| DungeonMaster76 |
I just picked it up, and have only skimmed it so far. 1 thing jumped out at me. In chapter 3, it talks about the 3 spawn in the basement. Are your PC's supposed to deal with them, because I know mine will attempt it.
Yep, that's what it says three nasty undead worm infested evil spawn creating sob's! In Part One the original is still trapped within the basement (again mind you). If the party does not deal with it then, looks like they'll have more trouble later on in Part Three.
(3) CR 5 = EL 8. (This could be tough, even for a party of four 7th level adventurers. Although, depends on what classes they are and what not.)
Depending on your groups number and level, you might need to adjust, perhaps remove one from the encounter.
Also, beware those "slow worm" infested potions. Who knows what the group will actually do with them, but most "gamers" will hold on to them. "Never know when you'll need a potion of *insert potion name needed here*." So it may be some time before they are "consumed", until the need to *whatever the potion name is* arises.
| DungeonMaster76 |
Oh, well I have a question too. Maybe I'm mistaken.
Do the amulets of natural armor +1 that some of the more powerful lizardfolk have and their already generous natural armor bonus of +5 stack?
I thought that bonuses of the same name do not stack. Smart play, not pile on power play.
Perhaps I'll just simply chance to rings of protection +1, that will increase their Touch AC also, something that helps vs those spellchuckers.
| Vyvyan Basterd |
Oh, well I have a question too. Maybe I'm mistaken.
Do the amulets of natural armor +1 that some of the more powerful lizardfolk have and their already generous natural armor bonus of +5 stack?
I thought that bonuses of the same name do not stack. Smart play, not pile on power play.
The amulet of natural armor adds an Enhancement bonus to natural armor. "Natural Armor" is not a bonus type itself. So, yes the amulet would add to the lizardfolk's natural armor.
| Timault Azal-Darkwarren |
if the pc's go down to the basement too quickly, isn't there only 1 spawn of kyuss since the creature hasn't had a chance to infect other gaurds
That is correct. But the adventure reads that the players most likely would not be able to deal with it just yet, plus it would be anti-climactic so come up with anyway to keep them out of the basement until then.
My questions are regarding how this thing doesn't know that it's free when the lock was SMASHED by a lizardman? as well as what happened to said lizardman after it smashed the lock? I say the spawn killed it.
| Saern |
I don't have the adventure at hand, but I believe the indication was that the lizardfolk smashed the lock just before he was slain by the soldiers. The spawn has been in the basement for a while now (I think years?) and is intelligent, unlike normal zombies, and had long ago realized that it was locked in and could not escape. It did not initially realize that the loud noise at the door meant it was free (it's not THAT smart), but eventually put it together and tried to escape again, this time successfully.
I'm really worried about the slow worms- aren't some of them in cure potions? The only healer my group has is a ranger (who doesn't even prepare his cure light, so we really don't have one at all); needless to say, they use a lot of potions, and they would never question whether one was tainted or not (they will after this!).
| Timault Azal-Darkwarren |
You'd think that the lizardman would have been slain by the soldiers who then would have fixed the lock on the door since they knew their worm-ridden friend was still in there.
I also realize that the worms do not effect the natural armor of the lizardfolk (hence the spawnlings) but I'm thinking of putting SOMETHING down there in response to the lizardman. A normal zombie, a ghost, something...
| Jeremy Mac Donald |
I don't have the adventure at hand, but I believe the indication was that the lizardfolk smashed the lock just before he was slain by the soldiers. The spawn has been in the basement for a while now (I think years?) and is intelligent, unlike normal zombies, and had long ago realized that it was locked in and could not escape. It did not initially realize that the loud noise at the door meant it was free (it's not THAT smart), but eventually put it together and tried to escape again, this time successfully.
I'm really worried about the slow worms- aren't some of them in cure potions? The only healer my group has is a ranger (who doesn't even prepare his cure light, so we really don't have one at all); needless to say, they use a lot of potions, and they would never question whether one was tainted or not (they will after this!).
Well maybe this will teach them to bring a cleric. Personaly I found that my PCs came up with a cleric fast after I mentioned that the NPC cleric I was willing to run with them would be a worshipper of the merchant God and would demand a double share.