| klofft |
How did you handle the spell choices for the Raid on Sandpoint? I'm using the "one year passes" hook to start the adventure, which means my party is in town to celebrate Goblin Day. As such, the spellcasters would realistically NOT have their combat game on in spell selection. Yet, without that, they'll do horribly against the raid.
Any ideas besides handwaving it away and saying, "Prepare for a fight?"
| ktrey |
How did you handle the spell choices for the Raid on Sandpoint? I'm using the "one year passes" hook to start the adventure, which means my party is in town to celebrate Goblin Day. As such, the spellcasters would realistically NOT have their combat game on in spell selection. Yet, without that, they'll do horribly against the raid.
Any ideas besides handwaving it away and saying, "Prepare for a fight?"
Anyone in the party with a connection to Desna? Maybe a foreboding dream clues them in to prepare for the worst. Same thing could potentially happen to a Diviner of some sort. If Madame Mvashti is still around, maybe she provides a cryptic warning?
Maybe there are going to be reenactments of the initial Goblin Raid, so casters are urged to prepare dazzling and mighty displays of magic for the entertainment of the citizens.
Players can never be perfectly prepared for every occasion, and some of the most interesting and fun sessions I've ever run were due to the sheer lack of preparedness on the part of the party. Hopefully thinking on their feet will get them through the raid if they don't have any advance notice. Personally, I'd just let them prepare whatever they want and then spring the raid on them :)
| aeglos |
I think the adventure mentioned an increase of rumors about giant attacks and giants on the move.
The rumors would certainly reach sandpoint.
This could give the players time to prepare themself and maybe even fortify the town a bit (I think that would be fun and a great variation to the normal adventure treadmill).
You can mix the giant rumors with other rumors (lamias, sandpoint devils, etc) if you don’t want to make it to obvious.
| dulsin |
This is a question about how the player sees his character. Does he have more than one list of spells?
I would ask the player to make a list of spells he will commonly use when dungeoneering and another list that he would use for a prolonged stay in town.
This will affect more than spell casters. Why would the fighter walk around in full armor carrying a shield going to the fair?
zylphryx
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Reward the ranger, scout, druid or rogue. Have them come up with the KEY piece of information that might tip off the spell casters to be prepared. Scouting so rarely works in DnD that it should be awesome when it does.
I like this idea, roguerouge, as long as those characters do scout out prior to the attack, or en route to Sandpoint. I'm running two groups through RotR currently; one is a group of kids, the other is a group of experienced gamers.
For the kids, I'll probably drop some hefty clues prior to them leaving for Sandpoint, for the others I'll give them mention of the rumors of giant sightings, evil on the move, etc. but probably leave it there. After that, it's up to the players to act on the information they have been given.