Barrow of the Forgotten King errata (spoilers!) [Archive] - Wizards Community

Post/Author/DateTimePost
pukunui

03-06-07, 10:49 PM
Hi all,

Just got my copy of DD1: Barrow of the Forgotten King today. I've read through the adventure and am just now working my way through the tactical encounters. So far it's a pretty awesome adventure. It's got a solid story and some pretty neat encounters. Some interesting NPCs too.

Anyway, along with the standard spelling mistakes and other typos, there are some problems. Here is my attempt to get a list going ...

Beware - SPOILERS below!





1) On the map of the Beholder Room on p. 29, there is a "C" in a circle in the square to the southwest of the square marked 10. However, nowhere in the text can I see any reference to what this "C" is meant to represent ...

2) On p. 16, under the Transitional Area heading, it reads "around the corner and down into area 16." This is actually referring to area 19.

3) On p. 45, under the Features of the Area heading for the Labyrinth encounter, it reads "See page xx for information ..." Someone obviously forgot to insert the page number there. The correct page is page 13.

4) On p. 13, under the heading The Labyrinth, it reads "After they crawl trough the tunnel leading from room 11 ...". This is actually referring to room 13.

5) The choker statblock in the Broken Chamber tactical encounter (p. 32) neglects to inform you that chokers have a 10ft reach despite being only medium creatures. Tsk tsk.

6) On p. 36, under the Features of the Area heading, with regard to a PC being sucked away by the water in the canal, it reads: "(See Water Action in encounter 15, page xx, or DMG 93) ... eventually spilling into the chasm at area 13." Page xx should be page 46 and the chasm is actually in area 18.

7) On p. 46, the text mentions a "gemlike control device (X)"; however, the "X" was left off the encounter map on p. 47. I guess you're just supposed to pick a spot on the map yourself. :P

8) On p. 39, in the description of the treasure in the sarcophagus, it says to see the sidebar on "page xx" for more info on the ephod of authority. Page xx should read page 12.



I'm sure there are others that I noticed as I read through the module, but they aren't coming to mind at the moment. If anyone else has any others, I'll add them to the list.


Finally, I have two questions (they aren't really errata, but I don't want to start a new thread for them).

1) With regard to the legacy sword, Merthuvial - for the "Least Legacy" feat, it says that the weapon must be given to you by the rightful owner or an heir. If no heirs are present, you must perform the attunement ritual. Since the sword is given to the PCs by the rightful owner (the forgotten king), does that mean that the PC who wields the sword does not need to undertake the ritual and pay the gp cost to gain the Least Legacy bonus feat?

2) With regards to the ending - I know the module says you can use it as a stand-alone adventure, but the way it ends as written makes it very difficult not to go directly into the as-yet-unpublished sequel. Any suggestions on how to modify the ending to make it more of a stand-alone module? (I intend to run BotFK as a prelude to RHoD).



Cheers,
Jonny
pukunui

03-15-07, 10:02 PM
:bump:
Archon of Light

03-15-07, 10:32 PM
Greetings to you, Pukunui

Your last two questions are ones I have been contemplating myself ever since purchasing this module. I'm more impressed with the layout, design and presentation of the adventure than with the actual adventure itself. It's a great dungeon crawl with some unique and interesting encounters, but it works very poorly as a 'stand-alone' component without any good amount of modification. In particular, the end events have to be rewritten and brought to a conclusive climax instead of following the proposed scenario that has the group continuing the pursuit of the enemies to the next module.

Regarding having a character gaining the Least Legacy feat automatically, I believe that was the intended case for this module. At the end of the adventure, the party is expected to continue onward and won't have time to go back to town for any activities, including rituals. However, I think it is also perfectly acceptable to adjucate this little detail as you (the DM) sees fit.

Perhaps you might still require the character to perform the ritual and give him the opportunity to decide for him/herself if the sword is still worth the cost. I personally don't like the idea of just handing the characters a bonus, especially when there is a lot more potential storyline and roleplaying that could be born of making them earn it. You could also decide that only a true heir can ever really gain the Legacy for that particular sword... and it just so happens that one of the PCs is about to learn something unique and special about his true heritage! (Yeah, that's way more interesting to me than just giving it to them... but that's just me.)

As for closing up the adventure at the end, just have the climatic battle where no one escapes and remove the possibility of any secret passages leading to the next adventure mod. The bad guys die there, failing their mission, and the adventure just ends with that. To me, that would be the easiest way of bringing the adventure path to a close.
pukunui

03-15-07, 10:48 PM
You could also decide that only a true heir can ever really gain the Legacy for that particular sword... and it just so happens that one of the PCs is about to learn something unique and special about his true heritage! (Yeah, that's way more interesting to me than just giving it to them... but that's just me.)Mmm, this has potential. Thanks!

As for closing up the adventure at the end, just have the climatic battle where no one escapes and remove the possibility of any secret passages leading to the next adventure mod. The bad guys die there, failing their mission, and the adventure just ends with that. To me, that would be the easiest way of bringing the adventure path to a close.Yes, I thought about doing just that - except that it's pretty obvious the king and his companions were once a party of 4 archetypal adventurers, each with his or her own special item that has become a "weapon of legacy". What do we do about the three that have been stolen? If we're getting rid of the escape tunnel, then they can't have been stolen, which means that they ought to still be in the tombs. Or else we can just pretend that the other adventurers' items weren't all that special and it's just the king's one that is -- and that the PCs make it there in time to stop the BBEG from getting it.

I had been thinking that perhaps the tunnel was still there but instead of having it lead to the Underdark (which does not exist in my homebrew campaign world), it just leads back to the surface and the thieves are long gone. The PCs could decide to track them down, but would get caught up with other things until the sequel adventures come out and I can find out what the other legacy items are ... LOL.
Baduk

03-17-07, 09:35 AM
lo all

I'm a newbie DM and I'm having some difficulties with this adventure. Next week my players will find theirselves in the Beholder room but I'm not entirely sure of how the puzzle works (& what that C stands for on the map).

The central eye is clear to me but I've got some trouble grasping the idea of the tiles. The movable tiles are the puzzle but also trigger an effect. But does the tile itself trigger an effect or is the place the tile's on?
What does the Charm Person tile/effect do? The charm monster tile is explained but that one isn't.

I really like the idea of this adventure and already had enough fun seeing my players get only here but there's some serious stuff missing in this adventure.

I hope someone can help me (and others) out.
pukunui

03-17-07, 04:59 PM
The moveable tiles don't have any magical effects, only the immoveable ones. My understanding is that a PC has to physically touch one of the immoveable tiles in order to trigger the effect.

As for the "C", your guess is as good as anybody's. I'm thinking that the designers had originally planned to have the choker in this room but later on decided to move it to the tunnel leading down from the king's statue but forgot to amend the map.

I wouldn't say there's anything serious missing from this adventure other than the ability to make it a truly stand-alone adventure ...
Baduk

03-18-07, 06:11 AM
Ok, thanks for the help!
Jam_Warrior

03-19-07, 08:39 AM
How are you guys handling getting in to the Beholder room? I can see no way past that arcane lock beyond battering the door down which, while it would work, is a rather lengthy and inelegant solution that is unlikely to please the townsfolk.
pukunui

03-19-07, 03:25 PM
How are you guys handling getting in to the Beholder room? I can see no way past that arcane lock beyond battering the door down which, while it would work, is a rather lengthy and inelegant solution that is unlikely to please the townsfolk.
That's a very good point, Jam.

One thing that's bothering me is how the robbers going through the room twice already would have affected the puzzle. It doesn't specifically say so, but it seems fairly obvious that the whole room resets itself along the same lines as the disintegrating floor tile. How else could everything still be active despite the fact that the tomb robbers went through the room twice? They could have gotten out into the mausoleum without solving the puzzle, but they would have needed to solve it getting back (unless they just hacked the floor tile to bits and then it reset itself an hour later ...).

Anyway, it's a very good point because the PCs won't be high enough level to cast dispel magic, so they won't really have any way to get past the arcane lock, whereas the bad guys might have had access to spells that would allow them to bypass it.
Subotai

03-19-07, 04:07 PM
On the whole, is the module worth purchasing?
pukunui

03-19-07, 04:08 PM
On the whole, is the module worth purchasing?
Definitely. I highly recommend it.

If you're planning on running it with its sequels, then you don't need to worry about rewriting the ending. You've just got a few little niggly things (the ones I've pointed out in my original post) but otherwise it's a solid adventure. It's got a great story.

I also like that it encourages good behavior -- there are a number of traps and such that only effect characters with non-good alignments, and in other places, it talks about the consequences if the PCs' rob the tombs and such. So it encourages "heroic" behavior rather than "Indiana Jones-style graverobbing" behavior, which seems to be the preferred modus operandi on the boards here ... :rolleyes:
Baduk

03-21-07, 04:48 PM
getting into the beholder room... that room's quite a pain...

I think I'll have the door reappear just like the other one
pukunui

03-21-07, 05:57 PM
I think I'll have the door reappear just like the other one
Good idea.
Baduk

03-22-07, 11:28 AM
Thanks, tonight we'll see if it will all work out (2d8+10 dmg can kill 3 out of the four (n)pcs... they better not step on that square...
Baduk

03-24-07, 12:22 PM
sorry for double posting (don't know if that's ok or not, couldn't find it anywhere in rules etc) but I found a review with a list of errata on EN World by John Cooper. I hope it's ok if I post the link. Is his list ok? http://www.enworld.org/reviews.php?do=review&reviewid=3370202

I had my group open up the door to the beholder room by pressing the Beholder's central eye. They were already so afraid and wondering what to do that it actually was a good way to let them in. They were so scared hahaha, the puzzle was fun to do btw.
pukunui

03-24-07, 05:30 PM
Thanks, tonight we'll see if it will all work out (2d8+10 dmg can kill 3 out of the four (n)pcs... they better not step on that square...Mmm ...

sorry for double posting (don't know if that's ok or not, couldn't find it anywhere in rules etc) but I found a review with a list of errata on EN World by John Cooper. I hope it's ok if I post the link. Is his list ok? http://www.enworld.org/reviews.php?do=review&reviewid=3370202Hey cool. Thanks for the link. No worries about the double post. I do it all the time. :P ;)

I had my group open up the door to the beholder room by pressing the Beholder's central eye. They were already so afraid and wondering what to do that it actually was a good way to let them in. They were so scared hahaha, the puzzle was fun to do btw.That's a great idea. Mind if I borrow it?
pukunui

03-24-07, 05:46 PM
Here's the unofficial errata from ENWorld:

p. 32, Choker: Size should be Small, not Medium. (The stats all reflect the creature's Small size, though. Weird.) Also, there's no mention of the choker's 10-foot reach, which is one of the things that make it special for a creature of its size.
p. 34, Varag Zombie: Upon conversion to undead (when the zombie template is applied), the varag loses its "(goblinoid)" subtype.
p. 34, Sargus, male varag rogue 1: Initiative should be +9, not +6 (+5 Dex, +4 Improved Initiative). Special Qualities doesn't list his trapfinding class ability.
p. 38, Garjuk, male wererat (hobgoblin) rogue 2: Bite attacks should be at +2 melee, not +1 (+1 BAB, +6 Dex due to Weapon Finesse, -5 secondary attack). Skills should include Diplomacy +3 [0 ranks, -1 Cha, +2 synergy bonuses from Bluff and Sense Motive], Disguise -1 (+1 acting) [0 ranks, -1 Cha, +2 conditional synergy bonus from Bluff], and Intimidate +1 [0 ranks, -1 Cha, +2 synergy bonus from Bluff]. In dire rat form, bite damage should be 1d4+1 plus disease, not 1d6+1 plus disease (as a Small dire rat).
p. 45, Fiendish Large Monstrous Spider: This guy hasn't decided whether he wants to be a hunting spider or a web-spinner. Since he has a web attack listed and doesn't have the hunting spider's +10 ft. of movement, let's assume he's really a web-spinner. In that case, drop Jump back down to +2 and Spot to +4, since only hunting spiders get the added bonuses to those skills. Climb should be +11, not +10 [0 ranks, +3 Dex, +8 racial]. "Hide +3" should be followed by "(+7 using webs)."
p. 46, Giant Stygian Leeches: BAB should be +2, not +1 (as a 2-HD magical beast). Grapple should be -4, not -5 (+2 BAB, -4 size, -2 Str). Bite attacks should be at +4 melee, not +3 (+2 BAB, +1 size, +1 Dex due to Weapon Finesse).
p. 47, Stygian Leech Swarms: BAB should be +2, not +1 (as a 2-HD magical beast).
p. 50, Magruug, male varag scout 3: Hit points should not be "+2" as listed, as that doesn't make a lick of sense; assuming the scout class uses d6s for Hit Dice (which I'm pretty sure is the case), average hit points for Magruug should be 3d8+6 (as a 3-HD humanoid) plus 3d8+6 (as a 3rd-level scout) = 36. Feats aren't alphabetized. +1 composite shortbow attacks should be at +10 ranged, not +11 (+4 BAB, +5 Dex, +1 magic weapon bonus). The scout class has a Battle Fortitude ability that adds +1 to Initiative and Fortitude saves as long as the scout wears light or no armor; while the description states that Magruug's stats include these modifiers, they actually don't - as a result, Initiative should be +6, not +5 (+5 Dex, +1 Battle Fortitude), and his Fort should be +5, not +4 (+1 as a 3-HD humanoid, +1 as a Scout 3, +2 Con, +1 Battle Fortitude).
p. 52, Sigur, male fossergrim cleric 1: Masterwork silvered battleaxe damage should be 1d8+2/×3, not 1d8+3/×3 (+3 Str, -1 alchemical silver). Masterwork silvered handaxe damage should be 1d6/×3, not 1d6+1/×3 (half of a +3 Str bonus = +1, -1 alchemical silver).
p. 58, Huecuva: With 3 HD, he should have 2 feats (plus the bonus Toughness feat from the template), not 3 feats plus the bonus feat.
p. 61, The Betrayer: Feats aren't alphabetized. Skills should include Disguise +3 (+5 acting) [0 ranks, +3 Cha, +2 synergy bonus from Bluff].
p. 61, Mounted Skeletons: It's worth noting first of all that these are specifically stated to be a skeletal rider and a skeletal horse fused into a single Large creature. AC should be 16, not 17 (-1 size, +2 Dex, +5 chainmail). Touch AC should be 11, not 12. Flat-footed AC should be 14, not 15. Lance attacks should be +5 melee, not +6 (+2 BAB, -1 size, +4 Str). Longsword attacks should be +5 melee, not +6 (+2 BAB, -1 size, +4 Str). Hoof attacks should be +5 melee, not +6 (+2 BAB, -1 size, +4 Str). Bite attacks should be +0 melee, not +1 (+2 BAB, -1 size, +4 Str, -5 secondary attack).
p. 62, Jeroog, male hobgoblin fighter 3: He spent 16 of 12 skill points. Jump should be -4, not +1 (6 ranks maximum, +2 Str, -6 armor check penalty, -6 speed). Climb should be +2, not +1 (6 ranks, +2 Str, -6 armor check penalty).
p. 62, Xeron, male yuan-ti pureblood sorcerer 4: Flat-footed AC should be 16, not 18 (+1 natural, +1 deflection, +4 mage armor). Grapple should be at +5, not +6 (+6 BAB, -1 Str). +1 spear attacks should be at +6 melee, not +9 (+6 BAB, -1 Str, +1 magic weapon bonus). Touch of fatigue spell attacks should be at +5 melee touch, not +9 (+6 BAB, -1 Str), and its save DC should be DC 14, not DC 13 (10 + 0-level spell + 4 Cha).
Baduk

03-26-07, 03:24 AM
I'd be honoured!!

What are the possibilities for the PC's to get out of the crevasse with the flotsam ooze in it? Can they get to room 7?
pukunui

03-26-07, 03:29 AM
I'd be honoured!!Sweet as!

What are the possibilities for the PC's to get out of the crevasse with the flotsam ooze in it? Can they get to room 7?Well, assuming they survive the ooze, they'll have to climb out. If one of their companions has some rope, that'll help. I'll have to look at that encounter again ...
Baduk

03-26-07, 06:59 AM
ok i see, somehow I got the idea that the water's connected to the pool in room 7 but it's not so nevermind me.:D
pukunui

03-26-07, 02:56 PM
No, that's later. If they fall in the water in the room with the weird (is that room 7?) then they get swept away to room 12 or whichever is the one with the platforms and ropes and dead beholder.
pukunui

03-28-07, 08:18 PM
Does anyone else find this to be a bit strange and/or silly ...

If you go by the map of the tomb complex, you'll see that the statue of the forgotten king is only about 80 feet to the north of the mausoleum. This means that the statue is actually quite close to the graveyard, if not actually in it, yet the adventure text seems to indicate that the statue is meant to be quite a ways further into the hills than the graveyard is. It talks about how the statue is just over a mile north of the town and that the tomb complex is "north of the graveyard" (suggesting that it isn't in the graveyard).

All I'm saying is that, from reading the adventure text, I get the impression that the statue and mausoleum are meant to be fairly distant, yet if you go by the map, they're practically right next to each other. The trees shown in the statue map would have to start just off the right of the mausoleum map.

I know this is very nitpicky. It just doesn't seem very well thought out to me. :rolleyes:
Baduk

03-29-07, 08:35 AM
haha yeah I figured the same thing
it's probably just on the other side of the slope/hill
Baduk

04-02-07, 10:52 AM
the runehound was mentioned in this (http://boards1.wizards.com/showthread.php?p=11961212#post11961212) thread. My party walked into it last week... wow... that thing is WAY too powerful!! I know it could be intentionally because of the help later on but its CR certainly doesn't support that intention.
pukunui

04-02-07, 03:18 PM
Yeah. I might change it to something else. Don't know what yet, though.
pukunui

04-05-07, 10:29 PM
Is it just me or is Krootad's statblock got a problem? He supposedly has Weapon Focus (flail), but his attack bonus for his +1 flail is only +6. It should be +7 (+3 BAB, +2 STR, +1 magic, +1 feat).

I noticed this because I'm changing Krootad around a bit - clerics in my world are spontaneous casters, which means that unless Krootad has the Death domain, which grants animate dead as a domain spell, he wouldn't be able to create undead at 5th level. So I'm changing him over to a cleric of Nerull with the Death and Evil domains. This means no weapon focus for the flail (although I'm keeping that).

I'm a little bit concerned that this will actually make him a bit tougher. For instance, with the Evil domain, he casts evil spells at +1 caster level, so his save DC for death knell goes from 15 to 16. He also gains the death touch ability. That could be dangerous.
Baduk

05-09-07, 11:15 AM
:censored: :banghead: :help:

after a few weeks of inactivity we're back at this bloody barrow tonight. I'm preparing the areas 13 through 18/19 and I'm pretty disappointed. The description for the maze is just rediculous! The errata should read: "DONT USE OUR MAZE, MAKE UP YOUR OWN."

I'm going to ignore 99% of what the adventure gives me.

I'll go with the runes, put a Lantern Archon in since their levels are a bit high and they'll see a dead varag or two (no healing potions since they've got enough of those). They can either follow the Lantern or track themselves.
pukunui

05-09-07, 01:34 PM
Yeah, the maze is pretty weird. It became obvious to my players pretty quickly that I was just making it up as they went along. I gave them a lantern archon briefly, but I didn't want it to get them out of the maze so soon, so it disappeared ...

I should have had them find more potions. They really needed more potions. They lost their ranger in the maze, so they also lost the ability to track footprints, but I let them find some anyway and follow them out of the maze.


I just want to say - beware the tomb spider! Never mind the fact that it and its underlings are wounded, they are too powerful for level 3-4 adventurers! My group nearly got completely wiped out by the web mummy, broodswarms, and tomb spider combo.

The cleric got infected with the "tomb-tainted soul" poison and was horrified to find that his cure spells hurt rather than healed ... but when the half-giant tank fell to the tomb spider, he tried a cure spell on him anyway and ended up killing his buddy rather than healing him! :eek: Then the tomb spider trapped the cleric in a web and slaughtered him. The rest of the group skidaddled.


Boy am I glad that I got rid of the runehound. I just wish I had converted the tomb spider to a normal monstrous spider (even a HUGE monstrous spider is less deadly than this thing!). If I had this to do all over again, that's what I would do. I'd make it a Huge monstrous spider (with the added bonus that the Huge monstrous spider mini, being more recently released, is more affordable than the Large monstrous spider mini) along with a regular mummy and a regular spider swarm or something.
Baduk

05-10-07, 04:33 AM
The labyrinth was just one big question for my party: do we follow that lightbulb or not? The water-trap with those leeches gave 3 out of the 4 (n)pcs demon fever though....
tricky_bob

05-10-07, 11:21 AM
The labyrinth was just one big question for my party: do we follow that lightbulb or not? The water-trap with those leeches gave 3 out of the 4 (n)pcs demon fever though....

I used the first room and had a couple of nasties summon and then made up 2 extra rooms with puzzles in them to avoid the rest of that bit (yes, it was crap).
pukunui

05-10-07, 10:55 PM
I used the first room and had a couple of nasties summon and then made up 2 extra rooms with puzzles in them to avoid the rest of that bit (yes, it was crap).
I actually followed the instructions and just randomly rolled up rooms until the PCs chose the right exit 5 times in a row.
Baduk

05-11-07, 04:59 AM
and were you/your players happy with that?
AaronDireBear

05-11-07, 05:05 AM
Yeah, the maze is pretty weird. It became obvious to my players pretty quickly that I was just making it up as they went along. I gave them a lantern archon briefly, but I didn't want it to get them out of the maze so soon, so it disappeared ...

I should have had them find more potions. They really needed more potions. They lost their ranger in the maze, so they also lost the ability to track footprints, but I let them find some anyway and follow them out of the maze.


I just want to say - beware the tomb spider! Never mind the fact that it and its underlings are wounded, they are too powerful for level 3-4 adventurers! My group nearly got completely wiped out by the web mumm
y, broodswarms, and tomb spider combo.

The cleric got infected with the "tomb-tainted soul" poison and was horrified to find that his cure spells hurt rather than healed ... but when the half-giant tank fell to the tomb spider, he tried a cure spell on him anyway and ended up killing his buddy rather than healing him! :eek: Then the tomb spider trapped the cleric in a web and slaughtered him. The rest of the group skidaddled.


Boy am I glad that I got rid of the runehound. I just wish I had converted the tomb spider to a normal monstrous spider (even a HUGE monstrous spider is less deadly than this thing!). If I had this to do all over again, that's what I would do. I'd make it a Huge monstrous spider (with the added bonus that the Huge monstrous spider mini, being more recently released, is more affordable than the Large monstrous spider mini) along with a regular mummy and a regular spider swarm or something.


Lots of the stuff in this module was ridiculously overpowered, which is why I aged Tyra to 13 and made her a wizard to help the party, (Her deceased grandpa was supposed to have information about a cult that had been hounding the party, but she knows where his diary is), but the runehound was too much.

When it one shotted the party fighter I exclaimed "Okay THATS IT! To Hell with this! I am REWINDING THE GAME to whe n you were climbing out! Give me a beer and 5 minutes and I'l write a different encounter because this is ridiculous!"

I rarely if ever use deus ex machina, because I tend to write balanced adventures. The runehound was so ridiculously powerful for its cr that I had to tap my "Wizard that Did It" NPC to rewind time a bit and change circumstances.

Instead they encountered 2 bandits who were arguing with a Quasit (whose master Xeron owed money) and a wyrmling white dragon (whose grandmother Xeron ALSO owed money). They dispatched the dragon and the bandits by hiding in the bushes and trees (the dragon survived and is now in their custody) and they took out the Quasit with a single arrow. They gained information and now have a prisoner dragon that the fighter intends to sell to the circus. They had fun and they were very clever. It could have gone real bad if they hadn't been tactical.

Still trying to figure out how the blazes the Dark Island room works...it isnt very clear about the layout.
pukunui

05-11-07, 08:49 AM
Still trying to figure out how the blazes the Dark Island room works...it isnt very clear about the layout.The Dark Islands room is awesome! Definitely one of my (and my group's) favorite parts of the adventure so far. I will admit that it is difficult to figure out what's going on with the layout and the description, but figure it out I did and I built some props to give it the proper effect:

http://farm1.static.flickr.com/248/458056165_e3bdf5c7c2.jpg


Cheers.
pukunui

05-11-07, 08:51 AM
and were you/your players happy with that?
More or less yes.

Sorry, I didn't see your post at first.
AaronDireBear

05-11-07, 11:04 AM
The Dark Islands room is awesome! Definitely one of my (and my group's) favorite parts of the adventure so far. I will admit that it is difficult to figure out what's going on with the layout and the description, but figure it out I did and I built some props to give it the proper effect:

http://farm1.static.flickr.com/248/458056165_e3bdf5c7c2.jpg


Cheers.

Would it REALLY have been so hard to put in a side view image, or would that have made too much sense or would it have been too "Monte Cook" for them????
pukunui

05-11-07, 03:30 PM
Would it REALLY have been so hard to put in a side view image, or would that have made too much sense or would it have been too "Monte Cook" for them????
It probably would have increased the page count.
Baduk

05-18-07, 09:22 AM
WOW!!! nice!!! I had a pretty hard time getting a good idea of that room too.

Btw, is it just me or are the Assaulter & Harrierr mixed up a bit?

Harrier: melee spike +6 but has feats acrobatic, dodge & mobility
Assaulter: melee bite +8 but has no "tumbling" feats.

Description says the one with paws and oversized jaws is tumbling. So it should have the bite attack!

Anyway the adventure's still fun and they're now getting ready to find the tomb spider. That web mummy is indeed pretty powerful. 1d6+10 :o
pukunui

05-18-07, 09:44 AM
Didn't notice that about the assaulter and harrier. I don't even know what book they're from ... would've been nice if they'd put the book reference in there. Thank goodness RHoD has all the book references ...

We just finished the adventure this evening, btw.
Baduk

05-19-07, 04:45 AM
so how did you end the adventure?

Is RHoD a good follow up?
pukunui

05-19-07, 05:10 AM
I haven't had a chance to post last night's recap session - but I thought it ended fairly well. Unfortunately, two of my players are in a tizzy about some stuff that's really not that big a deal, so I'm a bit worried about what's going to happen next session ...


RHoD is a good follow-up to BotFK if your PCs get to level 5 by the end of the adventure. Otherwise, they'll only get to level 4, and you'll need to insert something in between the two.
Baduk

05-20-07, 05:31 AM
ok well I'll get RHoD then