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| #1stringnlightswitchJul 07, 2010 21:17:36 | Alright. Well, I'm using a mid-heroic conversion of this excellently atmospheric module as my starter. The PCs are all level 4, so when Viorr calls them, it's all about their previous experiences (the thief gets pulled out of jail, the rogue scion gets contacted about not keeping a low profile, etc). Here's my problem: I'm new to the whole treasure parcel system, and I can't find any good places to put the treasure in this module. The only place where it seems anything but good old fashioned gold would be found is the endgame section at the ziggurat. Surely there must be some way to divy out the goods? Does anyone have tips on working the rewards into this module? |
| #2OgiwanJul 08, 2010 10:22:03 | Hmm. It depends how direct a conversion you want. Do you have any ideas of what magic items you want to give out? I agree, though, it does seem very hard since so much of the module is RUSH RUSH RUSH. The Airship Crash and the Lighting Rail Fight were incredibly well-received by my group when I ran it originally. |
| #3stringnlightswitchJul 08, 2010 11:05:42 | I imagine those two setpieces will be very well recieved. A problem I'm having in deciding what to give my players is that I'm rather dedicated to fitting the rewards for the situation, and the begining of the module really doesn't have anywhere to find items. It goes from Viorr (which I guess could have a small armory of things, except it's really early in the adventure) to chasing Grilsha and Lucan, which doesn't have a lot of space for finding a cache of anything. I imagine my rogue will want to picpocket the hell out of the Masquerade, so maybe I can give him some art objects then. If my PCs want to loot the dead in the wreckage of the Airships, I could give them some things, I suppose. The only place that seems really made for giving out parcels would be the ziggurat. I guess if the PCs are starved for gold and weapons by that time, it could be like a major windfall, (especially since I want them to explore the lower chambers to open up some plot hooks for later in the campaign). Another problem I'm running into is since I'm making the encounters myself, and my players are level 4, I'm not sure where to put the 'level up' points. |
| #4OgiwanJul 08, 2010 20:30:22 | Well....remember, there's supposed to be about 10 encounters per level, just like there are supposed to be 10 parcels per level. But, of course, you lump them together. You might be able to get by on a single level, actually. Oh, and if you have more than five people, you just need to add a bit more stuff. No biggie, DMG tells you. Ok. If you can fiddle with it for a bit, you could have dominated minions protecting the two on the carriage chase scene; they buy just enough time for Grilsha to blow a convenient bridge, and escape. Then, they'd have a reason to loot the dispatched minions. You can probably fit two items and some money here, so 3 parcels. The Masquerade would indeed be a good place to put a parcel or two of money, either in coin or in jewelery. We'll figure one parcel; that's a lot of pickpocketing. Make an easy skill challenge for him; a few rolls of thievery, some bluff, etc. So, that's 4 parcels so far, two items, two money. The airship is probably a good place to get another parcel of each, so 6 parcels, three items, three money. So, yeah, that leaves another item, and three money/potion parcels left. How is that sounding? It might be good to move a parcel from the carriage chase to the ziggaraut, to reward them for exploring more. |
| #5stringnlightswitchJul 08, 2010 23:53:02 | Yeah. I like that. Perhaps...a money parcel and a magic item during the carriage chase, and then a parcel at the masque (I could also make them fight the Sahuagin and give them something there?), that's 4...Then 2 parcels during the course of the airship event. Do things like "you go into town and the weaponsmith has X magical item you want" count as a parcel, or is it considered bad form because they're paying for it? I could always have them waylaid by someone in the interim between airship crash and lightning rail departure...Perhaps Grilsha, surviving the airship crash, or one of the Kick In The Door encounters? That's 7. That's three in the ziggurat, and maybe I'll have them sometime i nthe Ziggurat, hopefully giving them another Daily o use on Lucan, or leveling up right after killing Lucan, leaving me with another parcel or (maybe maybe) two in th lower levels of the Ziggurat (A byeshk weapon perhaps). Thank you. That's made my day. I mean, now I have to re-evaluat the level of my next section of campaign, but it's probably all for the best. |
| #6OgiwanJul 09, 2010 9:11:09 | Well, an item parcel is supposed to be free, so yeah, I'd avoid the blacksmith having the weapon they want. However, if they can pay for it, they can buy that weapon that they want, but still get another magic item for free later on. Now, if you REALLY want them to level, you could have them level on the Lightning Rail ride before the 'forged attack, or during the time they're on the airship. Any other questions? What are your player's wishlists? |
| #7juanpierreJul 09, 2010 11:40:39 | I always loved the lightning rail chase in that module. Pretty classic. I may recreate it in my campaign when the PCs head off from Sharn to Audair. Except they'll be the ones being hunted. ![]() |
| #8OgiwanJul 09, 2010 16:29:37 | Mmm. With me, I had the PCs at the rear of the train, fight the rear boarding party, chase Lucan up the train as he was trying to slow them down, and when he got to the front, he looked into the frontmost cart (crew cart? forget what it's called. The one with the elemental), stopped dead, and then flew up the ladder. The party split up; the two heavies took on the 'forged in the front, and the two light guys climbed up the ladder and chased Lucan on the roof, dodging the hafling's javelins. The ranger and the warlock were returning fire against the haflings, and the party artificer almost fell off the train. But, he cast levitate on himself. And then he looked towards the back of the train, where he saw Lucan running. I, as the DM, saw the lightbulb in his eyes turn on, and he turns to the ranger, and says, "hand me a javelin". When the light guys had just gotten on the top of the train, they, being nerds, calculated the speed of the train. 30 miles an hour is a boatload of squares per round. He cast levitate on himself (or some such), so I ruled that he could, if he wanted to, just maintain altitude. He grabs the javelin, pushes off, and couches it underneath his arm like a lance. It was pretty damn cool. |
| #9stringnlightswitchJul 09, 2010 22:04:30 | That sounds utterly badass. I've been doing some more intensive parcel-planning, and it looks like They'll reach level 5 before entering the Ziggy, and then I've beefed up that dungeon crawl to take them almost entirely through 5th... It's a big dungeon, now. or at least a monster infested one. I've been trying to think of ways to include Dura ir'Matellen in this adventure, since I'm running Eyes of the Lich Queen afterwards. So far I've replaced Garrow with Dura, since the PCs won't know her yet. Can anyone think of any other ways/places to use her? |
| #10OgiwanJul 10, 2010 10:03:14 | Awww, I liked Garrow, and his shapeshiftyness. Hmm. Now, do you just want to forshadow Eyes of the Lich Queen, or do you want Dura to become a reoccurring villain? I mean, you could just have the PCs meet Dura on the Lightning Rail, figure out she's EC and up to no good, but don't actually have any combat with her and her group....I dunno. Garrow didn't have that big a role. Of course, if they miss the airship, it would make Dura's presence, and offer of help, all the more sinister. |
| #11stringnlightswitchJul 11, 2010 15:59:18 | I mostly want to foreshadow Eyes, to try and pull the whole thing together, slightly. I figured adding Dura as the Claw cleric would be apretty easy way. |
| #12OgiwanJul 11, 2010 20:56:35 | Righto. Well, again, it might be interesting to have a very tense dinner with Dura on the Lighting Rail, but, again, have no combat. She might be looking into what the PCs are up to, but doesn't have the strength to take them on. So, a tense dinner, verbal fencing, probing for information, etc. If you're worried that your PCs will just grease her for being EC, you could remind them that starting a fight on the Lighting Rail will result in severe repercussions by House Orien. |
| #13stringnlightswitchJul 11, 2010 21:55:00 | That sounds like a great idea. Perhaps I could also have Arielon, Dura's consort that guards the burning estate later in Eyes , with her on the train. Just a little extra thing. That sounds cool. Oh, and I was thinking of throwing a few minions into the fight with Lucan on the ziggurat. A few hobgob zombies, perhaps? |
| #14OgiwanJul 12, 2010 12:54:07 | Hey, it's your game, but I have a saying: "The road to victory is paved with the bones of minions." That said, I think you have the right idea with both Arielon and the final fight with Lucan. Concerning the latter, if you make him a solo, and deploy him as a solo, the fight will probably not be that interesting. But, make him a below-party-level solo, or even a above-party-level elite, and throw some other standard monsters in there, and you have a much more dynamic combat. Depending on how you want to handle Lucan, he'd be either a skirmisher or a lurker (my vote is more towards the former), so if you pair him with some soldiers or brutes, well, he can be very mobile while his undead lackeys are engaging some of the PCs. |
| #15stringnlightswitchJul 16, 2010 23:27:23 | I'm currently waiting for two of my players to return from a food run. We've gotten through the Carriage Battle and to Trolanport, moving a little slowly through the adventure due to One player who played 3.5 years ago and no 4e till now, one player who had never played until a few weeks ago and had a tendency to not be able to read his own handwriting, one player who only played 3.5 for the past year and is probably the fastest guy on our group, and my ten year old brother who, if not fast, has the common sense to go straight to "Devastating Strike" when he doesnt know what to do. My group is: -Malin d'Lyrandar, Storm Sorcerer Scion of House Lyrandar with a Mark of Storm -Brakiss, Last of the Bluescales, the last member of a hidden Q'barran Dragonborn Barbarian tribe. -Kiirus Vaeri, human Artful DOdger Rogue, on parole from a Sharn prison by the good graces of the Dark Lanterns -Erik Fairblade, human Aundairan Swordmage veteran of the Last War - Diraan, human Silver Flame Cleric, (DMPC healbot because no one wanted to be a leader) I sent them up against 4 Fey Panthers instead of a Dire Ape, and they did really well there. I gave them 2 Gnoll Huntmasters and 4 Hyenas as a random encounter, and that went well, with them sustaining only minor damage, although the Sorcerer almost went down. THey were down one guy for the Carriage Battle (Sorc had to take a break), and I took your advice in beefing it up. 6 Human Lackeys, 3 Gray wolves once Lucan woke up, and my Lucan and Grilsha are no slouches. I'm proud of my players. I ad-hoc'ed mounted combat relative to the coach as an expedient. After getting some amazing Stealth checks, Kiirus manages to take down two Lackeys with oppurtunity attacks without being seen, and avoiding every attack Grilsha made. Brakiss and Erik fought off the other Lackey's and when Lucan woke up, the wolves. As the carriage approached the ravine, Kiirus rode up alongside it and tried to unlock the side door from horseback, and almost made it. Suddenly, he hears a click, the door opens and he narrowly (margin of 1) avoids being skewered by the Soul Blade. He uses Duelist's Flurry to drag Lucan out of the carriage and onto the bridge, just as Grilsha passes over it and Burning Hands it. Lucan's regen handles the ongoing damage, but Kiirus's horse bucks him onto the bridge. Kiirus's player looks at me deviously and says that he leaps to safety as the bridge collapses, dropping Lucan to his death, but I merely stare back and say that as Kiirus stares up from the ground through the flames, he sees Lucan dissapate into mist and float away. The look on their faces was priceless. THe rest of the guys pull up short of the ravine and dismount to deal with the wolves. It's a quick fight. Lots of fun. As soon as the Sorc's player and The Swordmages' do, we'll do a little searching in Trolanport, a run in with the Sahuagin, and probably stop right before they go to the ball at the Embassy. |
| #16OgiwanJul 17, 2010 16:44:07 | Oh that sounds fantastic. I'm happy to see that your PCs are doing the swashbuckling thing that really makes up Eberron. Just reading your description, I can almost visualize a PC opening the door, and dodging the Soul Blade by millimeters in that slow-motion dramatic dodge. Now, have you had Dura make her appearance yet? Or were you planning to have that later, on the Lightning Rail? Ugh, I just realized that your DMPC is Diraan, a Silver Flame cleric; do I detect a bit of Blade of the Flame? I wasn't a fan of that series. Oooooo, idea for the airship: if the PCs are successful in locating Grishilda, you can dramatically back her into a corner, they demand to know where Lucan is, she yells back something about protecting her brother...AND THEN THE PIRATES ATTACK! Now, you doing anything special for the ballroom fight? Keep us updated, and good run so far! |
| #17stringnlightswitchJul 17, 2010 17:58:16 | While I do/did enjoy the Blade of the Flame series (I lost the first book, Blood Something-or-another), the only similarities the DMPC has with Diraan is the name and vocation. He's a background healbot that has a total of two kills to his name (both with some psychic-damage Gaze of Despair[?] power that heals his allies), three if you count the pre-game fight we ran where he COMMANDed a Dragonborn to jump into a river, where he sank and drowned. The name is mostly because I made a Silver Flame Cleric (because I like Silver Flame Clerics) and the name just came to me. Honestly, since I don't like playing clerics, even as a DMPC, and the character is a little bland, meaning that his role as Role Playing facilitator ("Yes, well, what's your story, Kiirus?") is limited and bleh, I am planning on dropping him sometime soon (he might be the one to get bitten and drained by Lucan at the party). The other npc cleric who will feature in the campaign (near the end, when he gets possessed by a Daelkyr and becomes a BBEG) is named Jozan, for the record. I'm not original with clerics. I'm actually a little miffed that I didn't think to name the DMPC Jozan, so I could use him as the BBEG. C'est le vie. The rogue had to leave before the swordmage and sorcerer got back, so we decided that upon arrival at Trolanport, he saw some Wanted Posters with his name on them, so he's staying at the inn until it's Party Time (where I'm sure I'll get some nice RP out of the Guards and him, "Hey, you look familiar. Do I know yo-" "No, certainly not; Look over there, someone with secrets"). The Barbarian, Swordmage and Sorcerer took on a Complexity 2 Skill Challenge I cooked up to find out information about 'krell'. They've found out all the particulars, dress code, invite only, embassy, Neya ir'Krell, and then ran into a gang of Sahuagin (2 raiders and 5 guards. the Barbarian almost went down) and had to fight them off in an alley. It ended with the last Raider, down to 13 hp, running away to get to the docks to jump in and swim away. He's standing on the edge, the Barbarian's turn comes up. Now, Brakiss, Last of the Bluescales, the Dragonborn Barbarian has been pincushioned and beaten by the Sahuagin during this fight. He's down to 7 HP, and he's pissed. In a previous round, he dropped his Thundering Handaxe +2 (yea, he got the Parcel 1) so that he could get in another attack and Dragon Breath on some guys. So, he's holding his Maul, knowing that the guy is too far away for a charge, with his handaxe at his feet. Minor action to stow maul, move a ction to pick up Handaxe, Standard action to throw. maxed out his damage for 12. He's trying to make the tough decision between using the Daily power on the hit or not, when he spots something on his sheet. Brakiss's player, my Ten year old brother, looks up at me and says "Brakiss is so angry at this guy because of his wounds, that he throws the axe just that much harder. I get a +1 damage for being bloodied". We described it as the axe splitting the Sahuagins head and crashing into the waves before the body did, before propelling itself back into his hand with a thundering boom. - In regards to the Ball, besides having Diraan probably die and introducing a DMPC that I like better (Veteran Karrnathi Inspiring Warlord with a hint of Lazy-ness, or maybe a Korranberg Chronicler Bard), I'm not sure. The guys seem to think that the d'Lyrandar Scion should have no trouble getting in, with his cloth armor, lots of money, etc. They're also planning on using some of the leather armor they found on the gnolls they killed to get Diraan and Brakiss in, seeing as heavy armor is not allowed. Brakiss's player suggested the Swordmage use his Assault Aegis on some kitchen staff as they go inside, and then have one of the party get in a brawl with him to let the Swordmage teleport into the kitchen, which is so cool I'm trying to figure out how to make it work. |
| #18stringnlightswitchJul 17, 2010 17:59:47 | Doublepost: My players have yet to realize that Lucan is a vampire, except Brakiss's player, who is keeping to himself because Brakiss has never heard of Vampires |
| #19OgiwanJul 17, 2010 20:13:23 | Hahaha. That sounds awesome. I never ran the Sahaguin fight. Or at least I don't think I did...? When I ran the mid, my players took "masquerade," turned it up to 11, and interpreted it as a full-on costume ball. My Cannith artificer made a Gorgon costume, my Favored Soul went as an angel, complete with breastplate and sword, my Warforged Fighter DMPC was dressed up as a fire elemental by the party, and I forget what the fourth went as. |
| #20Bly2729Jul 20, 2010 7:48:22 | I just want to preface this, I really like this adventure, and Stringn your tales are an inspiration. I tried converting this adventure years ago and I always use it with each new group. I have a couple mechanical questions I'd really like to bounce off people who've run this. How do you handle extended rests in this adventure? If you try to run every encounter, one fits after the Ball or the Airship crash. Personally, I'd like to come up with a way to get this done without any extended rests. I end up making things a bit harder, and the PCs get a few surges back on the Airship. One thing I like about this adventure is that the PCs know they're saving Dailies for Lucan. There's none of that "Is this the last room?" "Will the last encounter be easier than this one?" What are the dimensions of your ballroom/extended embassy and airships? The ballroom can always be inflated, but I find the airship dimensions in the print adventure far too constrictive and claustrophobic but what should I do, widen all the halls to three squares? Normally I just keep the action on the deck where there's room. Due to time and difficulty running them, I cut some encounters. As I see it, running this adventure only requires three, the Ball, the Airship, and Ziggy Stardust. The Greenhouse can be hammy and if you want to cut down on the need to rest, can be removed. I also don't like the Road encounter. This is mostly my shortcoming as a DM |
| #21OgiwanJul 20, 2010 16:54:17 | Well, I ran the Road encounter, with Lucan and Grish getting away by blowing a hole in the bridge. As for extended encounters, you have one after the Road encounter, one as they are flying on the Airship (after the ball and the fight on the airship platform), one on the Lightning Rail (after the airship crash and the lighting rail platform), and potentially one after the Lighting Rail fight. Of course, since there are rests so frequently, you can make the encounters harder. |
| #22stringnlightswitchJul 21, 2010 19:36:47 | I ran another session last night (into this morning). We ran everything from "Abandon All Weapons" and ended right before initiative for the Lightning Rail Fight. Quite a few awesome moments. - For the ball, my players sent out the DMPC to get noble outfits and masks, so they were all properly attired. When they showed up, the Sorcerer disguised his dagger implement as a hair ornament, and the Rogue aced some stealth checks to hide a magic shuriken and dagger. The Barbarian elected to carry his Skull Mask item as his masquerade disguise and leave his weapons at the inn. The Swordmage brought his bastard sword and let it be taken away into the guardhouse. The Sorcerer gave me a great rant about being asked about invites while his Air Elemental familiar picked up invites from the box, which ended with "...and she[Neya]'s really hot." At the ball, the rogue went thieving (finding parcel 10), and then fasked about gambling. I told him there was a game of Conqueror in the corner between a man in a bone mask and some sad looking guys. He got into that for most of the ball, while Swordmage sat next to Neya ir'Krell for most of the night without knowing it (he asked for a 'busty' chick to talk to, and didn't ask them about Neya. He's a bit of a problem player sometimes). The Barbarian asked around for information at the Bar, the Sorcerer went and talked tothe musicians. Each found 1 clue, then eventually they found her after she had talked to Lucan. They sent the DMPC to talk to her while they convened. The rogue lost money to the Conqueror player, and just as the DMPC came back and told them that Lucan was indeed at the party, the fight broke out. The highlights? Diraan the DMPC spent the whole fight dominated and walking towards Lucan (he got hit by a Sleep Spell from Grilsha, as did the Rogue. The Barbarian failed his first save, and woke up three rounds later) only to be Blood Drained to single digits, blasted by Grilsha into negative hit points near the end of the fight. As he dropped, the entire team converged on Lucan, who looked each of them in the eye, and then used his action point to attack twice, stabbing the downed Cleric with the Soul Blade, and twisting it. He died. Grilsha went next and Expeditious retreated them away. Also, watching the team trying to figure out the whole Meena thing was hilarious. Sorcerer took Diraan's death pretty hard, and now carries his Holy Symbol. - The Conqueror player, a Karrnathi Warlord named Roan Arathane, joins the group on the Docking tower, giving the Barbarian a move immediately. After everyone got to the airship except Roan, Sorcerer used his daily to slide 4 all remaining enemies off the docking berth. Sorc (a Lyrandar Scion) uses some diplomacy to keep them on the ship, and they engage in some character building. As they all (except Roan) wrestle in the dining area, Grilsha walks in. They immediately give chase. the end up splitting up to check both a room she tried to get in, and below decks where she tried to shake them off. Swordmage and Barbarian corner Grilsha on the bow of the ship, as the Sky Raiders attack! This fight was brutal. Rogue went to negatives, Roan went to single digits, Sorcerer spent 4 rounds dominated, Lucan abandoned Grilsha as the Jade's Fury rammed the Cloud's Destiny, Swordmage lost Lucan at the very end after smacking him with his daily. Barbarian tried for 2 rounds to Stabilize Rogue, and finally did. The whole fight ended with Roan, Brakiss, and Erik (barb and swordmage) jumping to a skiff, floating over to pick up Kiirus and Malin after they got knocked down during the collision, then a newly-in-control-of-self Malin convincing everyone to pick up Grilsha, who was kneeling on deck going through a meltdown. They then circled the falling wreckage, listening to the duel of the elementals, the screaming of passengers and the roar of burning wreckage (In my head there was orchestral sad music playing). They landed, and found Cap. Morgis's body a few hundred feet from the wreckage (Lucan had killed him as he left), and his Bracers of...I can't remember. Level 7. - The Sterngate platform fight went quickly. I threw 4 Orien guards and a few Vampire Fleshrippers at them. Quick fight, everyone made it to the train. Malin is taking a sort of responsibility for Grilsha, not letting her out of his sight. On the train, I did have them meet with Dura in the lounge, and she knew who they were. She revealed a little bit about the Emerald flame, since they hadn't figured anything out about the sky raiders. They dont like her, but I haven't really given them any attachment to the character, because we were all really tired after playing all night. I ended with the Warforged attacking: "For the Lord of Blades!" WHew. Lot of stuff. My players are pissed at Lucan; It's personal. They like the new DMPC, Roan. They've picked up Grilsha, who I'm not sure what to do with. And next session is next tuesday, so they should finish the adventure then. @BLY: I've given them the rests when the game indicates they have 8 hours. That is, I gave them one after the Greenhouse fight, one after the Carriage fight (I also did the bridge thing), One after the Docking Tower fight, and one after the Airship Battle, and one after the Lightning Rail Station fight. I'll probably give them a short rest after lightning rail fight. |
| #23OgiwanJul 22, 2010 7:50:37 | Fantastic. It sounds like your players are having a blast, which means you're doing your job right. Good spot with Parcel 7 on the Captain's body, by the way. Giving them a short rest after the Lightning Rail makes sense. As for what to do with Grishila, well, it just proves that the PCs will always find ways to surprise me. My Grishila died on the airship fight; somebody critted her and splattered her across the deck. Mmm.....you said she had a breakdown; why? She might be worth a little extra cash to the Dark Lanterns, they can interrogate her to find out what Lucan said to her.... Now, how are you going to run the Lightning Rail fight? Anything special or flashy? |
| #24stringnlightswitchJul 22, 2010 13:10:02 | I'm unsure. I know that I'm going to have Dura sneak off to her private guest room with Arielon as soon as the PCs turn their back (where i'm sure she casts some area-denial cleric prayer, or whatever). Besides that, I've sort of set it up as merely a random Lord of Blades-aligned warforged attack. However, I haven't revealed so much that I couldn't change that when we reconvene. I figure that since they were unable to save anyone from the Cloud Destiny, or Diraan, or Cap. Morgis, and they recently realized that they killed a bunch of dominated people along the way (gnomes, oriens, rabble), that they will want to save as many people as possible on the Lightning Rail, so I might let someone save the conductor instead of them killing him. Perhaps instead, the warforged that was going to kill the conductor lands on the control panel, or smashes it, making the train go faster, and someone has to do a skill challenge to slow/stop it. I'm gonna do what I think you suggested, and have them duel the warforged in the back, then have Lucan appear to split them up as he runs off, then have them run into the warforged in the front to split them up again as Lucan goes out the top, So that my PCs have two groups in the train and one on the top (meaning they'll be split a little thin, so I may have to reconsider that). Then Lucan will take the slowing train as his cue to run off, and my pcs will find Boots of Spider Climbing on one of the halflings, and Burning Gauntlets on a warforged. That sound fun? |
| #25OgiwanJul 23, 2010 10:36:19 | Having the train go out of control, yes. That's the sort of dramatic tension that you want. You'll probably have to have the conductor get creatively knocked out, though, so the PCs will have to skill challenge to stop the cart. Now, concerning splitting the party, I would say have Lucan appear when they defeat the back 'forged. That way, the entire party runs forward, and when they get in the front, they split depending who wants to chase Lucan on the top (while dodging halfling javelins) and who wants to fight more 'forged to save the train. That way, you have only two groups, so they can probably support each other adequately. Of course, this is all one encounter with no short rest, so it could be.....interesting. Remember to keep that in mind when creating the XP. Oh, and if the PCs on top of the train end up standing in one place, well, when I ran a lightning rail fight, I put a hazard. A cart is 120 feet long, so divide it up into however many sections you want (more than 1, BTW), and every turn at initiative 0 roll a dice to decide where the arcs of lightning will appear. That'll be where they appear next turn; this turn, they will just smell ozone strongly, so they can try to get the hell out of the way, or push enemies into where they think the arc will be. Of course, this works best if you have a stand-up fight, so you could elect to have some of the halflings jump down off their glidewings, and some of them make passes over the train throwing javelins. |
| #26The_Crimson_DawnJul 25, 2010 1:37:34 | When my group went to the ball the sorcerer bought a dragon costume that he wore for the next 6 levels. The ard took up the matle of the shocker lizard and used every opportunity to wear the costume. The players always talk about this adventure and it is the reason why they ask me all the time to be DM despite the fact I am really only an average DM. This is definitly one of the best adventures I have ever gotten to do. Did this author write any other adventures? |
| #27OgiwanJul 25, 2010 15:28:02 | David Noonan? Well, here are his credits: www.pen-paper.net/rpgdb.php?op=showcreat... It looks like he has a good amount of stuff in Dragon, but I'm not sure what are adventures and what are articles. Oh, and Explorer's Guide was a pimpin' good book! It would be nice if he came by and gave his opinion on this conversion..... |
| #28The_Crimson_DawnJul 26, 2010 3:50:13 | Noonan of course! If I had my copy in front of me I would not have bothered asking since he is well known. Thanks for the info though. |