Dax Doomslayer
Adventurer
That sounds like a lot of fun and must have been pretty epic Tormyr!
Any updates?
Also playing through this again with kids and at very end found a problem that only affects you if you go on to realm play. When the Spire comes down and the Worms eat 600' down the pit would flood, it's on the coastline. There wouldn't be a pit to adventure in as indicated.
This path is TOUGHER in many ways in 5th edition then in 3.5. There just is a lot of HP to chew through and 5e has very few spells that just end things. Multiple bad guys with multiple Spirit Guardians up just wear down PC's. This AP was made to be though, at the end you get huge amount of treasure and a kingdom to run, it shouldn't be easy.
When done the kids get to rule a kingdom and fight Iuz and his minions.
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Not much in the formatting department, can you send me your template for writing these up? I think I am going to covert the Savage Tide AP and I like they your template looks and reads.
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Having the Spawn of Kyuss (and rules for the Worms) come out in Kyuss is good timing for this thread.
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So the PCs sneak up on Blackwall Keep...and decide to boldly walk up and announce themselves to the Lizardfolk! I did not expect that. And they might have been able to bluff their way through it if their spokesperson didn't have a Jewel of Attacks on him, inciting everyone to attack him.
Mass combat ensued. 30+ creatures with 44hp - that's 1300+ hp to fight through!
We ended the session with many lizardfolk (including Kushak) down, but the shaman Sasath is still pressing. I'm pretty sure that the lizardfolk will retreat after taking heavy losses.
What I didn't realize until now is that the adventure text doesn't really talk about what to do with 10-20 retreating lizardfolk. It talks about tracking the original kidnappers back to the lair. And at the lair it talks about how the patrol are down due to everyone attacking the keep. But it seems to suggest that they are still away attacking the keep, which is very unlikely, but elsewhere in the text it's clear that they retreat when down to 10/20 people.
Conclusion: They messed up a bit, but whatever. I think it means that the lair will have 20+ more lizardfolk (including full 5-man patrols)? That seems nasty.
How did other people handle the retreating lizardfolk? Were there any?
Also, with the patrols around the lair, what odds did you use that they would be encountered? I can't imagine the PCs sneaking when racing after the kidnappers, so they almost definitely will be noticed and the lair alerted. Is that how everyone else played it? Does the patrol attempt to interact with them, or just rush back and warn the lair, with a chance of the PCs noticing them fleeing?
The PCs are back tomorrow (Tuesday) night - give me any advice you've got!
Running the kids through this now. I didn’t up the HP since with large groups of reasonably intelligent combatants I have half use the help action to give the other half a boost. This is a faster at the table since you cut the attacks rolls in half but still roll the same number of dice, players feel like they are getting attacked many times but actually are only taking half the attacks but with advantage.
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