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So I ran this last night for the first time. Big turnout so seven players. Not a good party-mix, but they handled the combat okay. The issue was with the skill challenges. Highest CHA in the group was a 10. No one had ranks in Diplomacy (only two PC's had any ranks in Intimidate) and no Knowledge skills applicable to this mod other than a couple of Nature checks. No Ulfen PC's, but no one from Irrisen either. We fudged the APL slightly (missed the total levels needed by one) due to seven players so the combats would be a challenge. I felt it was appropriate with all seven combat-oriented PC's, sub-tier 1-2 would have been a cake-walk. The barb/ftr's average mid-high 'teens in damage. Everyone had power attack and the ranged guys had precise shot.
Monk(melee)-3
Monk(zen archer)-1
Alchemist-2
Barbarian-2
Barbarian-2
Ranger(archer)-2
Fighter(melee)-1
Act One
The PC's arrived to Skagni's house at dusk. This aided the ambushers in getting some stealth checks to try and sneak up. They were discovered before getting into optimal position, and never got a flank or sneak attack on anyone. If the thugs would have had Acrobatics instead of Linguistics, perhaps they would have fared better.
The PC's tried to get the boss to talk but she (my gender choice) had nothing to say since they rolled so poorly. One player had a good idea. To have the boss send Hjort a message that she succeeded in capturing a pathfinder agent and was waiting for him in a warehouse (somewhere nearby) for him to collect her reward. I was not prepared for this event so the player graciously abandoned the idea. It could have by-passed all the intervening encounters. A good solution, but kind of "breaks" the mod.
Act 2
Wiht their lack of Knowledge or social skills, they had to take 20 to succeed on finding Hjort. I just took the average time per check (3.5 hours), multiplied that for the 'take 20' and again by 5. So it took them two weeks to locate the rumor that he was at the Horned Helm. Maybe that was a bit lame to drag the time line out so far, but hey, perhaps they should have rolled up more balanced characters. :-)
The faction missions were not too difficult. Although, I was hoping the Taldor would get caught posting the note and spend a night in the clink.
Act 3
Finally, a real bar fight! Been waiting for one of these in PFS since the start. Unfortunately, due to time, we had to run it cinematicaly. They likely would have had little issue anyway considering the part make up. After the 1st round (assuming True Strike), the Battle Priest isn't a huge obstacle.
Act 4
The group was unable to "convince" the guards that they were there to help, so they had to subdue them.
We ran the goblin fight cinematically (again due to time). Besides, having 7 PC's plus six goblins in such a small area was near impossible logistically. For this group, they would have largely been one-shot kills anyway.
And now the final battle.
First let me say, I could find no details as to the height of the courtyard wall. I originally was going to make it 10 feet tall, but settled on five. Probably would have been better to do this encounter on open ground. Corralling the 'bag guys' kind of reduced their effectiveness (I think).
Hjort, IMO, was a poor build. His HP's gave him a bit of staying power, but just delayed the inevitable. His hand-axe/dagger combo was lame. I get that giving him a greatsword or greataxe would have been rough and could threaten a lot of characters with death, but at least give live a battleaxe/hand-axe. Thematically, he was not very intimidating even when raging and the players did not hesitate charging into melee with him.
I wasn't happy with Runa's tactics either. Using her Channel Negative Energy is fine, but it doesn't do much damage. I don't understand why she wouldn't have used her spells (Hold Person, Command, or Cause Fear) to help her allies. The tactics say she waits to cast those spells until she is forced into melee. By then she has to cast defensively and risk loosing the spell. It would seen to make more sense to cast the spells first, then switch to the non-AoO provoking channel when in melee. just my 2cp
Gyuri was the most affective. Even though his stunning fist did not work, his Ki points let him due at least some damage. He should have already consumed his potion prior to the battle. This would have helped his AC and boost the DC of the stun.
Lazar would have been very effective, if he was in position to use Color Spray. He had to spend his first round of combat casting Shield per his tactics, but Hjort was already down by the time his 2nd turn came around. Runa was nearly dead, and Gyuri was threatened by four PC's. He decided to beat feat and run away. Of course, this also was supported by the Taldor PC, intimidating him into keeping quiet about his agent status.
All said, I like the mod and am interested in what happens next. Having some social characters will make the role-playing more fun. Because of Elaine Cunningham's book (assuming someone read it), as soon as you mention Irrisen, the players start freaking out. That was fun. It is easy for this mod to run long, especially if you have a lot of players. The final battle can be tough to adjudicate. If the party is combat-optimized, sub-tier 1-2 will likely be underwhelming. But if you're not careful and they play up, unless they are uber-optimized (like my group was), it could easily be a TPK.
On a side note, since the group had no knowledge to speak of, the halfling alchemist was making stuff up the whole mod just to mess with his 'stoopid' companions. He kept telling them that the northlanders were cannibals. Even as far as to announce to them in the bar that he was a "tasty morsel" and the locals were not manly. It was hilarious (at least to me). [btw, thanks for that Tom]

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I also ran this last night for a group of 6 players - all at level 1. None of them were good at the required skill checks (save for 1 person - the oracle with the high Cha).
Oracle - 1
Fighter - 1
Gunslinger - 1
Inquisitor - 1
Fighter - 1
Ranger - 1
A very heavily combat-oriented group. Unfortunately for them, the group didn't know how much role play opportunities there were in this scenario - and it lead them down a very uncharacteristic path.
So they go to sleep for the night and start asking for information in town in the morning. So they are talking to Arvida Bregthor, who I assume is in the nicer district in town because of her scholarly status (I assume you'd not find her in the marketplace with her status). Anyway, they got the information from her, but somehow one of the members of the party decides to spill the beans that they "murdered a group hanging out in the burnt out house of Skagni." Considering she is of a more decent part of Trollheim society, she decides to immediately go and tell the City Watch of this band of outsiders came and "murdered" some folks. She also tells the Watch of the rumors of Hjort and how it was allegedly Pathfinders that caused trouble for that.
So, the City Watch comes over and questions the group. Fortunately, the oracle does a good job of bluffing the group out of harms way - that is until the 7 Cha Dwarf Gunslinger decides to insult the City Watch. Since the party is in hot water again, the Inquisitor decides that honesty is the best policy, and openly admits that they are Pathfinders, and they did kill those folks at Skagni's house. At this point, they are all looking to go to jail, or at least have to pony up some coin to get out of the situation (for now).
After talking to another person, they end up in the market talking to Ludin Swordsmith trying to get information. After receiving the information, the 7 Cha Dwarf Gunslinger decides it's a great idea to tell the weaponsmith that his weapons are of terrible quality and that they are no match for his gun - so he challenges him to a duel. The smith accepts and the marketplace crowds around the pair. Gunslinger goes first, fires his musket, and rolls a 2 to misfire. Ludin laughs, charges, and then knocks him out with the flat part of his axe in 1 hit. The crowd dies laughing at the outsider and the oracle decides to pay for a bard to follow the group and sing about the failures of the dwarf. The Taldoran played it perfectly by using this opportunity to post the document while the crowd was enthralled.
Anyway, instead of leaving the bar, they decide to stick around the bar and do their interrogation in the midst of the now dead bar. The barkeep tells them to get out, regardless of what connection he has. They just managed to kill a good number of his patrons, not subdue them - so he's pissed and he's not about to blow his cover.
For some reason, they insist to stay and help him, meanwhile not really doing a good job of interrogating the look-alike. At this point, someone runs to go get the Watch. Considering the past experiences, the
Watch is more than willing to oblige to check out the scene. It seems everywhere these Pathfinders go, destruction and death follows their wake. They listen to their testimony and that of the look alike and throw the Pathfinders in jail. This was after repeated failed Diplomacy checks and almost starting a fight with the Watch. It went really bad for them.
Whatever the Watch encountered at the armory, they did not inform the Pathfinders of it. Instead, they put them on a ship and sent them back to Absalom with sealed notes to give to their Venture-Captain.

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I definitely went back and added a third section, but apparently I must've Preview'd and not Submit Post'd it.
Since they completed 3 Acts successfully, they were awarded 1 XP. Additionally, each faction at the table was able to earn the 1 PA available prior to Act IV. But, they were not award max gold, clearly.
While it was a very unorthodox game and definitely deviated from the script, everyone had an awesome time. The table noted this was one of the most enjoyable and memorable games in their PFS experiences (and most memorable from any Organized Play setting). The role play opportunities in this scenario are amazing, and it really shows the shift away from hack and slash modules that abound in Seasons 0 and 1.
Personal Opinion: Out of all my experiences, I'd say this is one of the tougher modules put out for this tier. The Midnight Mauler is about the only scenario that beats this one in terms of emphasis on role playing and toughness. It's a good one, but you got to make sure to keep track of time. Probably going to be a hard one to run at the Cons and keep on time.

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We ran this at our last game day and I loved it. The mod was pretty much made for my Ulfen barbarian brawler/grappler.
With the exception of:
Encounter 2 was awesome:
DM: The brawler rears back and punches you.
Other Player: Doesn't that provoke?
DM: Nope.
Other Player: He has Improved Unarmed Strike?!
DM: Doesn't he? (pointing to my brawler) He's a proper Ulfen.
Me: This is just a typical Oathday afternoon. You guys should see this place on the weekends.

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I have a faction question, one of my Taldor players delivered his message to the wizard from the final battle just before he was hauled away from the guards to stand trial for murdering the other guards.
He asked the player to do something to save him, but the player said there was nothing he could do.
Is the mission complete? Since part of the mission was to keep the wizard alive and the odds are very good he's going to be executed for the things he's done my initial leaning is to say no.

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I have a faction question, one of my Taldor players delivered his message to the wizard from the final battle just before he was hauled away from the guards to stand trial for murdering the other guards.
He asked the player to do something to save him, but the player said there was nothing he could do.
Is the mission complete? Since part of the mission was to keep the wizard alive and the odds are very good he's going to be executed for the things he's done my initial leaning is to say no.
From my perspective, as neither you nor your party killed the wizard, you succeeded on your faction mission. You can't control what the local constabulary does, and I think it would be a harsh move if your GM didn't give you the PA for that.

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I put a review of this mod on the scenario page, but I have run this 6-7 times, and 5 of those times were at a convention. Each time I didn't keep track of the time at all, and the table was done within 4 hours. As a GM, you have to keep yourself focused and prepared. The party can very easily get frustrated when they have done 2-3 skill checks already and not gotten the answer. Keep them motivated with the role playing so the WANT to get more information.
Act well your part, there all the honor lies.

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I have run this about 4 times and the one thing I had a small issue with was the Guardhouse enounter(s). I know technically the PC's engage the Goblins and then the quadrent of bad guys upstairs. I couldn't bring myself to suspend belief so much that the four upstairs were so quiet that the PC's couldn't hear them based on the small size of the building, or that a barbarian with blood lust would not go attack the PC's if he hears them downstairs. Each time the PC's dealt with both encounters at once mainly because someone always goes upstairs before going into the lounge where the Goblins be. Also I may have missed it and have read the scene allot, but how exactly are they burning down the building? I have improvised by stating they have barrels of some alchemical explosive that has a fuse attached. I have usually used a ten round count once lit and the Pc's get the perception test to hear it. Now I never will arbitrarily blow up the PC's, but the building being on fire is exceptional incentive to not daly. My tables have really enjoyed this because it gives them a hard time limit and adds to the frenzied chaos.

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I have run Written in Blood 10 times now and (no surprise) I have done some freelancing re: the end fight. I drew an armory map with a recessed entrance and murder holes above the open doorway. As the PCs enter the building they notice oil slowly dripping through the holes. I only run the goblin fight to burn some time if things have progressed too quickly. It’s a rather weak encounter. Most of the weapons racks on the first floor have been stripped of arms & armor, although the less valuable weapons have been discarded on the floor. The stairs go to the second floor & reveal an open room with hallways to the north and south. There is a large amount of oil spilled on the floor from several kegs, with a trail of oil leading into the southern hallway. Some of the oil is dripping through the murder holes to the west, as mentioned previously. The doors in the north hallway are closed, but the ones to the south (where the oil trail is going) are all open. There are three rooms on the southern side of the armory, all stripped of weapons. In each is a discarded keg in a pool of whale oil. The southeastern room has a hallway that runs behind the stairwell which connects it with the northeastern room. The trail of oil continues to that location. I ask for Perception checks when Hjort drops the last keg of oil in the northeastern room and starts lighting his torch. Failure leads the PCs to think the sound came from the south, while success allows the PCs to realize the specific room (and a shorter route to get to him).
Hjort’s companions have created a hole in the back wall of the armory on the second floor. They have pulled a wagon around the back and have loaded the wagon with their plunder. A rope ladder hangs on the edge of the hole and descends to the stableyard below. Runa, Gyuri and Lazar are finishing up securing all the stolen arms & armor in the wagon under a tarp. Runa has dropped a wayfinder in the mud at the base of the ladder, intending it to be found by the authorities to implicate the Pathfinder Society.
Hjort is standing next to the hole with a lit an unlit torch when the PCs make their perception checks. At his feet is an empty oil keg and a trail of oil going south. At this point they have connected the dots and have to quickly think of a way to stop the arson in progress. On his turn, Hjort will finish lighting the torch, drop it in the oil and make an exit out the hole. The oil ignites and burns moves at 30’ a round down the hallway, through the armory and into the main chamber where the large pool ignites. If this happens the building will be a total loss. The walls are stone but the floor and roof are mostly wooden.
I like this method because it splits the party up. They can either go after Hjort or try to extinguish the fire. The players get to be very creative and I am always surprised with their methods. Keep in mind this is an oil fire so just a simple create water won’t do the trick. Slower characters can feel helpful while the agile ones can delay Hjort and his companions from making their escape.
The PCs might be able to stop Hjort before he can light the fire. Kudos to them. Otherwise the fight is outside and takes place on & around the wagon. Crafty players might try to kill or disable the horses, then snipe from the hole after the fire has been extinguished. It can go in a lot of directions. Heck, the players might even walk around the back of the building before even going inside. As a GM that runs a lot of scenarios I like the variability.
Another helpful feature of this alternate ending is it gives me information to feed the players who insist on asking around about Gyuri and Lazar (see the Faction missions). If they do a good Gather Info (Diplomacy) check the players can discover that Gyuri & Lazar have been seen buying a wagon and a team of horses, while Hjort has been buying provisions for a long journey.

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Just played this over the weekend and aside from the opening fight, where the baddies made a Wizard-kabob, we didn't have that much trouble.
The final battle was...interesting. Our main fighter opened the combat the natural way...at least I thought it was, by bullrushing him out the window. After that, many of us took up sniping positions and we peppered them at range. Oh, yeah, probably the key thing is my first action once I got to the window was to call for the guards who apparently had far better dice luck than us :P .

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In case anyone is looking to enhance the stories in these three scenarios, I posted a bunch of ideas here.
I am, of course, using these scenarios in my War of the Shadow campaign, and needed to make a few changes to keep their impact at a level I like. There are no changes to stat blocks or encounters, just to story lines and their links to each other(which will not have any impact on future scenarios you may play, by the way).

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I'm prepping this one to GM next week. I played it maybe a year and a half ago, so I don't really remember much of the details of how we handled it.
The main thing I'm having trouble with is the guards outside the armory. Assuming the PCs talk their way past them, the guards will let them handle everything inside the armory on their own. But the final fight comes out to the courtyard, so what are those guards doing when they hear the sounds of combat, or even better, if some of the PCs take the stairs to come back down and walk by the guards at the entrance on their way back to the courtyard?

aboyd |
I'm running this in a few days, and this seems to be the only GM Discussion thread for this module. So, I cast Raise Dead.
ACT 4
The group was unable to "convince" the guards that they were there to help, so they had to subdue them.
This should almost always happen. The module says the guards start as hostile and only speak Skald. That means ready to attack, and no way to comprehend negotiations. Importantly, the rules for Diplomacy say:
Using Diplomacy to influence a creature’s attitude takes 1 minute of continuous interaction.
It can't be done in a round, unless you use the new Pathfinder Unchained rules and the PC has 10 ranks in Diplomacy (impossible in a tier 1-5 module).
This means that when they stumble upon the guards and the guards go hostile, there will almost certainly be a fight since they won't have a minute to explain. The guards could be appeased for a minute if the PCs to do something conciliatory such as dropping weapons and lying on the ground, but even if they get a minute to speak, how to convey that when they only speak Skald? And what PCs have ever in the history of gaming dropped weapons and surrendered to guards?
Also, the Diplomacy rules say this:
A creature’s attitude cannot be shifted more than two steps up in this way.
That means that the best the party can do -- IF they get an amazing roll and happen to speak Skald or otherwise communicate well -- is to turn the guards from hostile -> unfriendly -> indifferent. There is no way to turn them friendly even if the roll result is 100. The guards will never ever help the PCs. The most they might do is what the module author suggests: step aside and let the PCs deal with it. But they won't help. The fact that the module author has the guards give their hazard pay to compensate the PCs (so that the PCs get $$$ whether they fight the guards or not) is very very generous. These guards hate the PCs without even knowing them and cannot be made friendly.
(Exception: there is a feat that allows a person doing Diplomacy to shift attitudes 3 steps up. I can't recall what it is, and I've never seen a PFS player use it.)
what are those guards doing when they hear the sounds of combat
Shrugging and saying, "Good luck." Or "Hey, you want the reward, you deal with it."
It might work as a nice backup system if the whole game goes wonky. I mean, the guards could back up the PCs if they start failing. The guards could say, "FINE, we help, but we keep the reward!"

aboyd |
So, the module is a setup for a trilogy in the frozen north, and has 2 pages of backstory for the GM, but offers players none of it, including no skill checks to learn anything. This is unlike almost every other PFS module. So I keyed off of one thing in the "Getting Started" section. It says this:
Remind them that the north is cold, so they will need cold-weather gear if they do not already have it.
That's all the flavor we get for this amazing northern trilogy. "Remind them it's cold." OK. You want me to remind them? Oh hell yeah, I'm gonna remind them. Here you go, gang. These are all the skill checks that should have been there. The first knowledge (geography & local) checks include a DC 10 that can be attempted by anyone. That will serve to let them know it's super cold. (Aside from convincing the PCs to buy cold weather gear, these should not alter outcome of the game. It simply provides backstory that is safe for players to know, and helps ground them in the region's lore.)
KNOWLEDGE (GEOGRAPHY) DC 10:
The Lands of the Linnorm Kings is nestled on the north-western tip of Avistan. It is a cold, frozen place with much of its geography carved from the land by ancient glaciers. It is utterly inhospitable to all but the hardiest people, with daytime temperatures just above freezing, and nighttime temperatures around -5° Farenheit.
KNOWLEDGE (GEOGRAPHY) DC 20:
The most interesting geographical feature of the Land of the Linnorm Kings is extra-planar. It sits atop an invisible planar rift leading to the First World, a mysterious and "more perfect" version of Golarion that is home to the fey.
KNOWLEDGE (HISTORY OR NOBILITY) DC 15:
The Lands of the Linnorm Kings has no central government to speak of. Instead it is a series of smaller kingdoms united by their common heritage. Each of these smaller kingdoms is based around a single large town and led by a Linnorm King, the only exception to this is the kingdom based around Trollheim which instead has a castellan.
KNOWLEDGE (HISTORY OR NOBILITY) DC 20:
Trollheim's castellan is Freyr Darkwine. Despite his position, he has been known to routinely join forces with a military unit called the Blackravens, to hunt the ice trolls and winter witches of Irrisen.
KNOWLEDGE (ARCANA) DC 15:
Despite the long and glorious history of the Lands of the Linnorm Kings, there is a dark stain that haunts the people of the region. Irrisen, the country along the eastern border, once belonged to the Lands of the Linnorm Kings. The lands were taken from them by Baba Yaga over a thousand years ago. The armies of Baba Yaga took less than a month to conquer the land's eastern reaches; her army of icy fey and blue skinned trolls enslaved the entire region, killing any that resisted the rise of their new witch queen.
KNOWLEDGE (NATURE) DC 15:
The Lands of the Linnorm Kings is a biome consisting of forest and marshland that spends much of the year frozen beneath layers of snow. The land does not easily support agriculture though is filled with game and rich wildlife. The coastal areas are kept warmer by the steaming sea but are also buffeted year round by rain and snow.
KNOWLEDGE (NATURE) DC 20:
See Knowledge (geography) DC 20.
KNOWLEDGE (NATURE) DC 25:
Linnorms are a gigantic fey dragons with long serpentine bodies and vestigial wings.
KNOWLEDGE (LOCAL) DC 10:
The Lands of the Linnorm Kings is the homeland of the Ulfen people. It is a kingdom of perpetual winter, as wild and untamed as the people it has spawned.
KNOWLEDGE (LOCAL) DC 15:
Rognvald Skagni is a scholar and an ally to the Pathfinder Society, but is not a Pathfinder himself.
KNOWLEDGE (LOCAL) DC 25:
Rognvald Skagni is an expert historian on the three nations of northern Avistan west of the Worldwound -- the Lands of the Linnorm Kings, Irrisen, and the Realm of the Mammoth Lords.

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Also, the Diplomacy rules say this:
Quote:A creature’s attitude cannot be shifted more than two steps up in this way.That means that the best the party can do -- IF they get an amazing roll and happen to speak Skald or otherwise communicate well -- is to turn the guards from hostile -> unfriendly -> indifferent. There is no way to turn them friendly even if the roll result is 100. The guards will never ever help the PCs. The most they might do is what the module author suggests: step aside and let the PCs deal with it. But they won't help. The fact that the module author has the guards give their hazard pay to compensate the PCs (so that the PCs get $$$ whether they fight the guards or not) is very very generous. These guards hate the PCs without even knowing them...
The 'feat' mentioned is actually a human alternate racial trait:
Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
I don't believe there's a general access feat for this.

aboyd |
Thanks for that. You are probably right. I remember reading about the "shift three steps" text and had it in mind when I posted that, but I couldn't remember where it was from. If it only appears in a human racial trait, then that must be where I read it.
So maybe humans who can speak Skald and who also have that trait are the only few who can resolve this module without fighting the guards.
Here are some of my other notes about this module:
- The mercenaries in act 1 require a perception check of 25 to be seen. However, there is no possible way for them to achieve this even if they take 20 (20 for taking 20, plus -1 for their stealth, plus 4 or 5 for distance = 23 or 24). I decided to give them camo -- just tree branches strapped to their bodies, so they blend. The circumstance bonus gets them up to the DC 25.
- Most enemies in the module are not listed as having cold weather gear. Rather than add items not listed, I simply decided they have the boon from the 3rd module (so they can exist in cold areas without needing gear or Endure Elements).
- Due to the revised "Secondary Success Conditions" document, a GM really doesn't want the players to have to do the Act 2 "Five Successes" test. This states that the only way to find the bad guy is to spend 1d6 hours on a skill check to uncover a rumor about him, and the players must do that 5x. That's 5 to 30 hours of investigation, with sleeping overnight counting extra, in a module where spending more than 24 hours to find Hjort means no prestige point. Many games will auto fail due to unlucky rolls. However, a common problem from ye olden days of running this module is now the savior: allow the players to capture one of the mercenaries from Act 1. The mercenaries supposedly know nothing, so in ye olden times the GMs refused to allow these mercenaries to be used to find Hjort. However, the module does say they know what's in handout 1 & 2. In those handouts, Hjort & Runa request the PCs be brought to them, which implies that the mercenaries know where Hjort & Runa are waiting. If the players are not murder hobos and do save one or more bad guys, using the mercs to locate Hjort should be their reward. It may be the only way to get that prestige point.
- In Act 4, the 2nd floor must have a coat of oil or something. It says on page 14 that Hjort & crew are already inside, readying to torch the place. Yet there is no indication in any of the room "read aloud text" that such a torching is impending. Since it would be tempting for players to remain on the 2nd floor and simply use bombs and ranged attacks to end Hjort & crew as they stand helplessly on the ground outside, I intend to fully play up this "readying to torch the place" text from the module. That building reeks of flammable material and if Hjort is in trouble on the ground, they may as well finish torching the place, with the PCs in it.
- People complain that Hjort's two-weapon fighting is sub-optimal. However, he has Double Slice, so he's getting full STR bonus on off-hand attacks. If he lands both attacks in a round, he will do 8 HP damage from STR bonus alone, as opposed to just 6 HP damage from STR alone if he were using a greataxe or greatsword. He's really not that awful. He's doing 14 HP damage on average each round. If he were using a big two-handed weapon, it would be 12 or 13 points on average.
- In tier 4-5, Gyuri has enough of a ki pool so that 4x/day his attack block can look like this: flurry of blows +5/+5/+5 (1d8+3). That's an extra attack each time, and it's not shown in his stat block.