Two questions about Battle of Bloodmarch Hill


Giantslayer


Pathfinder Battles Case Subscriber

Greetings! I have a couple of questions about this adventure. The first involves the beacons and light. On page 35 it says due to the fading light and clouds, the orcs will have concealment.

1) So if a beacon is lit, what will be the light/game effects? Will the concealment go away and if so, how far will the beacon's light have effect? The Lower Quarter only has one beacon that I can see - K, this could be crucial.

2) The adventure doesn't say how or where the orc raid begins in the first place. I was going to assume they battered the gate at the top of the map, all the way north.

Thanks for the thoughts.

Greg


Greg K wrote:

Greetings! I have a couple of questions about this adventure. The first involves the beacons and light. On page 35 it says due to the fading light and clouds, the orcs will have concealment.

1) So if a beacon is lit, what will be the light/game effects? Will the concealment go away and if so, how far will the beacon's light have effect? The Lower Quarter only has one beacon that I can see - K, this could be crucial.

2) The adventure doesn't say how or where the orc raid begins in the first place. I was going to assume they battered the gate at the top of the map, all the way north.

Thanks for the thoughts.

Greg

The truth is that while the encounters during the battle are fun and well-designed, the attack itself, from inception to conclusion appears to be very poorly thought out. From how the entire army was able to sneak up on to the actual functionality and usefulness of the beacons the PC's are set to light, you have to take a whole lot on faith.

Now, if your PC's are the sort that just like to smash what's in front of them then that's easy - play the encounters as written and just wing anything you are unsure of. As long as your consistent in your application of, for instance, lightning and concealment, the players have no idea what its 'supposed' to be...

A lot of questions that have come up about Book 1 are hard if not impossible to answer, so don't be shy about tweaking things in the way that make the most sense to you and in the way your group is most likely to enjoy - in the long run I think you'll find it makes very little difference.


What Wiggz said.

I would allow the beacon lighting to remove concealment (and it shouldn't work with toons with low-light or darkvision).

There isn't a good explanation how an army sneaks up on a city full of paranoids. I'd say 'forced night marches' and leave it at that.


One poster suggested that there is thick fog on the night of the attack (courtesy of the Storm Tyrant). I ran with that.

Also, it doesn't have to be a total surprise... they could have been spotted, and by the time the first runners got to the top of the hill to sound the alarm, the spies attacked the gate from within and let in the initial forces before the gates got reinforcements. I also played up the idea that quite a few half-orcs have been smuggled into town these past few days, so most if not all of the fires and battles inside the city were from that group.

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