju, to victory over the archers. Pushing on, they ran in to the dwarves of the Vale. Immediately, they sent the duergar in to assault; however, the monk (now a duergar) chose to join in, and the PC's committed a few other forces, namely the vampire spawn, led by Trik, to tear into other parts of the dwarven center while the 1/2 orc fighter, Grumblejack, and the anti-paladin went along with the monk to assault the command group. Grumblejack and the anti-paladin slaughtered many dwarves that night, although not before Durhan One-Stroke nearly killed the anti-paladin.
To close out the evenings gaming, they ran up against the Serene Order. It was sadly a short and relatively non-memorable fight which was over very quickly, with most of the work done by the vampire spawn.
Next week: the conclusion.
MalignantMind |
TheChozyn wrote:** spoiler omitted **Starting book 3 after a disasterous end to book 2
** spoiler omitted **
kevin_video |
Ice Titan wrote:** spoiler omitted **TheChozyn wrote:** spoiler omitted **Starting book 3 after a disasterous end to book 2
** spoiler omitted **
John Malueg |
Okay, so they've almost completed the Battle of Saintsbridge (bad weather here meant most of my PC's arrived late):
The following battle with the paladins started off interesting enough, with the paladins swooping in and striking all three war hounds (who had spotted them and unleashed with their breath weapons again). The other three picked targets at random and did similar, except this time I remembered smite evil. Grumblejack took a pretty bad lance hit, which worried everyone, as did the monk (whom no one really cares about. Charisma 4). The anti-paladin got it the worst, however. This is the same player who lost both his original rogue and back-up cohort rogue to the Ashen Nightmare in the Horn, while they were sleeping. Charging smite with a natural 20, confirmed. Figured out all the damage (he'd already been put below 0 in a previous battle, and had taken hits here and there and was planning on healing himself during the first round), it was a lot (100+ points range, and he had rolled poorly for hit points and didn't have too much Con). Other PC's pointed out that he could spend his one remaining villainous action point to make me reroll the hit. So he did. Natural 20 again, then a natural 20 to confirm, which with our house rules makes it worse, as that means the critical hit now does maximum damage. He was most assuredly dead (and also was taken off the bridge by the impact, along with the lance, which stuck point first into the water, keeping his corpse suspended in the air.) The rest of the battle continued with much more drama, and once the rest of the party jumped in, it was over pretty quickly.
Just one more fight to go. I am curious if my PC's are even thinking that they have access to raise dead. Currently, the PC who lost his character is planning on playing Izevel as a PC, taking the sorcerer class (and the anti-paladin's iron circlet).
Aberzanzorax |
Events in Sanctuary???
I've started a thread here , as I'll be DMing this once the PCs are out of the Horn. Please share any thoughts/ideas regarding events in Sanctuary for the three month period.
(Either this thread or the one linked would be fine.)
gustavo iglesias |
1 person marked this as a favorite. |
I answered in your thread, but will copy it here for convenience:
"I think it is impossible for the PC to really succeed in the task of doing it secretly. There are clerics there, some of them survive for a while (in the Cathedral), and specifically one of them have enough level to cast "sending".
That said, there's a lot they can do.
One of the groups might go into the sewers. Think of Catacombs in Rome, and the legionaires hunting down christians. Except here the catacombs can have much more interesting things. "The Dwarves dug too deep. They awoke in the darkness… shadow and flame."
Several priests/clerical guys can be hidden by the peasants. Think on Schindler's list and similar films (or Ana Frank's Journal). There are few things that scream "lawful evil" more than a group of fanatical racists that patrol the streets with uniforms and iron boots. Think of "nazis" or "Stalin's political commissairs". The "good guys" can be either combatives (partisans, french resistance) or just trying to survive and flee (several groups hiding and saving jews in the whole Europe)
There's the question about how the PC will handle it. They can try to make the city a hell prison for three months, but they could just slaughter everybody in the first day. If so, you could free some ghosts in the town, avenging the dead.
Some group of rangers could hide in the mountains. That will lead to a wilderness hunting, where the PC might face some monsters (basilisks, chimaeras, etc)
The weather itself might be a challenge. Make it a very cold winter. Make the bugbears and human auxiliaries to grumble, and bugbears ask for "meat back in the menu". The tension between humans and non-humans in the army could grow, so the PC will need to do something about it. A (smmall) group could rebel, so the PC will need to make an examplary of them. A small group of brave resistance might try an "scorched earth" approach, burning the grain siloes (in a "we're already doomed. Let's make them pay for it" tactic)."
Eric Hinkle |
Those are all great ideas Gustavio_Iglesias, but with this one:
they could just slaughter everybody in the first day. If so, you could free some ghosts in the town, avenging the dead.
That sounds like one of the better bets, given that the 'canon' solution given in the book is to have
John Malueg |
My two cents:
On a side note, with one of the members of the evil orginization dead, I was wondering the best way to handle those minions attached to the character. I'm leaning towards the idea of a splintering of the PC's organization, with those loyal to the ideals of the deceased PC starting their own sect within. Haven't quite fleshed it out, just an idea at this point.
gustavo iglesias |
Oh yes
I mean that the effort to kill every single peasant, so no one can tell what happened there, is a bit doomed. Sure, the king and Mitran clergy won't have a highly detailed description of what is inside (25 words per sending isn't that much), but they'll know it is an Asmodean army.
Not that it matters. The king already knows that -thanks to Sir Richard's advice-. And once the king knows, he makes it popular knowledge (the rumors in book IV seem to show that the people saw the speech of Sir Richard to Markadian V). While some people might not believe it's the Father Below who is the hand behind the curtain, the king itself will belief so (and therefore it's high council, including High Inquisitor Solomon Tyreth and the high clergy of Mitra).
I also agree that the scene with the arriving army is waaaaay to cool to ignore. Being forced to leave behind their minions rocks too. I'll check the mood of my players (they might feel a bit "robbed" if they lose the horn and then their minions twice in a row), but I think I'll make the army appear in the gates right at the end of the winter. It will also increase the tension between the PC and Sir Richard (which I think I'll try to find a way to make him survive until Book VI, can't say yet. Need to read Book VI first, but Imho he deserves to be the real antagonist)
Patrick Kropp |
Finally we start with Book 3. Because of really dumb playing while perfoming the ritual (the players just let the eyes of Vetra Kali in the statue and gave him his first eye before he made any agreements with them), I decided that Vetra Kali simply takes his missing 2 eyes and beats them up a little bit. After they recovered from their first shock they found the courage to ask for the Tears. The daemon gave them to them and threw them out of his Horn.
So what shall I do with Sir Richard? His body still lies in the Horn (in the Sanctuary). How will Thorn rescue him? And what will Vetra Kali do with the knowledge that Thorn took the body of this dead Paladin? Will he maybe inform the Ninth? Would be a nice dispute maybe. The players can´t be sure if the daemon is simply lying to them and if he isn´t lying, they will wonder WHY Thorn did take the body of Sir Richard. I don´t think it will spoil to much if they assume that Thorn did rescue Richard (they will find that out not until the end of book 3)
I play with the tought on a encounter of an servant of Vetra Kali who informs the PC with the following (or something this way):
"Greetings mortals. My master sends you his regards. He hopes you spread his gift generous. He sends me to you to inform you of a little detail. Not long after you left the Horn your cardinal appeared before my master and he was hell bent on taking the corpse of this pitiful servant of Mitra with him. I just ask you, what does he want with that corpse? Seems your master has a lot of schemes going on. And I wonder why he don´t let you take this corpse? Maybe he has plans he don´t want to inform you?"
John Malueg |
The Finale of Saintsbridge:
Telling others of his vision got Father Aeroius merely skeptical glances. Mitra would alert them to such an attack, they said. And indeed, prayers to Mitra for divination did not reveal an impending attack. Still, however, the Father felt his vision to be true. So he prepared, for that final moment, to stem the tide of evil. If he could but break the tip of that bugbear spear and hold the Saintsbridge, the day might yet be won.
On that grim day the bugbears invaded, the Father gathered his most trusted friends and staunchest holy warriors. With scrolls in hand and spells prepared, they would prevent the villians passage or die trying. They died.
It was a hell of a fight. Using wall of stone, the clerics cut off the hell hounds from the rest of the group. The clerics exhausted nearly every spell in their arsenal trying to destroy the villians, and indeed, they were nearly successful. Izevel went down, Grumblejack nearly went down, the duergar monk fell. A silence spell cut off commands to Artephuis for a few rounds. Raiju was placed in a state of traquility such that he could not take action. The clerics and holy warriors held out for a long time, but eventually all the buffs wore off and the hellhounds joined the fight. It was over rather swiftly after that. It was a pretty epic battle and very fun to run.
Patrick Kropp |
One question:
Would you allow spellcasters in the arena?
Would you allow spellcasters to buff the groups fighter before the fights?
What Level is Brother Lao? I consider to make him high enough to cast dispel magic on the combatants. Or maybe they must wait 10 min. in pit before they are announced (so must buff spells already weared off).
gustavo iglesias |
I wouldn't allow spellcasters or spell buffs in the arena. Spell buffs are "outside help", which is forbiden by the arena rules.
The spellcaster follow a different reasoning: Customers. People pay to see others fighting in the arena. They want blood, attacks, wounds, and people fighting each other. They don't want to see how a guy with a pointy hat moves a stick and transform a beast in a frog. There's no emotion in that- It would be a poor espectacle and bad for the business.
Fire Mountain Games |
John,
I just caught up with all your updates! Your campaign continues to be an amazing implementation of "Way of the Wicked".
Very cool.
Gary McBride
Fire Mountain Games
John Malueg |
@Patrick - I agree with Gustavo on the arena rules. That's how I ran it for mine, made things mighty interesting. Particularly for the anti-paladin who was contemplating violating the rules to use his touch of corruption against the
@Gary - Thank you, it's been delightful both to run "Way of the Wicked" and to watch my players really enjoy it as well. Loving book six, very much looking forward to "Throne of Night."
Patrick Kropp |
Any suggestions how to force this rule? With spells I have no problems. The combatants have to use arena weapons!
But the witch already plans to use her hexes (supernatural) and especially the bad luck hex is really annoying. And with evil eye the battles becomes a farce.:(
How can I discourage the use? Brother Lao casting constantly detect magic? Arena deep enough that the figthers are out of the hex range? Antimagic field?
Eric Hinkle |
Any suggestions how to force this rule? With spells I have no problems. The combatants have to use arena weapons!
But the witch already plans to use her hexes (supernatural) and especially the bad luck hex is really annoying. And with evil eye the battles becomes a farce.:(
How can I discourage the use? Brother Lao casting constantly detect magic? Arena deep enough that the figthers are out of the hex range? Antimagic field?
Please pardon my asking, but does it matter all that much? The whole point of the pit fights in-game seems to be for the PCs to pick up some easy cash and XP while amusing themselves by rending hapless monsters limb from limb. It's not a 'major' encounter like, say, the Battle of Valtaerna is.
Though, if I ever get to play this, I can see an alchemist or transmuter scavenging the caracasses for spell components for beast shape spells.
kevin_video |
Any suggestions how to force this rule? With spells I have no problems. The combatants have to use arena weapons!
But the witch already plans to use her hexes (supernatural) and especially the bad luck hex is really annoying. And with evil eye the battles becomes a farce.:(
How can I discourage the use? Brother Lao casting constantly detect magic? Arena deep enough that the figthers are out of the hex range? Antimagic field?
Unfortunately, an Antimagic field's not going to mean anything against something that's supernatural. Have Lao pay spies to keep an eye on the crowd to make sure no one's interfering. If anyone does, they take a sleep spell or knockout dart. Maybe a gem of true seeing? Crystal ball?
Having the pit 40 feet down and away shouldn't be that much of a stretch.
gustavo iglesias |
Patrick Kropp wrote:Any suggestions how to force this rule? With spells I have no problems. The combatants have to use arena weapons!
But the witch already plans to use her hexes (supernatural) and especially the bad luck hex is really annoying. And with evil eye the battles becomes a farce.:(
How can I discourage the use? Brother Lao casting constantly detect magic? Arena deep enough that the figthers are out of the hex range? Antimagic field?Please pardon my asking, but does it matter all that much? The whole point of the pit fights in-game seems to be for the PCs to pick up some easy cash and XP while amusing themselves by rending hapless monsters limb from limb. It's not a 'major' encounter like, say, the Battle of Valtaerna is.
Though, if I ever get to play this, I can see an alchemist or transmuter scavenging the caracasses for spell components for beast shape spells.
I'm going to reduce the fights to only 1 monster per week (grizzly bear, Owlbear, Girallon), but the PC fights unarmed,, preferible grapple. It's much more interesting that way, the man wrestling the beast. :P
Patrick Kropp |
Patrick Kropp wrote:Any suggestions how to force this rule? With spells I have no problems. The combatants have to use arena weapons!
But the witch already plans to use her hexes (supernatural) and especially the bad luck hex is really annoying. And with evil eye the battles becomes a farce.:(
How can I discourage the use? Brother Lao casting constantly detect magic? Arena deep enough that the figthers are out of the hex range? Antimagic field?Please pardon my asking, but does it matter all that much? The whole point of the pit fights in-game seems to be for the PCs to pick up some easy cash and XP while amusing themselves by rending hapless monsters limb from limb. It's not a 'major' encounter like, say, the Battle of Valtaerna is.
Though, if I ever get to play this, I can see an alchemist or transmuter scavenging the caracasses for spell components for beast shape spells.
If the players earn XP and gold I, as the DM make damn sure the fights are not a waste of time. And maybe I want simply a exciting fight. Not an auto win. Yes - I want some fun too.
And with this approach to the arena fights rolling any dice is nearly useless.Antimagic field helps btw @ kevin. I looked this already up. But it seems a little exaggerated (and costy). Bad thing is, its really hard to detect the use of a supernatural ability.
I just make the pit 20 ft. deep. If she don´t get a place in the front row and on the right side she can´t use the hexes.
Additionally own armor and weapons are prohibited. They use gladiatoral items. Lao examines every combatant with detect magic.
Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells
gustavo iglesias |
The fights in the arena are indeed useless as a threat.
Most monsters are CR 4 or so. The PC are CR 10. No point really to roll the dice.
I'd go with gladiatorials items too. Probably wooden swords. The arena owner has surely paid a lot of gold for those monsters, and he doesn't want to lose it.
In my own game, I'd go with players using Cestus, wooden short sword + buckler, or wooden trident + net. The PC get extra gold if they use Cestus or bare hands. I'd also make it much less monsters (because I find pointless combats pointless, I'd not like to spend one hour going through a bunch of easy combats with one player while the rest wait).
so I'd go with:
First week:
Black Bear.
Second week:
Grizzly Bear
Third week:
Siege Owl Bear
Fourth Week:
A Two Headed Troll, with real steel weapons (the PC get steel weapons too).
gustavo iglesias |
Antimagic field helps btw @ kevin. I looked this already up. But it seems a little exaggerated (and costy). Bad thing is, its really hard to detect the use of a supernatural ability.
I just make the pit 20 ft. deep. If she don´t get a place in the front row and on the right side she can´t use the hexes.
Additionally own armor and weapons are prohibited. They use gladiatoral items. Lao examines every combatant with detect magic.
Make the crowd watch the fight behind a glass, to "protect them". A glass is phisical, and thus blocks line of effect (even if it doesn't block line of sight).
gustavo iglesias |
A question about Dessiter offer:
BUT... it also means the character can't be raised with any means short of a wish, or miracle...
I don't know, but I feel it's a bit *harsh* price for a dog. Even a firbreathing dog. How does the GM use this?
SnowHeart |
A question about Dessiter offer:
** spoiler omitted **
I've been wondering this same thing. Part of me will want the PCs to have the hounds, so the cost seems prohibitive. Of course, Dessiter would be THRILLED to have the PCs sign such a contract... and, if the PCs are smart, they'll do a Knowledge (planes) check to see if there's a downside to such a bargain. Dessiter certainly isn't forcing them.
Nonetheless... yeah... it seems a bit much to me. Someone (maybe it was Kevin) suggested a feat that was sort of like a "three lives" thing, where despite the contract you can be rezzed three times.
Alternatively, you could say circumvention of the contract can be achieved through a wish or miracle, but Dessiter won't deal with that PC anymore... and probably neither will any devil. They'll be tainted for having broken their word... I might even tick their alignment one notch towards chaotic. Just thinking about this stuff off the top of my head (might be a terrible idea).
kevin_video |
I'm actually revising how the contract devil's signing goes. Mostly in part due to the feats that were given to us in Book 5. When my PCs sign, they'll be getting Devil's Pact for free. This allows them to be brought back with a wish or miracle, but with 3 permanent negative levels. I'm having that supersede the devil's write-up. Mostly because Asmodeus wouldn't want them to stay dead for very long if they're being successful. They deserve rewards, and a chance to prove themselves fully.
The feat I've already given my players is called "Extra Lives". You literally have three extra lives.
As well, I highly recommended that my players take a hard look at the Diabolist. Take a good look at the level 5 ability, Hellish Soul. If Asmodeus wasn't the one who dictated your death, you can be resurrected as normal.
gustavo iglesias |
Some interesting ideas. The diabolist one sound intriguing, but if I give that for free, I water down the PrC itself for those who take it :/
I think I read somewhere, maybe Book of the Damned, that you can free yourself from a pact if somebody else willingly sacrifice his soul for yours.
What if you can make a ritual sacrifice as part of the casting of raise dead? Either a willing evil soul, or an unwilling mitra follower of at least same level as the PC? It makes resurrection a much better fit in tge game :)
John Malueg |
Isn't the deal for the Nessian War Hounds that they have to kill Ara Mathra within the Vale itself? Dessiter sets a different price than their souls (I am also assuming that after Ara Mathra is killed, the hounds go away. It's a temporary contract, as most devil contracts are for temporary services.). Wouldn't that then still enable the PC's to be raised/resurrected? Granted, if they make a seperate deal for their own individual soul, that is their choice.
In my game I used Dessiter as a means of getting the witch several of the spells he needed for making several types of golems (he's been wanting to be a golem crafter ever since he found Artephius). All he had to do was switch allegiance from his original patron to a different patron (Barbatos, lord of the First Circle of Hell.), mostly so the witch would be under Asmodeus' thumb as well.
gustavo iglesias |
A temporal contract should have a temporal reward too.
Also:
As I understand, though, the devil isnt interested in the PC souls. Neither is Asmodeus. There is a long term plan that involves them as important pawns. Dead, they can't play any role in the upcoming events.
I think the idea of sacrificing another soul is good. It preserves the "flavor" of an evil campaign, it makes death a meaningful issue, and still allow the PC to have a reasonable "plot protection" against a bad luck roll (I'm thinking in the banshee encountr right now... we have no cleric...)
SnowHeart |
Actually, gustavo, I might disagree with you *slightly*. You're right that, in a sense, Asmodeus probably doesn't care too much about these souls. But, I would suggest, he really doesn't particularly care to send them back to a mortal existence, either. As I recall, Asmodeus has contempt for mortals. More than anything, he cares about order and law. If the PC's sign a contract, he's going to be more interested in having his devil's enforce the letter of the contract; not granting exceptions because these happen to be useful mortals.
And the AP's troubleshooting states...
So, just to think outside the box, why should a GM be particularly concerned about a PC's soul and ability to be rezzed? Why not leave it as is, and leave the choice up to the player (or his PC)?
(I realize this is the opposite of what I said previously; I'm just playing devil's advocate, pardon the pun.)
kevin_video |
Some interesting ideas. The diabolist one sound intriguing, but if I give that for free, I water down the PrC itself for those who take it :/
Oh no, I'm not giving that one away for free. They'll have to earn that on their own. The cleric, oracle, and wizard are highly considering it, but the anti-paladin, and two rogues don't want it because of the poor BAB.
I too like the idea of sacrificing someone else to bring back a party member. However, it'd have to be as per the Fullmetal Alchemist line of thinking: "equivalent exchange." The number of people you sacrifice (ie. their HD) will be determined by how many the character had at the time. However, if you wanted to add a side quest to get them to find the Philosopher's Stone... may not need to sacrifice that many people. The Knight of Alerion might notice 20-30 people missing at a time.
gustavo iglesias |
As I recall, Asmodeus has contempt for mortals. More than anything, he cares about order and law. If the PC's sign a contract, he's going to be more interested in having his devil's enforce the letter of the contract; not granting exceptions because these happen to be useful mortals.
That's Golarion specific take on Asmodeus (and even more, that's the Hellknights view of Asmodeus). Asmodeus in other worlds might not place one single of his domains above the others. He is also a god of evil, and trickery, and fire, as much as he is a god of law.
And "exceptions" are exactly the kind of things a god of law AND trickery is about, in my own view of it. Sure, there is a Tax law that everybody has to fulfill. But there is, you know, a few exceptions. The politicians which happen to work for the goverment (like me), are excluded from such tax duty. How convenient, isn't it?
Asmodeus will be interested in enforcing the letter of the contract. That's why he puts a lot of interest making a contract that includes the subclauses that enforce exactly what he wants to be enforced. And the souls of the PC might not be so interesting... yet. After Talingarde's fall, sure.
Patrick Kropp |
One question:
How do the army recruited by the pc´s reach Valtaerna? Especially the Bugbears? In the adventure there is only ONE sentence about this:
"The bugbears will meet them at the vale at the beginning of the winter three monts from today"
So how do they get there from Castle Westkirk? I know the players shouldn´t have to care about the logistics of 300 bugbears - but my players will ask. And how long they will need? In the timetable at the end of Book Six it seems to me that it will take 3 months (Event: Attack on the watchtower is set in december).
Do they just cross the mountains?
John Malueg |
I think a likely route would have been for the bugbears to cross the mountains, maybe hook up with the duergar and settle in at the Temple of Beauty, then stage the assault on the Vale from there (looking at the map from Book IV).
Also, gameplay update:
kevin_video |
I think a likely route would have been for the bugbears to cross the mountains, maybe hook up with the duergar and settle in at the Temple of Beauty, then stage the assault on the Vale from there (looking at the map from Book IV).
Also, gameplay update:
** spoiler omitted **...
I like those assumptions, and what you want to do to make it harder for the witch. It's something I'd consider as well.
I know for my group I'm going to add one more encounter during the maze. A Soulfire black dragon from Pathways 21. The magazines are free so you should totally have a look at it if you haven't already. I'm making him the sanctified younger brother to the dragon in Book 4.