Man! They killed the Garrow guy in one hit! [Archive] - Wizards Community

Post/Author/DateTimePost
Razorcake

09-26-04, 04:34 PM
I ran the Forgotten Forge and Shadows of the Last War.
Two solid well designed adventures if you ask me, but my, did it had a sudden change or what! (hold on to your horses!)

The heroic party consisting of:
(28 point buy)

Silver: Warforged barbarian lvl:3, Mithral laced, Mw, scythe.
Terrin: Dwarven rogue lvl:2. Fighter:1.
Haddurkar: Hobgoblin artificer:3.
Sal: Shifter Cleric:2. Barbarian:1


So they where at the quarry. Where the Emerald Claw is at.
Sneaked past them.
Slew some zombies,
silently killed some Guards.
Got to the place where the map was at.. Garrow came up.
Then IT happened...
The warforged and the cleric where a hidding,
Garrow came up.
The Warforged charged, won innitiative (rolled 19)
Garrow (rolled 10 + 5 from action point.)
The guy was raged, bulls strength enriched, grasped a Mw.scythe 2-handed, had 24 Str total. Power attacked for 3 points, Charged...
...
ROLLED a 20!
Confirmed with a 19!
Did 8d4(rolled for 20 dmg) plus 40 (from Str) plus 24 (power attack) worth of damage.
84 damage...

yeah...

....
...
..

Poor wanabe vampire guy.
Got critted by a scythe.

And then they were like:
"I look for the second one!"
Saurenda

09-26-04, 04:44 PM
RMAOL

*points at Garrow* Ha ha!

If you think that's bad, my pcs employed all the wolves, Rosa, and an extra surprise.

When the Emerald Claw soldier renforcements came(They slew the Cleric and the Necromancer in silently, there was a range and a rouge who worked well together and the rouge was a changeling who had slain the lone guard to get his clothing) the pcs were prepared. They sent out all the wolves, and Rosa leading them. In the dogpile, yes pun, Garrow fell, and then coup de grac. Rosa killed him for the Pcs as thanks. After that the soldiers were so enraged they followed the pcs back into Whitehearth, half were killed when they tried touching locked doors, and the other half had a flaming sphere on thier tales the wizard had let loose on him.

No Whispers of the Vampires Blade for this guy, instead a house Sivis messenger will kick in the door with an urgent telegram. The poor pcs...this will happen after all the other kick in the doors, so they'll think he's an encounter.

I swear Vol, put your henchmen through training, or something.
falling

09-26-04, 06:39 PM
both games sounded fun...
that unpredictability is what i think makes being a DM worth it.
Bubba333

09-26-04, 07:41 PM
Characters:
#1: 3rd lvl gestalt half-elf Fighter/Ranger (PC)
#2: 2nd lvl gestalt elf bard/swashbuckler (PC)
#3: 2nd lvl gestalt half-elf druid/ranger (PC)
#4: 3rd lvl gestalt warforged fighter/monk (NPC)

They survey the scene and #1 spots everything (got a 28 to Spot). They split into two teams and scout along the ridge. They meet at the middle and go north (top of the map). Then they slink down #4 gets spotted by a zombie. They quickly dispacth them in three rounds just in time to face (and kill in one round) a roving Emerald Claw patrol. They sneak up to the buidling with the map and then #1 and #3 sneak attack the two EC soldiers. #2 and #4 both kill the zombie in two rounds and they all move inside quietly (I saved the leader for later). They decipher the map and move out in under 15 minutes (writing the words on the statues as well). I have a feeling that Garrow will be no match for them, so I had him and the other main EC NPCs unaware of the PCs. However, Garrow's bird will still do it's thing and he'll pop up later.
Egres

09-26-04, 09:06 PM
Poor wanabe vampire guy.
Got critted by a scythe.

And then they were like:
"I look for the second one!"
Off topic:Bubba..remember me?
Check out your inbox!:)

On topic:ok, i don't own these adventures and then i'm probably missing something, but i have a question:how did you crit a Vampire? :confused:
Saurenda

09-26-04, 09:08 PM
Off topic:Bubba..remember me?
Check out your inbox!:)

On topic:ok, i don't own these adventures and then i'm probably missing something, but i have a question:how did you crit a Vampire? :confused:

He was a changeling impersonating a vampire's form to scare the PCs.
Egres

09-27-04, 07:49 AM
He was a changeling impersonating a vampire's form to scare the PCs.
Ok. :)
billseurer

09-27-04, 09:11 AM
When my guys saw the vampiric acting Garrow they utterly freaked and ran away. Sometimes too much knowledge is a BAD thing because in another recently campaign their much higher level character almost got wasted by a vampire.
Greyson

09-27-04, 02:04 PM
So, it's okay with plot and theme if Garrow is killed, then? As noted above by Bill Seurer above, the PCs I GMed for initially ran from Garrow in vampire guise. But, I do not expect them to run when he approaches them outside of Whitehearth.
Saurenda

09-27-04, 02:09 PM
Garrow is killable if you wish, and con be replaced with any other Blood of Vol leader like Demise, in the next adventure Whispers "Kick in the door" lists Garrow as an option for assulting the PCs and later as an airship captain, you need not have him and simply replace him with demise or someone else of your own creation.

However Eberron is good with recurring villians. You can make it look like Garrow got killed when instead he is truly lurking.

For all of you that had Garrow killed didn't the module say not to have him reveal himself until he had cast obsucrring mist and sink back into it? Thats a 20% miss, anyone forget to do that or they just thought they could indimdate the PCs?

Initally my PCs also ran as they knew they were no match for a vampire.
Radiating Gnome

09-27-04, 06:21 PM
My PCs are a complicated, not very bright bunch . . .

The group is big -- 7 pcs -- by the time they get to Rose Quarry. It's really too many. Sometimes I add more popcorn to encounter to make up for the extra numbers.

The party entered Rose Quarry and attacked the Emerald Claw camp first thing -- and did a credible job smashing the camp, turning the skeletons, killing the leaders and half the soldiers, while the other half ran for it. The party also burned through most of their healing during and after that fight.

Then they got one of the Emerald Claw wagons, loaded it up, and the rode down the middle of the road to the temple and forge. The soldiers who'd run had run to the forge for help, so the Fighter there and the other soldiers knew that the Pcs were coming, and they were riding down the middle of the road with a cart . . . and then they decided to check out the temple first. They spotted the zombies, then Garrow in the shadows, and Garrow headed for the forge . . . led the party back into the road between the two buildings, where they were greeted by a barrage of crossbow fire from the Forge entrance.

Garrow skirted the fight after than, managed to spook the PCs a lot but rolled very badly with his death touch and didn't turn out to be all that effective. The PCs took another heavy beating, but managed to defeat everyone except Garrow, who escaped.

That was a session ago. They just finished Whitehearth, and were in the mines on the way out, where Garrow and more skeletons and solders were waiting for them.

I figure Garrow will get away again -- I hope, anyway -- but PCs have a way of surprising you -- and mine have a habit of throwing caution to the wind and going nuts to try to take out the bad guy leadership. But I don't think they can get to him this time . . .

rg
Greyson

09-27-04, 08:49 PM
Thanks for sharing your PC's story with us, Radiating Gnome. Do you have a Web journal detailing your campaign? If not, you'll have to keep us filled in on how your party fares through the rest of SotLW.
Radiating Gnome

09-27-04, 10:06 PM
I have good intentions (when it comes to the journal) but haven't had the time to write up the stories of their adventures. I've been trying to get a full set of summaries up for reference, that can be replaced by more complete story hours, but there just hasn't been time.

-rg
Fevil

10-01-04, 08:26 AM
And then they were like:
"I look for the second one!"

ROFLMAO!!

That comment alone would have earned them extra xp.

Seriously though I sympathise, I have a player whose is a one man army in my Scarred Lands campaign and recently all my big encounters have been running along those lines. My advice, beef up the NPCs a bit or fudge it so that the PCs do win, but its more of a challenge.
Radiating Gnome

10-01-04, 09:20 AM
ROFLMAO!!

That comment alone would have earned them extra xp.

Seriously though I sympathise, I have a player whose is a one man army in my Scarred Lands campaign and recently all my big encounters have been running along those lines. My advice, beef up the NPCs a bit or fudge it so that the PCs do win, but its more of a challenge.

The problem I ran in to with my previous campaign, in which there was one big killing machine in the party, was that if I made the challenges tough enough to give the Tank a run for his money, everyone else in the party didn't stand much chance against them. As they got to be higher level, and disparities grew bigger, it just got worse.

If you must make the fights tougher, do it with greater numbers instead of bigger bads -- and throw in more popcorn baddies. You can never have too many kobold minis on the table. The main problem with the Garrow encounter in SLW is that, as written, the party encounters him basically alone, making it very hard for him to use his spells and abilities. That's part of the reason, as DM, I was eager to take advantage of the fact that my players had been so supremely unsubtle and let the EC soldiers know they were coming -- so that they would have to fight Garrow AND a half-squad of EC soldiers and some assorted undead as well.

But when you're dealing with an unstoppable Tank, I'd start to think about things like reputation. Someone that tough is going to start making a name for himself. After all, PCs aren't the only ones who can do their homework. The nice thing about recurring villans like Garrow (if you can keep him alive) or organizations that manage to communicate even when their members die (the way the final messengers work for the Warforged agents of the Lord of Blades) is that they start to know the PCs, and know what they'll do -- and they can start to plan tactics for the specific PCs that they will be facing. Is the party warforged a huge strong adamatine tank with a greatsword (or Scythe) that hacks the bad guys to bits? Once the bad guys know about him, they can plan accordingly -- slow his movement (caltrops, grease spell, rough ground, tanglefoot bags), pepper him with missile fire, pull some sort of monkey pile grapple routine to take him out of the equation, trip him, disarm him, etc. Odds are, anything with a will save will have a good chance of working on him too.

- rg
Fevil

10-01-04, 09:54 AM
Odds are, anything with a will save will have a good chance of working on him too.

- rg

Exactly. A fact which my NPCs are very aware of and have used against him several times in the form of Hold Person and Feeblemind. It pisses him off no end :)
As for cannon fodder, again I agree and have used to slow him down just long enough to have the main NPCs cast their defensive spells on themselves.
The advice I was giving in my last post related to the Garrow encounter specifically, perhaps I should have made that more clear.
The_Fan

10-01-04, 10:11 AM
IMO, the key to running Garrow effectively involves him never getting hit at all.

He should be always fighting defensively, or even just going full defense if he's doing nothing but standing around and talking. He should also always have a few defensive buff spells up.

However, his biggest defense is that the party should never seriously consider attacking him. When he showed up as a vampire, the entire party balked at the iea of facing a vampire at all. I've yet to run him as the captain, but in that case he should be playing innocent. He shouldn't be getting into the boarding party fight at all if it can be avoided.

As another alternative, he could have some weird contingent create greater undead type spell on him. Which means one day after you kill him, he will rise again as a vampire for real this time!
Radiating Gnome

10-01-04, 10:28 AM
I've yet to run him as the captain, but in that case he should be playing innocent. He shouldn't be getting into the boarding party fight at all if it can be avoided.


I'm looking forward to that bit, myself. My plan is for him to be very interested in the party and what they can do -- ask them to tell him stories, invite them to eat with him in his cabin, talk about maybe hiring them for some missions of his own . . . try to set him up as a prospective parton, and gather as much intel about the party as he possibily can.

-rg
cosmikube

10-26-04, 05:51 PM
doesn't garrow trying to impersonate a vampire require a bluff check? and while a bluff +7 is good (i'm assuming 3 ranks +2 charisma +2 changeling) it's hardly bulletproof. i have yet to run the adventure (will start forgotten forge this weekend) but my main cnocern is not wether they try to attack garrow or not but if they actually believe him a vampire. one of the PCs is maxing his sense motive skill, shouldn't he get the chance to see through garrow's bluff?

if they do find out he's not a vampire, they garrow will sound pretty silly when he talks about "feasting on the intruder's flesh"!
Radiating Gnome

10-26-04, 05:55 PM
Use his disguise skill, complete with his changeling +10 racial bonus (IIRC), and oppose it with spot.

-rg
Foxboy2000

10-26-04, 06:47 PM
And the PCs only get the spot check (complete with lighting penalties) if they have reason to suspect that he's not what he seems.

The funny thing is, my party has a changeling paladin and NO ONE thought that the BBEG was anything but what he seemed...

Although there is a fighter in the party who has little patience for "parlay...."
cosmikube

10-27-04, 05:01 AM
Use his disguise skill, complete with his changeling +10 racial bonus (IIRC), and oppose it with spot.

-rg

hmmmm... this doesn't seem right... disguise should IMO represent the ability to alter the way you look while bluff grants you believability (is this an english word? :) ) so a character could very well disguise himself as an orc and be the best at it, as long as he would just shut up. if you don't BEHAVE orc someone's gotta suspect something is wrong... specially in a world full of changelings... same goes for garrow... he's a changeling, and he changes into a vampire. ok. now he has to act the powerfull undead guy so that the PC's believe him... granted, the PC's never met a vampire so they don't know how a vampire behaves. on the other hand, one of the party members is a changeling so they've seen shapeshifting abbilities first hand! i'm giving the PC's a spot vs. disguise and then a sense motive check if garrow speaks. if they succeed vs. his bluff (still difficult, i may give garrow a +2 synergy bonus due to his excellent disguise) they will know something is wrong about him. they won't know he is a changeling disguising as a vampire, just that something is wrong about him, like he's acting out.
but that's not my only beef about the garrow character anyway. another way the PC's may know something is wrong is by him casting obscuring mist. garrow has no metamagic feats like quickened spell or silent spell so i'll assume that his casting of the spell will come full with verbal and somatic components which will hurt his credibility as a vampire, at least for experienced players who know what a vampire is (luckily for me, i'm DMing my new practically inexperienced group!!!).
now don't take me wrong, i actually like the adventure very much, and think it's a nice introduction to eberron, so much it's the first time i'll DM a published adventure. but this character... i don't know... i guess they tried too hard to make him a future recurring villain... that whole "lookie, i'm a scray vampire and i'll disappear in front of your eyes so be very afraid!" doesn't cut it for me, and i think my PCs will not buy it (although i hope they will!) in case garrow gets killed and they don't attack the emerald claw camp, i'll just have one of the other two leaders be the recurring villain (i forget their names, either the necromancer or the dwarf cleric).
anyway, it's a good piece of work overall, and i don't understand the people who complained about the art! i think it's gorgeous! very comic-book-like, which suits eberron, IMO.
cosmi signing out
Moleculor

10-27-04, 08:30 AM
I'm looking forward to that bit, myself. My plan is for him to be very interested in the party and what they can do -- ask them to tell him stories, invite them to eat with him in his cabin, talk about maybe hiring them for some missions of his own . . . try to set him up as a prospective parton, and gather as much intel about the party as he possibily can.

-rg

Should work beautifully if you pretend to play it like it's an opportunity for "Roleplay XP".
Radiating Gnome

10-27-04, 10:04 AM
hmmmm... this doesn't seem right... disguise should IMO represent the ability to alter the way you look while bluff grants you [snip]

Well, do what you like with the Disguise/Bluff thing. I would just use disguise for Garrow's efforts to make himself appear to be a vampire, and Bluff it he were trying to make the party believe something specific -- like he was actually being burned by holy water, being turned by a holy symbol (and then perhaps overcoming that turn), etc.

Vampires -- real and fake -- play a huge part in the two Eberron mods. And the question of how much the PCs know about vampires comes up quite a bit. So your PCs have never met a vampire -- but is it possible that they know enough about them, from stories and other things, that they might recognize true vampire behavior?

In Whisper, the PCs are put on the trail of a spy who is not overtly called a vampire, but his "newfound abilities" and the title of the module pretty much give it away. And given that there was a vampire in the previous mod, it was easy to make the leap to Lucan also being a vampire.

It's funny. I managed to protect one secret -- that Garrow is not a Vampire -- very well, but trying to pretend that Lucan Stellos is not didn't work very well at all. I do really wish the name of the mod had been something different. (And, okay, if you want to argue historic/political background, and say that the Soul Blade was created as an agent of the Karrnathi Throne, and Kaius III is really a vampire, so THAT's why the sword is being called the Vampire's Blade . . . but the PCs are ALSO not supposed to know that Kaius III is a vampire (not that it's hidden from them, right there in the Campaign setting). Lucan's vampiric nature became an open secret in my group -- they paid lip service to not knowing that he was a vampire, then prepared to face a vampire anyway. It was counterproductive.

If there are DMs getting ready to run Whisper out there, take muy experience to heart, and do one of several things:
1. Rip off the cover and don't let your PCs know the name of the mod.
2. Think about rewriting the mission description given by Viorr, and go ahead and let them know that they are facing vampire. Why fight with them to keep meta knowledge out of the game if there's really no reasonable way to expect them not to know?

-rg
GlymmGlassdancer

10-27-04, 01:10 PM
Well, I am currently running my group through Shadows and we have just gotten to Rose Quarry. They had Failin move his cart past the town, hiding farther north. He initially refused to do this, even after the players reminded him that they had saved his life in that dirty little bar. (The bugbears took an opportunity to attack him there...there is more of a story, but that can be told at a later time.) He still wasn't going for it. But after some discussion and diplomacy, Failin was a little more willing to put himself in danger once it was explained that Lady Elaydren D'Cannith would be willing to reward him handsomely. They entered the town from the north, trying as best they could to remain silent, but the glinting on the new full plate that the cleric was wearing caught the eye of one of the soldiers and the whole camp went to investigate. One of the changling players in the group tried to impersonate a guard but failed, the sorceror at first believing him, the cleric not so much. There was quite a battle following this, with spells and arrows and bolts and a judicious use of a dragonmarked darkness ability. They are currently staring at the map(puzzle). Garrow is currently staring at them, hidden in shadows. The vampire schtick isn't working for him, cuz they waited until daylight. Hmm...well there went that plan, but that is alright, cuz as far as I can tell, Garrow really isn't much of a threat by himself and he is much more interested in finding Whitehearth than he is in scaring random(and somewhat dangerous)adventurers and possibly being killed. So I have him waiting and watching, his little vulture keeping an eye open as well.
Pozas

10-27-04, 02:27 PM
That's a great story. But I gotta ask...

How could the warforged charge Garrow through difficult terrain (since there was rubble all around)?
Brastan

10-27-04, 03:10 PM
He's a vampire, bring him back. ;)

If you want my solution to dead BBEGs highlight below. If you don't want to ruin a DMs ability to use this don't read, try to figure out how they keep coming back.

Vol can use the Clone spell, this is a bit of a stretch but it's a great alternative to raise dead for BBEGs who don't have access to a cleric. I've already raised Demises twice by this method. Ya the party's rogue has it in for her and is getting real mad with her constant reappearance's :)
helzapoppn

10-27-04, 04:19 PM
This is the party I ran when they reached the village:

Human Cleric 4 (Sovereign Host, also has Mark of Healing -- long story addressed in an earlier post)
Shifter Psychic Warrior 3
Human Monk 3
Warforged Artificer 3
Valenar Elf Rog 2/Wiz 1
Human Soulknife 3
Human Fighter 2 (loyal Henchman NPC, former Brelish Army Crossbowman)

Knowing this is well beyond the scope of an adventure for 4 2nd-level PCs, I've amped up the encounters along the way. The Emerald Claw expedition was no different. I toughened the Cleric, made the Necromancer (Mallora) 4th level, added a Changeling Rogue 4 (former PC turned NPC traitor), gave them greater control over the Glass Zombies, threw in some Skeletons, and increased the number of soldiers by five.

The party tried to take a soldier captive. The Valenar did a Sleep spell on a three-man patrol...and only two went to sleep (as he should have expected). The one still standing raises the alarm and the Camp is prepared for the attack.

The party wins a long, drawn-out battle and takes the Campsite. Only the Necromancer, the Rogue and one soldier escape. Those three join Garrow (who is using the WotVB 6th level stats, plus some tweakings in terms of Flaws/extra Feats), Kaela (changed to a Hexblade 2/Fighter 1) and the rest of the soldiers and zombies for the confrontation in the graveyard.

Garrow, using information given to him by the traitor Changeling Rogue, freaks the party out by using their names and talking to them as if they're old friends...when the fight begins he gets to do the Obscuring Mist and Invisibility, so that part went well. Everyone else in his expedition gets slaughtered except the Rogue (good thing because I love recurring villains).

Oh, forgot to mention that we added a new Player the week of the campsite battle...he wanted to be a Warforged so I said sure. (Backstory: His 'forged Barbarian is there as part of a Lord of Blades team sent to Rose Quarry to watch the Emerald Claw. But he's only followed the LoB because he was in the Mournland and had no choice (like how one had to be a 'loyal Communist Party member' to hold a job in the old Soviet Union)).

So now, the party are inside Whitehearth...and I'm torn about who to throw at them when they emerge. Garrow with a force of Karrnathi Undead, or the other two Warforged with a strike team from the Lord of Blades? :confused:
likuidice

10-28-04, 09:46 AM
"So now, the party are inside Whitehearth...and I'm torn about who to throw at them when they emerge. Garrow with a force of Karrnathi Undead, or the other two Warforged with a strike team from the Lord of Blades? "

Easy, both! both groups turn up, chaos ensues, the pcs have the chance to sneak away, or stay and fight, its just a big dirty free for all, the best kind of fight.
Reaver

10-28-04, 10:59 AM
True comedy when my players fought him.

First thing they did was run into him, fully buffed, and ready for them. They didn't spot him. His first action was a ray of enfeeblement on the swashbuckler/rogue, he failed the save, i rolled max, and the guy lost 11 strength, he couldnt even move.

Once the next turn started, he won initiave, and used gasoues form, and let his "minions" deal with it. When they saw him turn to gaseous form they all turned tail and flad like little cowards (except the guy on 2 strength, who was carried by the fighter).

Party was: -

Garret D'Daneith Human Swashbuckler3/rogue1 (Heir to House Denaith, with the least dragonmark, and favoured in house, hes going to go for a Dragonmark heir)

Bolan ir'Orlfane Human Fighter 4 (going to become a master thrower and occult slayer, i thougt the character rather interesting considering the other two, and the world, so i allowed it.)

Dyo ir'Sarakor Human Hexblade 4 (Going to become a Kensai, oathed to Elaydren D'Cannith whom he loves dearly)

I think the mixture of a Hexblade, occult slayer, and dragon mark heir should provide for some interesting in character RPing. Anyway, we'll see. So far its gone really well. Going to be running Whispers of the Vampires Blade starting next week.

My opinions on the two adventures so far.

Forgotten Forge

I think this looks like its gonna be the weakest of the three. Its essentially justa mini dungeon crawl. (I'm not a big fan of dungeon crawls, I prefer a more cinematic action approach, like Indy, so if there are dungeons there gonna be small). Good introduction to the lord of blades minions, and the very first turn of the very first combat, amusingly reduced the swashbuckler to -4 HP. Interesting way to introduce the characters too. I had them not know each other at all, and just happen to be in the same place at the same time when the S**t hit the veritable. With the over all pace of it, it worked very well, forcing them together.

7/10

Shadows of the Last War

A very good adventure, good pacing, good cinematics, and some good sections that can be used for RPing with NPCs (like the boat journey). After runing the entire adventure very cinematicaly, and with the atmosphere of a proper high adventure movie, the mournlands hit them like a ton of bricks. I replaced all the text describing the mournlands though, and described it all on the fly, betwen good description, and good music, the players were suitably paranoid etc. They spent a whole day in the mists, before they foind there way out, at one point i even split them up. The major let down of this section is the two encounters, i thought they were rather poor, and lowered the overall atmosphere. So i replaced them with 3 karnatthi Skeletons (which my players loved the look of), who werent really skeletons at all, but were an illusion caused by the mournlands playing with there mind, and where really three velanaren elves that were driven way off course, and had gone totally insane. They eventually broke the illusion, leaving three gibbering wrecks of elves which they offed out of combat "to end there suffering". I also wanted a certain feel with the carcass crab, that things are bigger and harder than you, and running away is a viable option, so i replaced the rather wimpy cracass crab in the adventure with the full CR8 one from the book. They fought it for a little while, then ran like cowards. Good good, there getting the feel of it now. So i pretty much changed that entire section, but i still thought it was okay from the book. I think i have found my problem though, to do a truelly cinematic game, sometimes things do have the be far harder than you, and the CR system doesnt really help with this. Anyway, rant aside. Whitehearth was sub standard. Though an interesting concept for a dungeon, it was still just that, a dungeon. There was little atmosphere, and a collection of random creatures. They blitzed through it because i didnt want it to detract from the mournlands atmos. Oh, and he vulture thing was a nice idea, gave them a real sense of being watched, and that they were gong to die when all they could see was a vulture constantly circling. As for the ending, the thing with Garrow was cool, once again he ROEed, then gasouesed, and left his minions to clean up. Reduced all of the party to negative HP, and legged it with the schema. They were rescued by there erstwhile guide to Rose Quarry, returning the favour of saving him from the Bugbears. All in all i think it went quite well, the players certainly enjoyed it.

So 8/10

Having read through Whispers of the vampires balde, the ending is more cinemtatic, though it is still a pointless dungeon full of pointless creatures, it is shorter. The rest of the adventure looks awesome. I guess I'll be changing the critters in the Zigarut, other than that i think i'll be leaving as is.

Anyway, i wasnt actually meaning to write all that, it just kinda came out, i must have bene bored or something.

Anyway, back to playtesting EQ2
Brastan

10-28-04, 01:13 PM
So now, the party are inside Whitehearth...and I'm torn about who to throw at them when they emerge. Garrow with a force of Karrnathi Undead, or the other two Warforged with a strike team from the Lord of Blades? :confused:

I vote for Lord of Blades minions or maybe even the Lord of Blades himself :D . With supporting EL 7 minions, Lord of Blades makes the threats then leaves and tells his minions to finish them. Throw in a Warforged artificer to buff his buddies. Although you could bring in another guy like Garrow who knows what has happened and just takes his appearance, giving the PCs the creeps.
ChronosCrow

10-29-04, 03:39 AM
Yeah, My Garrow go smashed by a Huge Maul hammer really before he could do anything. I really played out the vampire bit though and the PC's were pretty freaked by it too.