| Post/Author/DateTime | Post |
|---|---|
| #1asmodeusloreNov 11, 2008 23:45:43 | Dungeon 160 Den of the Destroyer The Scales of War, part 5 by Rodney Thompson The Scales of War Adventure Path continues when the PCs receive a strange summons from an unexpected source. It takes them back to Brindol and sets them on a quest that may change the course of their fates. Talk about this article here. ![]() |
| #2JohnLynchNov 12, 2008 5:45:24 | I'm a tad confused. Sarshan wasn't willing to arm the Orcs, but was willing to arm the gnolls? That makes no sense. |
| #3sotp_seamusNov 12, 2008 7:09:43 | I haven't read through it yet, but it seems as though it ties together a huge number of loose ends that have been floating around out there for a while. I do hope this is a sign of things to come, and that my hopes have been justified. |
| #4WotC_RodneyNov 12, 2008 11:05:14 | I'm a tad confused. Sarshan wasn't willing to arm the Orcs, but was willing to arm the gnolls? That makes no sense. Sarshan wouldn't arm the orcs because he didn't control them. He was able to manipulate the goblins and buy off the gnoll mercenaries, but the orcs' plans weren't part of his plans so no sale. The orcs just wanted to destroy Overlook and everything in its path; the gnolls and the goblins he could control with more precision. |
| #5CinnibarNov 12, 2008 16:50:27 | Thorn has an awful lot of Hit Points for an Elf. That's pretty much the first thing that threw a "!" up in my mind. I mean, mechanically, I understand. He's a solo monster... but when I think solo monster, I think Dragon, Lich, or other huge beastie. Putting that kind of oomph in the hands of a standard PC Race monster seems excessive to me. Just struck me as somewhat out-of-kilter to see it. |
| #6GrazelNov 12, 2008 17:21:29 | Is it just me or does Amyria appear to be a deva? Based on her stat block and the lines in the FRCG she fits the bill of the renamed/reimagined aasimar (plus due to a pic posted elsewhere we know the Deva is a race coming up and pretty much confirmed as being in PHB2 with MM-style writeup in MotP). |
| #7JohnLynchNov 12, 2008 17:49:11 | Sarshan wouldn't arm the orcs because he didn't control them. He was able to manipulate the goblins and buy off the gnoll mercenaries, but the orcs' plans weren't part of his plans so no sale. The orcs just wanted to destroy Overlook and everything in its path; the gnolls and the goblins he could control with more precision. Thanks Rodney. I'd tweaked the adventures so that the Emissary (who I'd changed to Modra) did control the orcs. Given this adventure though, I can't see how that would work and still make sense, so I'll not make that change after all. |
| #8MisroiNov 12, 2008 18:09:35 | As mentioned in a different thread, don't change it, John! Looking back on it, I'm pretty sure that the dark creepers were thrown in there as red herrings to throw to the PCs. Players tend to look at mysteries at face value. They usually only see the first layer of the onion, and when they peel it away to find the second, they're usually content to stop there. "Revealing" Modra to be the Emissary is that second layer; he knew that there was an Emissary pulling the strings in the area, and that Sarshan "worked" for him. He took up that mantle since Sarshan wouldn't arm the orcs, and when that plan backfired, Sarshan used Modra as a scapegoat to throw the PCs off his tracks. It's not GM fiat if the PCs aren't aware of where the plot is going in the first place. ;) |
| #9WotC_RodneyNov 12, 2008 18:33:41 | I mean, mechanically, I understand. He's a solo monster... but when I think solo monster, I think Dragon, Lich, or other huge beastie. Putting that kind of oomph in the hands of a standard PC Race monster seems excessive to me. Think of it this way: as a bounty hunter that is out there collecting bounties on his own, he's got to be very tough, very cunning, and very survivable. He may not be the best shot in the world, but unlike the other bounty hunters who work in groups he's been around the block a few times and has brought in some big bounties, not because he's the best shot in Overlook with a crossbow (he isn't) but because he knows how to use his own speed and cunning to live through a long fight against mutliple opponents. Plus, Thorn is supposed to be like the Boba Fett of this adventure. He shows up, badasses around for a little while, but in the end the PCs are probably going to throw him into a Sarlacc pit...er...work together to take him down. |
| #10JohnLynchNov 12, 2008 18:46:02 | "Revealing" Modra to be the Emissary is that second layer; he knew that there was an Emissary pulling the strings in the area, and that Sarshan "worked" for him. I dunno. It feels kind of cheap to say to the players "you've killed the emissary" and then a couple of adventures later say "psyche :P" Instead I think playing it as written so that Modra is an employee of the Emissary is much more fulfilling. I'll simply have to try to foreshadow that Modra is working for someone much more powerful. |
| #11KentinalNov 12, 2008 22:49:24 | Think of it this way: as a bounty hunter that is out there collecting bounties on his own, he's got to be very tough, very cunning, and very survivable. He may not be the best shot in the world, but unlike the other bounty hunters who work in groups he's been around the block a few times and has brought in some big bounties, not because he's the best shot in Overlook with a crossbow (he isn't) but because he knows how to use his own speed and cunning to live through a long fight against mutliple opponents. I still trying to get around the idea, remember that NPC you killed a while back. Well he is back in operation, I guess somebody raised him from the dead. I am not a fan of do not let this NPC die no matter what, however as a DM I clearly should know when an NPC is expected to reappear. So that if the NPC dies, I can bring up the NPC behind the NPC (even if just to raise from the dead) to make the story flow without last minute inventions. The key issue was the first example of that, however a key is simple to deal with. NPCs coming back to life clearly more involved matter. |
| #12hellzonNov 13, 2008 12:58:48 | Thorn has an awful lot of Hit Points for an Elf. I haven't read the adventure but I read your post and my first thought was of Prince Nuada from Hellboy II. The HP represents all his hopping around. ;) |
| #13jmspencerNov 13, 2008 21:30:17 | Anyone else having the problem where the page numbers for Tactical Encounters don't actually match the "see encounter on page XX". (Don't know if it's my Acrobat being weird or if the page numbers being referenced actually don't exist.) |
| #14GrazelNov 14, 2008 11:50:27 | Anyone else having the problem where the page numbers for Tactical Encounters don't actually match the "see encounter on page XX". (Don't know if it's my Acrobat being weird or if the page numbers being referenced actually don't exist.) Not just you. I suspect the references were hard-coded text and not bookmarks and the article got moved to a different set of pages. For example the 'Kidnappers' encounter (first one referenced) says to see page 71, the encounter is actually on page 29. That's a 42 page difference so I suspect that they moved the articles around between when it was written and when it was compiled into the pdf. |
| #15sotp_seamusNov 14, 2008 12:09:30 | Not just you. I suspect the references were hard-coded text and not bookmarks and the article got moved to a different set of pages. For example the 'Kidnappers' encounter (first one referenced) says to see page 71, the encounter is actually on page 29. That's a 42 page difference so I suspect that they moved the articles around between when it was written and when it was compiled into the pdf. I was curious about this at one point. It's because it's a segment of the magazine as a whole. You'll notice that page 1 isn't called page 1 at its bottom. |
| #16GrazelNov 14, 2008 15:04:44 | True but if you put the visible page number in in Adobe it goes to that page. The page 29 I referenced wasn't 'page 29' of the pdf file but the page number 'printed' on the page and also the page index in Acrobat since the first page isn't page 1 by Acrobats index. This is a common error with WotC it seems as even in the print books we'll sometimes see them reference the wrong page or just have a 'see page xx' where the page number was never filled in. |
| #17jamesbraun98Nov 25, 2008 8:24:30 | On the map it labels area 9, the balcony above the stairs. There is also another hallway off into nothing. There is no section 9 in the body of the text. The balcony is only mentioned in area 1 as unclimbable. Why give it a number if your not doing to describe it. I assume the hallway into nothing leads to the other ruined balcony, but it should look ruined on the map, not just stoped. |
| #18runreallyfastDec 11, 2008 6:35:04 | Is it just me, or was this the easiest of the Scales of War adventures so far? We did the entire dungeon, ambush and all, without taking an extended rest. The last encounter was sort of scary in that we lost initiative to EVERYTHING, but after soaking up the first round of massively damaging bursts (ouch!), it all just sort of collapsed. I think there might have been a typo in the mounted gnolls, too; the DM said that they had +23 vs AC, which seems sort of high for an 8th or 9th level monster. |
| #19linusApr 17, 2009 16:03:54 | This adventure to me seems like a complete and total railroad. Has anyone written up anything more interactive for getting them to the Fortress? "You get summoned completely across elsir vale. There a sword tells you exactly where to go, the full past and current history of that place, why you should go there, and what to do once you get there" It just seems ham handed to me? Anyone else put some time into finessing this a little more? |
| #20thellarenApr 17, 2009 16:56:47 | Linus, you forgot the part about the NPC who followed them from Overlook, met up with them in Brindol, and still managed to be far enough ahead of them to set multiple randomly-placed pitfall traps in their path to slow them down along the trip to the Den. |
| #21cbehreApr 17, 2009 18:46:28 | Despite the railroad, my players managed to derail much of the adventure when they caught (impressively) Thorn sneaking in the balcony entrance after them. He barely kept up with them on the trip to the fortress (due to good rolls in the skill challenge) but they rested the night before assaulting the stairs which gave him back the advantage. Had they not rested, I would have not given Thorn a chance to get in to the fortress and activate the mind trap. My plan was to have Thorn follow them in the main entrance and observe them get worn down before striking. What I (and thus Thorn) did not count on was them dimension-door-ing onto the balcony, setting up a taut line, and scaling the balcony. So Thorn followed them in (using the line they left behind). But the fighter realized that mistake and caught 'ole Thorn in the act. After a crazy battle on the balcony (slightly powered down because of the hazard) Thorn begs for parley while he is hanging from the severed rope. As part of the bargain he divulges all the fortress' secrets (basically the entire map minus the ritual room). Using the secret tunnels the party skipped to the marshaling point and then on the ritual chamber. They finished the entire adventure in three game sessions. I'm not too sad about it--I'm eager to get them into Temple Between anyway. |
| #22linusApr 26, 2009 14:14:55 | Heres what I came up with. In Sarshan's tower I planted some evidence for them to find, to get them interested in looking for the Gnolls. They have received word that their presence is required in Brindol Immediately. There they will speak to they sword, but the sword will only tell them that a great disturbance between the planes has awakened her. She will tell them of a ritual that can be performed to complete her awakening, but that an immense source of power will be required. She will ask one of the PC's do carry her into battle, and that that person will know when the time comes to perform the ritual. Basically the same deal, but the players should at least feel like the places they go and the things they do once there, are more or less their own ideas, and not the railroading of a ham fisted DM. Thoughts? |
| #23SourceOfEvilSep 20, 2010 14:34:35 | Yes, I know I'm reviving a dead thread....but hear me out please... Anyone else notice in this one there are no keys for the first two (I think) encounters? The maps are numbered....but nothing to say what the rooms are. I've made up my own stuff, but really, we can't just fill in the info? |