Date Joined:
Apr 22, 2007
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EDIT:
Thank you all for your ideas, help, suggestions, and especially forebearance!
As suggested, I have edited this first post to include all the corrections, sugggestions, options, and guidelines for running the PHB2/D&D Worldwide Game Day Adventure. There are three sections:
1. Adventure Corrections, Suggestions and Options These will make the game easier for the DM to run the adventure, and result in a more coherent experience for both DM and players. They are presented in page order. 2. Group Guide to the Player Characters Intended as a "4th page" to the character sheets, this introduces the characters to each other, giving an overall view of each characters abilities, specialties, and suggested group tactics. 3. DM Player Guide This lists the errata, defenses, passive checks, and most importantly, the immediate interrupts, reactions and "conditional free/no actions" for each character. These are complex characters, and the DM has a lot to keep track care of.
Edit #2: Added corrections for Squeaks' Devestating Strike and Roswyn's Majestic Word, thanks to Walter Kovacs at ENWorld for these.
Edit #3: Add Queen's Grace to Roswyn, uncorrected her Majestic Word.
1. Adventure Corrections, Suggestions, and Options:
Page 1, Introduction:
Suggestion: Change the following names so they become easier to say and remember: Weeping Briar becomes Briars' Weep. Solphi becomes Sophi (no L). Tharizdun becomes Tharizdum.
Say the old and new versions aloud to yourself and see if you agree.
Page 2, Encounter 1: Town Square
Option: If you are using the Group Guide to the Player Characters, emphasize Roswyn's role in bringing the party to its current situation. It was Roswyn who led the party in a vain search for the dragon Snorcha the Gaseous, and she has been promising the group that the warm shelter of a town is "real close" for several hours now.
Suggestion: Omit the DC16 Perception check for a dead cat, as this clue leads nowhere. You might add signs of violent struggle if the players examine the homes.
Option: A DC16 Streetwise check reveals that the town's population is probably between one and two thousand people.
Page 3, Encounter 2: Childish Fears
Correction: A level 11, Complexity 3 skill challenge is worth 1,800 XP, according to the DMG, and not 3,000XP, as written.
If you are comfortable with the Skill Challenge: Calming Sophi as written, keep in mind that at DC16, the player characters can hardly fail if they act the least bit intelligently. Consider the following options:
Suggestion: Have the raining downpour, thunder, and lightning impose a -2 penalty to Athletics and Perception checks.
Option: Raise the base DCs from DC16 to DC21. In this case, the challenge is worth 3,000 XP.
Option: If you want more structure to the skill challenge, consider applying the following states to the challenge:
Sophi is either running, hiding, or face to face, and she is either far, near or here.
Divide the skills into three groups as follows:
Chasing Sophi: Acrobatics, Athletics, Endurance and Stealth. Locating Sophi: Insight, Perception, and Streetwise. Calming Sophi: Bluff, Diplomacy, and Intimidate.
Each "round" of the challenge takes one minute. Any character that wishes to take a short rest must sit out five consecutive turns of the challenge, and cannot contribute any skill checks to the challenge while they are resting.
The challenge starts out with Solphi is near and running.
When Solphi is running, Chasing skills are primary, and Locating skills are secondary to assist the chase.
When Sophi is near, a failure means that she is now far. When Sophi is far and running, a failure means that she is now hidden.
When Solphi is hiding, Locating skills are primary, and Chasing skills are secondary to assist finding her.
When Sophi is far, two successes means that she is now near.
When Sophi is near, two successes means that she is here.
When Sophi is here, but hidden, a single further success at Locating means the players are face-to-face with Sophi. If Sophi is here but running, a further success at Chasing (or Calming at -2 penalty) means the players are face-to-face with Sophi.
When the players are finally face-to-face with Sophi, only Calming skills apply, without penalty (unless Intimidate was used earlier), and Insight may be used as a secondary skill to assist.
When Solphi is near, Calming skills may be used at a -4 penalty (suggest to the players before they roll that shouting after her may not be such a good idea).
Option: Jack Attack!
If you want to increase the tension of the skill challenge, and chose the Jack Jack option for Encounter 1, below, Jack Jack may be racing to find Sophi or his friends. Modify the skill challenge as follows:
If Jack successfully fled Encounter 1 and is bloodied, he will hide and sit out the first five turns of the challenge and take a short rest, spending 2 healing surges to regain hit points equal to his bloodied value.
If Jack is not taking a short rest, make a D20, DC10 check for Jack at the the end of each round of the challenge.
When Jack has accumulated 4 successes, he has found Sophi. If Sophi is far from the group, then she will scream loudly. If Sophi is still far at the end of the next round, Jack starts making DC10 checks to interrogate Sophi. A single success locates his friends at the Mill, and he drags Sophi screaming off to the Mill. If the players get near Sophi, they find Jack and Sophi. He will attempt to flee when bloodied.
If Jack rolls a 20, he finds and warns his friends in the Mill. If Jack rolls a 1, he is found and surprised by the players.
Whether Jack is resting or not, roll the D20 and have Jack mutter aloud. For example, "Here, chicky, chicky, where are you?" Encourage the players to abandon their short rest to find Sophi.
If the players decide to chase Jack, use the same rules as chasing Sophi, except Jack starts far, does not become hidden unless bloodied, and always attempts to flee when bloodied. The party may split their effort, and successes and failures chasing Jack do not count against the original challenge.
If the players succeed with the challenge despite Jack's interference, they gain an additional 600 XP for the challenge, for a total of 2,400 XP.
These last two options are intended for those DMs like myself who find the original skill challenge vague and lacking tension.
Page 4, Sophi Tells All
Option: Because the Mill is highly explosive, and too easily found by the players in their search for Sophi, consider moving the Mill from the center of town to the edge of town, where it would rationally be.
Page 5, Encounter 3: Into The Mill
Suggestion: Emphasize the churned mud. At least a thousand townsfolk have been herded into the Mill.
Suggestion: Raise the Perception check to locate the second door to DC16.
Suggestion: Have the rain impose a -2 penalty on the Perception and Athletics checks.
Page 5, Encounter 4: The Storm Beneath
Suggestion: The demons probably would have enlarged the hole to 10' by 10', as they had to move at least a thousand people through it.
Suggestion: When the players find the hole, have a DC16 Perception check reveal the wailing of the townsfolk below, and the horrible screams of the sacrifice. A DC21 Nature check suggests that for now the sacrifice victim is an horse. How long can that last? Can the players risk a short rest, knowing that the demons are tormenting the townsfolk below?
Page 6, Encounter 1: Town Square
Reminder: It is raining and so all outdoor squares are Lightly Obscured. According to the new DMG Errata, this means all those squares provide Concealment.
Suggestion: Have the thunder and lightning impose a -2 penalty on Perception checks. Suggestion: Have the Quickling Jack address Roswyn directly: "Ah, here's a little girl, come here, chicky!"
Suggestion: Raise the Arcana check to identify the Quickling Jack to DC20 (Paragon tier, Uncommon).
Suggestion: Require a DC28 Perception check first to notice the Quickling Jack's tatoo, before allowing the DC35 Religion check.
Suggestion: Any square with a partial puddle is considered a puddle.
Correction: Overturning the stall creates a Blast 2 in front of the stall, not a Burst 2.
Suggestion: Make it a DC21 Athletics check to push the wagon, making it more fun.
Page 7, Encounter 1: Town Square
Correction: Add Common to the list of languages spoken by the Quickling Jack and the two Troglodytes.
Correction: Since the Troglodyte Stench aura only applies to "living enemies," there is no need to avoid their allies. See Suggestion below:
Suggestion: Since Concealment stacks with the Troglodyte stench, consider having the rain work in the player's favor, and have the rain cancel the stench outdoors. After all, this is the first fight of the encounter, and -4 to attack rolls is really going to slow things down.
Suggestion: Add Athletics +14 to the Troglodyte Bruisers.
Option: Jack Jack!
Use this option to add more tension to the skill challenge, and the adventure as a whole.
Name the Quickling Jack "Jack Jack!" He taunts the players, and will race the players to Sophi during the skill challenge that follows, possibly finding and warning his allies in the Mill.
Jack calls the Dire Bear "Bun Bun."
Have Jack's Maintain Mobility apply to Slowed as well as Immobilized.
Give Jack the feat, Jack of All Trades.
Jack is the "squad leader." As a minor action, he may make a DC16 +10 Nature check to command Bun Bun or a +7 Intimidate check to command one of the Troglodyte bruisers. If successful, on the comanded raider's next turn, they will move to attack the character Jack indicated.
Jack uses his Quick Cuts to strike his foe twice, usually whomever Bun Bun is attacking, then move away at speed 12 around a corner to hide from the party, and strike from hiding the next turn. This may necessitate adding a few town tiles to the left and top edges of the map, if you have them available.
If Ilivarra choses Jack as her Oathbound Enemy, Jack will focus the raiders on killing her.
Jack does not fight to the death. Instead, when the Dire Bear is slain, he cries out in anguish, "No! Bun Bun! Aaaah!" and attempts to flee.
If Jack survives the encounter, he will oppose the players during the skill check, attempt to find and warn his allies, and may attack the characters when they are alone, or engaged with other enemies.
Page 8-9, Encounter 3: Into the Mill
Correction: Have the Minotaur Beserker exchange starting places with Troglodyte Bruiser nearest the Mill Stone.
Correction: Add Common to the languages spoken by the Runespiral Demon Netherflames and Troglodyte bruiser.
Suggestion: If the players are not surprised, they find the Minotaur Berserker increasingly frustrated by his attempts to negotiate with the Runespiral Demon Netherflames, who are beasts with an Intelligence of only 5.
Correction: The Troglodyte Stench only applies to "Living Enemies," and so contrary to what is written, it does not apply to the Minotaur Beserker.
Suggestion: If the players are not surprised, and negotiations are interrupted, the raiders and the demons are not considered "allies," and so the Troglodyte Stench applies to demons as well as the player characters.
Clarification: The 2 by 4 ramp in the upper left leads down to the basement. The 5 by 5 area on the lower left is not the basement, even though the map strongly suggests this.
Suggestion: Creatures at the bottom of the ramp have Cover from those on the main floor.
Suggestion: Add a 4 by 8 room to the bottom of the ramp, with a 2 by 2 hole towards the left edge of the room. This is the basement, and characters in the basement have Total Concealment from those on the main floor. The hole leads to Encounter 4.
Option: The flashes of lightning and booming thunder impose a -2 penalty on Perception tests.
Clarification: Both the ground level and upper entrances to the Mill are immediately to the right of where the balcony where the Runespiral Demon Netherflames are.
Reminder: Any character climbing the ladder to reach the balcony grants combat advantage.
Reminder: Most of the Runespiral Demon Netherflames' attacks are fire based, so do additional damage, and may explode the Mill.
Clarification: The Runespiral Demon Netherflames' Bloodied Shock applies to creatures, friends and foe alike. They're demons, and they don't care.
Suggestion: For any attacks which target squares within 2 squares of the entrance, ignore the flammable grain dust, as the rain is pouring in. This would be a 2 by 4 square area immediately adjacent to the entrance.
Clarification: Ignore the puddles printed on the map, they have no effect on play.
Suggestion: If the monsters are "lying in wait" for the players, either because the players failed the skill challenge, or Jack found and warned his allies, have the Runespiral Demon Netherflames start the encounter hidden on top of the balcony (Stealth +9).
Option: If Jack did find and warn his allies, he starts hidden at the bottom of the ramp (Stealth +17). He will attempt a repeat of his earlier tactics, dashing in to attack with Quick Cuts, and dashing back to hide in the basement. He will fight to the death this time, as he does not want to be sacrificed by the indiscriminate demons below the basement.
Suggestion: What happens if (when) the Mill explodes? When the players withdraw from the Mill, reuse the Town Square, with the players arriving from the center of the left edge of the map. The Mill will burn for 20 minutes, long enough for a short rest. Afterwards, the inside of the mill is Lightly Obscured with smoke and ash. All squares grant Concealment, and the wet ash, broken timbers, and sharp chunks of Mill stone make all squares Difficult Terrain. The Mill Stone is broken up and strewn throughout the Mill.
Page 10-11, Encounter 4: The Storm Beneath
Correction: In the description, omit "Dozens of people are cowed in the corner by wicked suits of plate armor." First, the Infernal Battle Armors are from Encounter 3 and are nowhere present in this encounter, and second, there are closer to a thousand townsfolk present.
Option: Extend the area where the townsfolk are being held to 8 squares by 8 squares, and have it enclosed by a Magic Circle against Natural creatures, PHB309. It is a standard action and a DC22 Arcana check to identify it as such. The Arcana check result to create the circle was 20, so the first natural player character to enter the circle take 20 force damage and breaks the circle. Since Roswyn and Ilivarra are both Fey origin, and Squeaks is a construct, they are unaffected by the circle, and can take a standard action to break it.
There are over a thousand townsfolk trapped inside the magic circle. The demons can enter and remove townsfolk from the circle without breaking it.
Correction: Add Common to the languages spoken by the monsters in this encounter.
Suggestion: Add Arcana +12 and Athletics +17 to Rastiel, and add Athletics +16 to Barbazu. That way, they can leap across the pools as necessary.
Suggestion: All the monsters possess Darkvision, so instead of being brightly lit, have the encounter take place in total darkness.
Reminder: All the characters possess a standard adventurer's kit, which includes two sunrods.
Suggestion: Treat the apparently rubble filled squares as Difficult Terrain.
Clarification: Treat the effect of the Altar as a Zone: the effect applies when they enter the zone, and as long as they remain in it. The damage is dealt when "the gift" is first accepted, and at the beginning of any turn which starts in the zone.
Suggestion: Since Barbazu is being forced to obey Rastiel, rule that they are enemies, not allies, so that Barbazu's Beard Tendrils apply to the demons, and his Devillish Teamwork does not.
Suggestion: Once it is apparent that the demons are fighting a paladin, they will reserve their last Variable Resistance against Radiant damage, so they can ignore the paladin's Divine Challenge. Otherwise they will apply it to the first damage type that deals at least ten points to them in a single attack.
Reminder: The Runespiral Demon Netherflames' Bloodied Shock applies to creatures, friends and foe alike. They're demons, and they don't care.
Option: If, after all this time, Jack is still alive, then at the beginning of every round starting with the 5th round of combat, make a DC10 check. If successful, Jack tries to sneak up and attack the party from the rear.
2. Group Guide to the Player Characters:
Introduction:
Welcome the Worldwide D&D Game Day Adventure for the Player's Handbook II Release day! You are a group of 11th level Paragon tier characters that have been adventuring together for some time.
Roswyn: Female Gnome Bard, Good AKA "Little Miss Know-It-All" AKA "Miss Information," she got you all into this mess in the first place. It was her bright idea to seek out the lair of the dragon "Snorcha the Gaseous," of which there has been no sign, and now, she assures you that there is a town nearby. It is almost midnight, and after over 12 hours of hiking in a downpour, she still insists that "we are almost there."
She is the leader of the party, in that she often knows where ancient treasures can be found, and mediates the conflicts between "The Boys," the dragonborn paladin Balasar and the warforged barbarian Squeaks, and the rest of the party. She heals the party, in and out of combat, negotiates and bargains, and moves the party members during combat like chessmen. She makes it possible for Squeaks and Ilivarra have the positioning needed to make the most of their damage. She attacks the minds of her opponents, make them reluctant to attack, unlucky, laugh uncontrollably, or even dominating her enemies. She has a variety of arcane powers, often turns invisible, but has short legs.
Corrections to Roswyn:
Add the Paragon Path Feature Queen's Grace, which heals an additional +5 hit points for her bardic healing powers. Her healing powers already include this bonus, and list the correct values.
Balasar of Bahamut: Male Dragonborn Paladin, Lawful Good It is sometimes difficult to get along with a paladin, but Balasar is the loyal defender of the group. He punishes enemies that ignore him, sometimes calling them to him. He heals, protects, and helps you recover from ill fortune. He smites evil, especially undead. He is the rock of the party. He keeps the foes' attention focused squarely on him, so the others can do their jobs.
Markaria: Female Tiefling Invoker, Unaligned Servant of the Raven Queen, she calls the righteous fury of her mysterious goddess upon her foes, usually from a distance. Her attacks often either move or restrain her opponents, and like Roswyn, helps to position her allies. On more than one occasion, she has shouted out an early warning that allowed the party to act before your enemies. She prevents her enemies from acting freely, which makes their defeat more quick and certain.
Squeaks: Warforged Barbarian, Unaligned Best to speak slowly to him, Squeaks is not the brightest sunrod in the backpack. He delights in mayhem, dashing into battle, and charging at his next foe as soon as he has slain the first, like a billiard ball of doom. He is tough, and channels the power of his fury like a force of nature. He finds fortune in combat, often striking a series of lucky blows in rapid succession. He needs a clear path to his enemy, so Roswyn often sets him up. He does not like the dark, and prefers to avoid shadowy places.
Corrections to Squeaks:
Improved Warforged Resolve Encounter, Minor Action, Personal Effect: If he is bloodied, he gains 13 temporary hit points.
Remove Paladin Utility 10: Cleansing Spirit.
Devastating Strike deals 1d10 + 2d8 + 5, not 2d10 + 1d8 +5 as given.
Ilivarra: Female Drow Avenger, Unaligned Like Markaria, she is a living instrument of her goddess, in this case the ineffable Sehanine. But while Markaria blasts her foes at a distance, Ilivarra prefers it up close and personal. Her goddess will chose one target for special vengeance, and Roswyn often positions Ilivarra so she can concentrate on that foe alone, delivering its fate by the blade of her sword. She, alone of the group, can see in total darkness, which she can summon as a shroud. What happens in that inky cloud can be heard, but remains best unseen. She is highly mobile, pursuing her enemies even when they attempt to flee. She can aid others against her oathbound foe. Sometimes Ilivarra glows with divine power which burns her enemies. She is fate incarnate, and that fate is death.
All you often act out of turn, so it is important to review character sheets, pay attention during combat, and keep track of your triggered powers.
"Are we there yet?"
3. DM Player Guide
Passive Insight/Perception: Roswyn 21/19 Balasar 17/18 Markaria 25/22 Squeaks 15/20 Illivara 19/24
Critical Hit Modifiers: Roswyn, Shortbow +2d6 Roswyn, Wand +3d6 Balasar, Longsword +3d6 Markaria, Rod +3d6 Markaria, Any Divine Power, regain 10 HP Squeaks, Halberd crits on 19-20, +1d10, 10 ongoing damage, and Rampage: make a free basic melee attack once per round Ilivarra, Falchion, +2d4, +1d10, +3d6 poison
Reactions/Interrupts/Conditional Free Actions:
Roswyn: Timely Respite, At-Will, Conditional Free Action Trigger: She takes her second wind or the total defense action Effect: she may make a savings throw. Fade Away, Encounter, Immediate Reaction Trigger: She takes damage Effect: She is invisible until she attacks or until the end of her next turn. Virtue of Cunning, Once per Round, Conditional Free Action Trigger: When an enemy misses her ally within 10 squares of her Effect: Slide her ally 1 square Reactive Stealth, Encounter, Conditional Free Action Trigger: She has cover or concealment when rolling initiative Effect: She can roll a Stealth check, presumably to be considered hidden.
Balasar: Touch of Salvation, At-will, Conditional Free Action Trigger: He uses Lay On Hands Effect: The target may make a savings throw at +5. This also triggers Sheltering Hands, below: Sheltering Hands, At-Will, Conditional Free Action Trigger: He uses Lay On Hands Effect: The target gains a +2 power bonus to all defenses until the start of the target's next turn. Channel Divinity: Sure Protection, Encounter, Conditional Free Action, Close Burst 5 Trigger: He or an ally takes their second wind Effect: The target gains a +3 power bonus to defenses until the start of their next turn. Martyr's Blessing, Daily, Immediate Interrupt, Close Burst 1 Trigger: An adjacent ally is hit by a melee or ranged attack Effect: He is hit by the attack instead. Reproachful Longsword, Daily, Conditional Free Action Trigger: He hits with the longsword Effect: Target takes a -2 penalty to attack rolls (save ends). Heavy Healer's Shield, Daily Conditional Free Action Trigger: He or an ally with line of sight regains hit points Effect: They gain hit points equal to the maximum possible result of the healing effect, plus 5 additional points.
Markaria: Covenant Manifestation, At-will, Conditional Free Action Trigger: When she uses a a divine Encounter or Daily Power on her turn Effect: Slide an ally within 10 squares one square. Dissolution's Call, At-Will, Conditional Free Action Trigger: When she scores a critical hit with a divine power Effect: She regains 10 HP (also listed with criticals above). Preserver's Rebuke, Encounter, Immediate Reaction Trigger: An enemy within 10 squares of her hits her ally Effect: Her ally gains 7 temporary hit points, and she gains a +4 bonus to her next attack roll against the triggering enemy before the end of her next turn. Raven Queen's Blessing, Encounter, Conditional Free Action, Range 10 Trigger: Her attack drops an enemy within range to 0 hit points or less Effect: She or an ally within 5 squares of her may spend a healing surge. Note this may trigger Balasar's Healer's Shield above. Demand Justice, Encounter, Immediate Interrupt, Range 10 Trigger: A creature within 10 squares of her makes a savings throw Effect: The triggering creature rerolls the savings throw and must use the new result. Angelic Visage, Encounter, Immediate Interrupt, Close Burst 5 Trigger: An enemy within 5 squares of her makes an attack roll against her Effect: The triggering enemy takes a -2 penalty to the triggering attack roll, and after that attack is resolved, she may push the target 3 squares. Shroud of Warning, Daily, Conditional No Action, Close Burst 10 Trigger: She and her allies roll initiative Effect: She and all her allies in the burst gain a +6 untyped bonus to initiate. Note that this stacks with Ilivarra's Avenger's Readiness below. Rod of Binding Awe, Daily, Conditional Free Action Trigger: She hits an enemy with an invoker attack power using the rod Effect: That enemy is immobilized until the end of the next turn.
Squeaks: Immutability, Encounter, Conditional Free Action Trigger: He uses his Warforged Resolve Effect: He also makes a savings throw against a condition or ongoing damage. Rising Fury, At-Will, Conditional Free Action Trigger: He reduces an enemy to 0 hit points Effect: He gains a +3 feat bonus to damage until the end of his next turn. Note that this does not stack with Weapon Focus: Axes, and so represents only +1 additional damage. Also note this shares the same trigger as Rageblood Vigor and Swift Charge below: Rageblood Vigor, At-Will, Conditional Free Action Trigger: He reduces an enemy to 0 hit points or fewer Effect: He gains 10 temporary hit points. Warpath: +2 damage when raging. If he starts his turn adjacent to at least one enemy, he must use a melee or close attack against at least one adjacent enemy or be stunned until the end of his next turn. Swift Charge, Encounter, Conditional Free Action Trigger: He reduces an enemy to 0 or fewer hit points Effect: He charges an enemy. Comat Surge, Daily, Conditional Free Action Trigger: He misses with an attack while raging Effect: He may reroll the attack. Mountain Roots, Daily, Stance, Immediate Reaction Trigger: He is pulled, pushed, or slid Effect: He negates the forced movement, and may negate forced movement against him until he ends the stance. Strikebacks, Encounter, Immediate Reaction Trigger: An adjacent enemy hits him Effect: Make a melee basic attack against the triggering enemy. Note that this attack is not an opportunity attack, and so the +1 item bonus does not apply.
Ilivarra: Censure of Pursuit, At-Will, Conditional Free Action Trigger: Her enemy willingly moves away from her Effect: Until the end of her next turn, she gains a +8 untyped damage bonus against the triggering enemy. Finishing Technique, At Will, Conditional No Action Trigger: She hits a bloodied enemy who grants her Combat Advantage for that attack Effect: She deals +1d6 extra damage. Oath of Emnity At-will, Conditional Free Action Trigger: She makes a melee attack against her Oathbound Enemy and that enemy is the only enemy adjacent to her Effect: She makes two attack rolls, and uses either result. Note: This power is complex, make sure you and her player both understand it. The group will have to work together to make best use of this power, especially Roswyn. Channel Divinity: Divine Guidance, Immediate Interrupt, Close Burst 10 Trigger: An ally within 10 squares of her makes an attack roll against her Oath Enemy Effect: The triggering ally makes a second attack roll and uses either result. Resonant Escape, Encounter, Immediate Reaction Trigger: An enemy hits or misses her with a melee attack Effect: She teleports 3 squares. Avenger's Readiness, Daily, Triggered No Action, Trigger: She rolls initiative Effect: She gains a +5 power bonus to the initiative check, and may shift 3 squares as a No Action when the first creature in the initiative order starts its turn, even if she is surprised. Note that this stacks with Markaria's Shroud of Warning above. Spiderkissed Falchion, Daily, Conditional Free Action Trigger: She hits with the Falchion Effect: The target is slowed (save ends), and if the target fails the first save, they are immobilized (save ends).
The party has a lot of immediate reactions and interrupts, as well as what I am calling "Conditional Free/No Actions," which act something like reactions or interrupts, in that they only occur when a trigger is satisfied, but are not limited to once per round, and may occur in the middle of a player action, or modify them.
Since there are so many immediate reactions and interrupts, it is important that the referee be able to track them, so that each player only performs one per round. To that end, I have bolded all the Immediate key words. There is no limit on the number of "Conditional Free/No Actions" per round.
The ones that are most important for the players to be aware of is first, Squeaks dashing from downed enemy to downed enemy, and second, Ilvarra's damage bonus against her the target of her Oath of Emnity, which requires that that enemy be the only enemy adjacent to Ilvara. The party will have to work together to make the best use of these abilities, especially Roswyn, who should be sliding her allies around like chess pieces.
Other issues the DM should be aware of include: Armor Check penalties for skills not listed for all but Ilivarra. Since the characters are paragon tier, they all have an effect that triggers when they spend an Action Point. I have not included these above, but be sure to ask each player about their effect when they spend an Action Point. Roswyn's Song of Rest: Allies heal +5 hit points when they spend healing surges during a short rest. Read and learn the Stealth Errata, as both players and monsters should be taking advantage of opportunities to hide and strike their enemies unawares. Roswyn in particular has a few powers that grant limited invisibility. Be sure you understand how Balasar's Divine Challenge Works. As soon as the demons recognize that his is a paladin, they are likely to try to reserve their Variable Resistance (Monster Manual page 282) for Radiant damage. Balasar's Lay On Hands is modifed by Healing Hands, which is accounted for in the power, as well as Touch of Salvation (make a savings throw at +5) and Sheltering Hands (+2 defense). Omit Paladin Utility 10: Cleansing Spirit, from Squeaks character sheet. Squeaks is also the only character without Low Light Vision and Ilivarra is the only character with Darkvision. Ilivarra's Inexorable Pursuit allows her to shift 6 squares, not 3.
I look forward to running this adventure Saturday, and hope my efforts will be of some use to your game that day.
May the party drop dead with surprise when they barely triumph!
Smeelbo
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Date Joined:
Apr 22, 2007
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Page 2: Encounter 1: Town Square: The area is lightly obscured by the rain and PCs take a -5 to perception checks and cannot see past 5 squares.[/quote] I don't recall this, can you give a DMG page? I did not spend enough time with the DMG today I think. I will this weekend.
I came up with something roughly equivalent on my own, see my proposed changes below.
Despite its faults, I still like it better than last years D&D day adventure.[/quote] Who is this Greg Marks fellow, and does he actually draw a salary, or is he a "volunteer?" I note that there is no credit given for editing or playtesting, and it shows.
[b]Amended Adventure:
Based on further reading and consideration, here are my proposed alterations to the adventure.
Name Changes: I find several of the names to be awkward, and the players and I will probably mangle them. While not critical, I think it will make the adventure run more smoothly if players and DM can more easily remember and pronounce clearly.
Briars' Weep replaces Weeping Briar. Tharizdum replaces Tharizdun. Sophi replaces Solphi.
Just say the two different versions aloud, and see for yourself which is easier to remember to pronounce consistantly. "Thar Iz DOOM!"
Check Penalties: Many of the checks have trivial DCs, especially the Perception checks and the Skill Challenge. To up the challenge, the following penalties will apply where appropriate:
Raining: -2 penalty to Perception checks. Thunder and Lightning: -2 penalty to Perception checks.
So outdoors, both penalties will apply, while indoors, only the second penalty applies. This will raise some of the Perception checks above the passive perceptions of the party, and add enough chance of failure that it will actually be worth a die roll. This remains consistant with the DMG Errata, since it is a penalty, rather than raising the DC.
Page 2, Encounter 2: Childish Fears:
As written, the Skill challenge: Calming Sophi is vague, trivial, and lacks a significant stake. I will soon post a revised version of this. The main changes will be as follows:
1) If the Quickling Jack from Encounter 1: Town Square escapes, he will actively work against the players. He will try to find Sophi first, so the players have a greater stake in the challenge, and an actual sense of urgency.
2) Each "turn" in the challenge will count for a minute in game, with a time limit of 10 minutes before Jack finds Sophi. If the players immediately take a Short Rest before engaging Sophi, they may be giving Jack a head start. Characters may take a short rest by sitting out five turns of the challenge. While this may split the party, this is a plausible strategy for finding Sophi, and the only danger lurking is Jack. Again, this provides more urgency for the players.
3) The challenge will have several "states," where different skills are appropriate. These states will include:
Locating the building where Sophi is hiding. Locating Sophi within that building. Talking to Sophi at a distance. Talking to Sophi face to face.
This will provide structure and allow the players to have rational expectations about what skills are appropriate.
4) Applying various environmental penalties due to darkness, rain, and unfamiliarity with the local. Besides the penalties for Perception checks mentioned earlier, the streets are wet and slippery (there are DC20Acrobatics checks in Encounter 1), and Sophi is very scared. This will effectively bring some of the DCs up to 18 or 20, and will introduce a risk of failure. As written, the skill challenge is both trivial and vague.
5) Additional negative outcomes of the challenge may include Jack reaching Sophi first, and Jack finding and warning his friends at the Mill.
In contrast to the written challenge, the die rolls will serve an actual purpose, the challenge will have greater tension and urgency, and more will be at stake for the players.
I haven't yet formalized this, but I will.
Languages: As written, almost none of the monsters involved can communicate with each other, as they share no language in common. Add Common to the languages listed for: Quickling Jack, Troglodyte Bruiser, Runespiral Demon Netherflame, Rastiel the Mezzodemon. As written, the "tribe" of raiders cannot speak with one another, and the Minotaur Beserker cannot negotiate with the Runespiral Demon Netherflame.
Page 6-7, Encounter I, Town Square: Quickling Jack I have decided to make Quickling Jack a little more interesting:
1) Give him the feat Jack of All Trades.
2) Jack is the "squad leader." He can spend a Minor Action to make a DC16 (moderate) check to order the Dire Bear (Nature at +10) or a Troglodyte Bruiser (Intimidate at +7). If successful, on the creature's next action, they will break off attacking their current target, and move to attack the character chosen by Jack.
3) Jack will not fight to the death, but will flee when the Dire Bear is slain. Jack will then hide, taking a Short Rest if bloodied, then seek out Sophi, then seek out his the remaining members of his "tribe." Thus, he may become involved in the skill challenge.
4) Identifying Jack is a DC20 Arcana check (Expert, Paragon). Again, just so the die roll means something.
Page 9, Encounter 3: Into The Mill:
I finally located the entrance to the Mill, it is beneath the balcony. I was misled by the text, which lists the Minotaur to be the first to be seen, even though almost all the other monsters are closer to the door. Worse, if I read the map correctly, he is in the basement. With confused writing like this, no wonder I couldn't find the door.
Labels, Greg. Use them.
If the players succeed at Calming Sophi, and Jack does not warn his friends, the monsters will be surprised, as written, except the Minotaur will trade places with the Troglodyte nearest the Mill Stone. He is negotiating with the Runespiral Demons on the balcony, since he has the highest intelligence.
If Jack warns his friends, they will be prepared. Jack and the Runespiral Demons will begin hidden, and the monsters won't be surprised.
I may try to "minionize" an actual demon, and replace the Infernal Battle Armors with these. Not sure.
Also, is the 5 by 5 area in the lower left of the Mill really the basement? If not, where is the entrance to the basement?
Page 10-11, Encounter 4, The Storm Beneath:
I assume the player's enter from above the rubble at the leftmost end of the map. The rubble will be difficult terrain, but provide cover for small characters or prone medium characters. Climbing back up the hole is DC20 (Uneven surface and wet), and it is a 20' drop.
At the end of Encounter 3, when the players discover the entrance in the basement, a DC15 Perception check will hear the horrible screams of the villagers as they are being brutally sacrificed, and the laughter of the demons. If the party takes a short rest, they will hear at least two horrible sacrifices. Further, if they take the short rest, and Jack has survived, he will be attracted to the battle, and sneak up behind the characters on the 4th turn of the battle.
Summary:
As written, One Dark Night in Weeping Briar is confused and lacks sufficient tension. These changes will add clarity and tension, and force the players to make hard choices.
Smeelbo
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