Ricochet
Explorer
Originally posted by AlHazred:
Hi,
(Please note if you are a player in expeditions, this thread is not for you)
I was waiting for Tyranthraxus to make more threads for more Expeditions modules, but then it occurred to me I could just do it.
This thread is for discussion of the fifth Expeditions adventure, The Courting of Fire. I see it as a forum topic for us to talk what has gone right and wrong within the adventure, the combat tactics we use, the embelishments we made, the props we use and so on.
If you find links to maps, diagrams etc that you found useful when preparing to run this, please share them.
Please keep in mind this thread isn't for players' tales (unless one of your players broke open the scenario for you). They are purely for DM inspiration and discussion.
The reason they are in here, and not in the Dungeon Masters' area of the forum is that, we really just want discussion here from AL DMs as we have a certain toolkit to work with which other Dungeon Masters do not.
Originally posted by AlHazred:
For my games, I like to make props. The module opening mentions a wanted poster that says "Wanted for Thievery Most Cunning," mentions his crimes, and has "a caricature of a young male human... [with] protruding, rat-like ears and beady eyes." I'd love to make the poster, but I can't find a good caricature drawing to put on it. Anyone find something appropriate?
Spernik and Tibeem’s Room
[sblock]I note that, in the description of Spernik and Tibeem's room, it says "one of the dressers has a false panel." This seems bizarre since it's likely the furniture either came with the job, or was purchased in Phlan with the assumedly limited funds the two scribes had. When I ran this, I changed it so that the hidden stuff was sewn into the mattress of the lower bunk; a DC15 Investigate check revealed the strangely-lumpy nature of the mattress, leading to the items' discovery.
[/sblock]
Originally posted by DM_HEEGZ:
I suggest doing an image search for Dominic Monaghan, Nicolas Cage or Steve Buscemi. I also found this:
Originally posted by HeresyDM:
Here's something I whipped up real quick from that:
Originally posted by lieumorrison:
Originally posted by AlHazred:
Originally posted by Thank_Dog:
Nice wanted poster, thanks, I'll definitely use that.
Anyone done any maps? I used to be great at maps but ever since my Mac died and I've been forced to use a PC, I haven't the capability of making them... because PC's suck
Originally posted by Thank_Dog:
Is it just me or is this adventure really badly written?
The section on Sperkik (6 Circle of the Circle... which is a stupid title as well), for instance, contradicts itself constantly. He'll attack but he won't attack. He'll surrender but he won't surrender. It's like... bloody hell, make up your mind Mr. Writer!
Then there's some of the silly language he uses as if trying to impress and failing. He even manages to use "surpassing" incorrectly. Guh, I wish I'd chosen Dues or Scroll Thief to run :/
Originally posted by Uthrac:
In past campaigns, as the adventure libraries grew, many DMs used this information to decide which adventures to run and which to avoid. Different Adventure Designers tend to write toward different play styles. Different developers and reviewers have strengths and weaknesses in varrying skill areas, etc.
I suspect that over time, players and DMs got to know my writing/reviewing style for LFR and knew what type of adventure to expect when my name was on the cover. (... and I suspect there was a good range from people who were excited and had high expectations to people who dreadded anything I touched.) And, of course, the 95% of people who have no idea who I am because they just wanted to play the adventure.
Originally posted by Skerrit:
Also, please note that there is a public google doc we have posted with spots for errors that you catch (https://docs.google.com/document/d/1g6wYyw972Thm0J2_wvOTDcdzmE02VLW6vfz7ttNIH_A/edit?pli=1). Every so often, we download the doc, check the comments that people think are errors and update the adventure accordingly. It also means that if you have the ability to redownload an adventure for when you run it, its a good idea to do so. We also post the changes we know of to that document so that if you cannot redownload the adventure (or it hasn't been updated yet), you can always just go get the document. Now the changes are normally just grammar or other typos, so you can run it with an old copy, but a new one might flow a bit better when you read that boxed text!
Originally posted by Tyranthraxus:
In the Crypt room there are 2 ghouls and a skeleton, there is however no box to either weaken or strengthen this encounter? Is this on purpose?
Originally posted by Thank_Dog:
The first part of this adventure is an investigation however you have to improvise in order to get the PC's to the only clue that matters: the map to the stone circle. If you don't, then there is virtually no reason for the players to go to the store where it's found. The only clue is a very vague scribbled supplies list and some vague mentions that they were stocking up for a trip. All the other avenues of investigation are pointless dead-ends.
I had to mention Cockburn's several times before they finally decided that they had no other leads and so they thought they'd check it out. And I don't blame them in the slightest because as a player I'm quite certain I'd not consider the supplies store as a place to determine the whereabouts of the cultist.
Originally posted by HeresyDM:
The Lord Sage also gives info about the druid circle (it is part of the information that was changed in the forged books), they could get directions to the circle from there too. The map at Cockburn's is just a much more obvious bread crumb trail.
Originally posted by Thank_Dog:
Originally posted by HeresyDM:
Originally posted by Pauper:
The implication is that Tibeem created the map from references in Lex Geographica and The History of the North -- not that either book itself contains a map. (Note the cartographic compass found at Tibeem's desk in the Scribe's Hall.)
A PC who is proficient with cartographer's tools could likely re-create Tibeem's map from the references in the actual books, though.
--
Pauper
Originally posted by AlHazred:
My players found the place where Tibeem put his map together, and just used a pencil to get one of their own.
Originally posted by sigfile:
Originally posted by Uthrac:
As a side note, Cockburns is a terrible name for a grocery store. Totally destroys immersion.
My players felt it should have been a brothel, for example.
Originally posted by Pauper:
It's actually pronounced 'COA-burns' (like the singer/songwriter for 'Last Night of the World'). I imagine the writer has a Coborn's near where he/she lives and wanted to put in a homage.
Originally posted by Kalani:
I have a problem. My party killed Spernik and returned his head to the Lord Sage, which is causing conflict with "Tyranny in Phlan" in that Spernik is dead and therefore cannot possibly stand trial. I am also lead to believe that Spernik makes an appearance in other adventures which is problematic.
I am wondering whether I should simply have Spernik be resurrected, or simply replace him with another character of a different name.
Originally posted by Skerrit:
Originally posted by Pauper:
I understand the need for an OP campaign to have canon -- if the world is one shared world, then there can only be one way certain events 'happen', after all -- but I'm also not a fan of telling my players, "You remember that thing you think you did? Didn't happen." Players might never have the time or interest to pursue an investigation into why things worked out differently in the 'real world' than they think it should have based on their actions, but I like to have an explanation ready all the same.
--
Pauper
Originally posted by Kalani:
As I did not want to undermine the PCs victory, and felt that resurrection was a cop-out, I ended up going with the following solution.
By going this route, Spernik was captured as a direct result of the PCs actions (as he would not have gotten sloppy/overconfident had his double not been slain), thereby rewarding them for their efforts without requiring me to introduce a new NPC in place of Spernik, nor having Spernik somehow survive/resurrect from an obvious beheading.
Originally posted by Pauper:
Show
[sblock]- Any character who has played Secrets of Sokol Keep has seen Spernik before, eating dinner with Tibeem and Ellison at the Laughing Goblin. Any PC who tried to interact with them before the bar brawl broke out, or who has a high Intelligence and/or the Keen Mind feat ("You can accurately recall anything you have seen or heard within the past month.") should at least get a chance to see through the double's masquerade.
- It should be noted that the reward is being offered by the Lord Sage, so it's likely the characters will turn Spernik over to him rather than the Black Fist to collect the reward -- and the Lord Sage, or at least those who work for him, should easily be able to tell the characters that the man they're turning in isn't the man he's looking for. Assuming the party turns Spernik in to the Black Fist (skipping the Lord Sage's reward), someone from the Black Fist would likely bring him to the Lord Sage, if only to pick up some easy gold, which is effectively the same problem.
- Lastly, why would Spernik equip a double with the hard-won information he and Tibeem gleaned from the Lord Sage's library unless he already knew that adventurers would be sent to find him, and they'd be successful in backtracing his trail? After all, if the double succeeds, then he, not Spernik, would get credit with the Cult, while failure is still on Spernik's shoulders (since the presumption is that Spernik wouldn't tell anyone in the Cult that he wasn't going himself). But in order for the double to fulfill Spernik's role in the module, the double would have to also be a cult fanatic...
[/sblock]
Of course, if your players are the sort not to go back and revisit old storylines with the benefit of new information (I understand some people really enjoyed the movie "The Prestige", for instance), this might work out fine.
--
Pauper
Originally posted by tjf:
What time of day/night did everyone use for the arrival time at The Standing Stones? This greatly affects the encounter as the Kobolds will have disadvantage during the day.
I'm planning on day for weak party, night for strong party but still up in the air on average party.
Originally posted by Alphastream:
It is a lot harder at night, for sure. Two things:
- You can expressly ask them what time they want to arrive if the party is weak, as they will probably choose to arrive during daytime.
- You can use tactics to make up for the decision. If fighting during the day at disadvantage and if that's too easy, the kobolds should work carefully to grant each other advantage (which cancels, for a normal attack roll). If they are at night, you can spread them out and have them be less tactical so they don't get advantage too often, if that would be more fun.
Originally posted by DaMacGuy:
Anyone figure out a substitute reference for the "red scale" that's suppose to be in the notebook (per page 8)? Or did you just leave it out?
Originally posted by Yokel60:
I just got home from playing this and we ran into an issue. We convinced the Half-Orc Fighter in our party to see what those puddles in the floor were, and up popped 3 gray oozes. He had metal armor and a metal sword, so he took some damage on both and we cannot find rules on how to repair the item. Does anyone know if there are rules for this?
Thanks for the help. I really enjoyed the adventure.
Yokel
Originally posted by janosicek:
Repairing costs half of the item price at the blacksmith. Destroyed item cannot be repaired.
Originally posted by Pauper:
--
Pauper
Originally posted by janosicek:
I saw it in some adventure, but cannot find where... Might be unofficial
Originally posted by ZHDarkstar:
As I'm about to run this myself tomorrow, the cost/mechanic of repair is something that may come up. I can't find any mundane means of repairing damaged items. However, one potential workaround that has some foundation by RAW would be one casting of Mending (a cantrip that has gained popularity at my tables ever since the infinite mundane ammo trick* was discovered) per -1 penalty. Since the penalties accrue via multiple contacts, it would be fair to rule each penalty as a separate break in the affected item. It's an easy ruling to go by that doesn't require rulings on mundane repair costs and how penalties reflect upon resale value, making it the option that has the least potential to create table-to-table economic variation.
*Players recover all expended ammo after combat, both broken and intact. Mending is cast on broken ammo in between encounters and during rests. Unless every arrow and bolt is splitting most of the way down the shaft, it's unlikely that the breaks in the arrows are bigger than one foot in any dimension. Rather than make a decision that discourages creative interaction with the game, I congratulated my players of finding a rules-legal means of reducing their upkeep costs and bookkeeping time. Even without this trick, X amount of ammo can last for X-1 encounters by RAW if only 2 shots are fired each encounter. The 50% back rule created a loophole that allows for 20 arrows to be fired 39 times before every arrow is broken, causing the price per use to be a little over half of the market price per arrow (0.256 sp vs 0.5 sp). Since it can observed that the ammo rules is a luxury tax scam that see diminishing returns based on frequency of use, there's nothing more American than using an even better loophole.
Hi,
(Please note if you are a player in expeditions, this thread is not for you)
I was waiting for Tyranthraxus to make more threads for more Expeditions modules, but then it occurred to me I could just do it.
This thread is for discussion of the fifth Expeditions adventure, The Courting of Fire. I see it as a forum topic for us to talk what has gone right and wrong within the adventure, the combat tactics we use, the embelishments we made, the props we use and so on.
If you find links to maps, diagrams etc that you found useful when preparing to run this, please share them.
Please keep in mind this thread isn't for players' tales (unless one of your players broke open the scenario for you). They are purely for DM inspiration and discussion.
The reason they are in here, and not in the Dungeon Masters' area of the forum is that, we really just want discussion here from AL DMs as we have a certain toolkit to work with which other Dungeon Masters do not.
Originally posted by AlHazred:
For my games, I like to make props. The module opening mentions a wanted poster that says "Wanted for Thievery Most Cunning," mentions his crimes, and has "a caricature of a young male human... [with] protruding, rat-like ears and beady eyes." I'd love to make the poster, but I can't find a good caricature drawing to put on it. Anyone find something appropriate?
Spernik and Tibeem’s Room
[sblock]I note that, in the description of Spernik and Tibeem's room, it says "one of the dressers has a false panel." This seems bizarre since it's likely the furniture either came with the job, or was purchased in Phlan with the assumedly limited funds the two scribes had. When I ran this, I changed it so that the hidden stuff was sewn into the mattress of the lower bunk; a DC15 Investigate check revealed the strangely-lumpy nature of the mattress, leading to the items' discovery.
[/sblock]
Originally posted by DM_HEEGZ:
I suggest doing an image search for Dominic Monaghan, Nicolas Cage or Steve Buscemi. I also found this:

Originally posted by HeresyDM:
Here's something I whipped up real quick from that:

Originally posted by lieumorrison:
That is pretty sweet, Thanks!HeresyDM wrote: Here's something I whipped up real quick from that:
Originally posted by AlHazred:
That is AWESOME!HeresyDM wrote: Here's something I whipped up real quick from that:
Originally posted by Thank_Dog:
Nice wanted poster, thanks, I'll definitely use that.
Anyone done any maps? I used to be great at maps but ever since my Mac died and I've been forced to use a PC, I haven't the capability of making them... because PC's suck

Originally posted by Thank_Dog:
Is it just me or is this adventure really badly written?
The section on Sperkik (6 Circle of the Circle... which is a stupid title as well), for instance, contradicts itself constantly. He'll attack but he won't attack. He'll surrender but he won't surrender. It's like... bloody hell, make up your mind Mr. Writer!
Then there's some of the silly language he uses as if trying to impress and failing. He even manages to use "surpassing" incorrectly. Guh, I wish I'd chosen Dues or Scroll Thief to run :/
Originally posted by Uthrac:
I haven't read the adventure myself yet, but the Adventure Designer, Developers, and Editors are listed on the front of each adventure.Thank_Dog wrote:Is it just me or is this adventure really badly written?
In past campaigns, as the adventure libraries grew, many DMs used this information to decide which adventures to run and which to avoid. Different Adventure Designers tend to write toward different play styles. Different developers and reviewers have strengths and weaknesses in varrying skill areas, etc.
I suspect that over time, players and DMs got to know my writing/reviewing style for LFR and knew what type of adventure to expect when my name was on the cover. (... and I suspect there was a good range from people who were excited and had high expectations to people who dreadded anything I touched.) And, of course, the 95% of people who have no idea who I am because they just wanted to play the adventure.

Originally posted by Skerrit:
Also, please note that there is a public google doc we have posted with spots for errors that you catch (https://docs.google.com/document/d/1g6wYyw972Thm0J2_wvOTDcdzmE02VLW6vfz7ttNIH_A/edit?pli=1). Every so often, we download the doc, check the comments that people think are errors and update the adventure accordingly. It also means that if you have the ability to redownload an adventure for when you run it, its a good idea to do so. We also post the changes we know of to that document so that if you cannot redownload the adventure (or it hasn't been updated yet), you can always just go get the document. Now the changes are normally just grammar or other typos, so you can run it with an old copy, but a new one might flow a bit better when you read that boxed text!
Originally posted by Tyranthraxus:
In the Crypt room there are 2 ghouls and a skeleton, there is however no box to either weaken or strengthen this encounter? Is this on purpose?
Originally posted by Thank_Dog:
The first part of this adventure is an investigation however you have to improvise in order to get the PC's to the only clue that matters: the map to the stone circle. If you don't, then there is virtually no reason for the players to go to the store where it's found. The only clue is a very vague scribbled supplies list and some vague mentions that they were stocking up for a trip. All the other avenues of investigation are pointless dead-ends.
I had to mention Cockburn's several times before they finally decided that they had no other leads and so they thought they'd check it out. And I don't blame them in the slightest because as a player I'm quite certain I'd not consider the supplies store as a place to determine the whereabouts of the cultist.
Originally posted by HeresyDM:
The Lord Sage also gives info about the druid circle (it is part of the information that was changed in the forged books), they could get directions to the circle from there too. The map at Cockburn's is just a much more obvious bread crumb trail.
Originally posted by Thank_Dog:
The only thing the lord sage knows about anything is that it's possible that maybe they've gone to somewhere in the Dragonspine Mountains. So no, he can't give directions. In fact, it would be pretty stupid if he could since that would negate the need for the entirety of Part 1 of the module.HeresyDM wrote:The Lord Sage also gives info about the druid circle (it is part of the information that was changed in the forged books), they could get directions to the circle from there too. The map at Cockburn's is just a much more obvious bread crumb trail.
Originally posted by HeresyDM:
The Lord Sage doesn't give directions to the circle but he provides the clues to find the information; the original books have what is needed (the Lord Sage points out what parts have been changed in the forgeries.) The book Lex Geographica has the information about the druid circle that the party could use to get there.Thank_Dog wrote:
The only thing the lord sage knows about anything is that it's possible that maybe they've gone to somewhere in the Dragonspine Mountains. So no, he can't give directions. In fact, it would be pretty stupid if he could since that would negate the need for the entirety of Part 1 of the module.HeresyDM wrote:The Lord Sage also gives info about the druid circle (it is part of the information that was changed in the forged books), they could get directions to the circle from there too. The map at Cockburn's is just a much more obvious bread crumb trail.
Originally posted by Pauper:
The implication is that Tibeem created the map from references in Lex Geographica and The History of the North -- not that either book itself contains a map. (Note the cartographic compass found at Tibeem's desk in the Scribe's Hall.)
A PC who is proficient with cartographer's tools could likely re-create Tibeem's map from the references in the actual books, though.
--
Pauper
Originally posted by AlHazred:
My players found the place where Tibeem put his map together, and just used a pencil to get one of their own.
Originally posted by sigfile:
To that end, can we add a "last updated" date on the front page of each mod? That'll help us determine if we're using the current version or not.Skerrit wrote:Also, please note that there is a public google doc we have posted with spots for errors that you catch (https://docs.google.com/document/d/1g6wYyw972Thm0J2_wvOTDcdzmE02VLW6vfz7ttNIH_A/edit?pli=1). Every so often, we download the doc, check the comments that people think are errors and update the adventure accordingly. It also means that if you have the ability to redownload an adventure for when you run it, its a good idea to do so. We also post the changes we know of to that document so that if you cannot redownload the adventure (or it hasn't been updated yet), you can always just go get the document. Now the changes are normally just grammar or other typos, so you can run it with an old copy, but a new one might flow a bit better when you read that boxed text!
Originally posted by Uthrac:
As a side note, Cockburns is a terrible name for a grocery store. Totally destroys immersion.
My players felt it should have been a brothel, for example.
Originally posted by Pauper:
It's actually pronounced 'COA-burns' (like the singer/songwriter for 'Last Night of the World'). I imagine the writer has a Coborn's near where he/she lives and wanted to put in a homage.
Originally posted by Kalani:
I have a problem. My party killed Spernik and returned his head to the Lord Sage, which is causing conflict with "Tyranny in Phlan" in that Spernik is dead and therefore cannot possibly stand trial. I am also lead to believe that Spernik makes an appearance in other adventures which is problematic.
I am wondering whether I should simply have Spernik be resurrected, or simply replace him with another character of a different name.
Originally posted by Skerrit:
Please see my response in the Tyranny thread.Kalani wrote:I have a problem. My party killed Spernik and returned his head to the Lord Sage, which is causing conflict with "Tyranny in Phlan" in that Spernik is dead and therefore cannot possibly stand trial. I am also lead to believe that Spernik makes an appearance in other adventures which is problematic.
I am wondering whether I should simply have Spernik be resurrected, or simply replace him with another character of a different name.
Originally posted by Pauper:
I suspect my table will do the same, so I already have a backstory planned where someone in a Black Fist uniform approaches the Lord Sage (or whomever else has the head) and demands it be turned over. Alternately, the person might be dressed as a Kelemvorite and request the head for proper internment. (In either case, the actual person is a member of the Cult of the Dragon in disguise, recovering Spernik's head so that he can be raised from the dead.)Kalani wrote:I am wondering whether I should simply have Spernik be resurrected, or simply replace him with another character of a different name.
I understand the need for an OP campaign to have canon -- if the world is one shared world, then there can only be one way certain events 'happen', after all -- but I'm also not a fan of telling my players, "You remember that thing you think you did? Didn't happen." Players might never have the time or interest to pursue an investigation into why things worked out differently in the 'real world' than they think it should have based on their actions, but I like to have an explanation ready all the same.
--
Pauper
Originally posted by Kalani:
As I did not want to undermine the PCs victory, and felt that resurrection was a cop-out, I ended up going with the following solution.
- The players killed another cultist who was masquarading as Spernik (acting as a double), most likely to throw the Blackfist off his trail. As nobody within the Blackfist knew what the real Spernik looked like (or if any did, they had been recruited to the Cult), they assumed the PCs had killed the "real" Spernik and had closed the case, relying on the testimony of the PCs to confirm his identity. Nobody within the Blackfist followed up or confirmed the identity of Spernik with the Lord Sage or anyone from the Library.
- Having heard through his contacts that the Blackfist believed Spernik to be dead (and had physical proof to validate this), Spernik grew overconfident, and sloppy. This resulted in him being captured several days after the PCs returned to Phlan following their victory in Courting with Fire. Cocky, and self-righteous, the real Spernik gloated about how he had fooled the Blackfist into believing him dead. This prompted the Blackfist to speak directly with the Lord Sage, who confirmed his identity.
By going this route, Spernik was captured as a direct result of the PCs actions (as he would not have gotten sloppy/overconfident had his double not been slain), thereby rewarding them for their efforts without requiring me to introduce a new NPC in place of Spernik, nor having Spernik somehow survive/resurrect from an obvious beheading.
Originally posted by Pauper:
It's an interesting idea -- it's a given that the caricature of Spernik on his wanted poster isn't detailed enough to identify him precisely -- but the 'you actually killed Spernik's double' explanation kind of turns all of this module into an idiot plot (in that, it only works if everyone involved is an idiot):Kalani wrote:As I did not want to undermine the PCs victory, and felt that resurrection was a cop-out, I ended up going with the following solution.
- The players killed another cultist who was masquarading as Spernik (acting as a double), most likely to throw the Blackfist off his trail. As nobody within the Blackfist knew what the real Spernik looked like (or if any did, they had been recruited to the Cult), they assumed the PCs had killed the "real" Spernik and had closed the case, relying on the testimony of the PCs to confirm his identity. Nobody within the Blackfist followed up or confirmed the identity of Spernik with the Lord Sage or anyone from the Library.
- Having heard through his contacts that the Blackfist believed Spernik to be dead (and had physical proof to validate this), Spernik grew overconfident, and sloppy. This resulted in him being captured several days after the PCs returned to Phlan following their victory in Courting with Fire. Cocky, and self-righteous, the real Spernik gloated about how he had fooled the Blackfist into believing him dead. This prompted the Blackfist to speak directly with the Lord Sage, who confirmed his identity.
By going this route, Spernik was captured as a direct result of the PCs actions (as he would not have gotten sloppy/overconfident had his double not been slain), thereby rewarding them for their efforts without requiring me to introduce a new NPC in place of Spernik, nor having Spernik somehow survive/resurrect from an obvious beheading.
Show
[sblock]- Any character who has played Secrets of Sokol Keep has seen Spernik before, eating dinner with Tibeem and Ellison at the Laughing Goblin. Any PC who tried to interact with them before the bar brawl broke out, or who has a high Intelligence and/or the Keen Mind feat ("You can accurately recall anything you have seen or heard within the past month.") should at least get a chance to see through the double's masquerade.
- It should be noted that the reward is being offered by the Lord Sage, so it's likely the characters will turn Spernik over to him rather than the Black Fist to collect the reward -- and the Lord Sage, or at least those who work for him, should easily be able to tell the characters that the man they're turning in isn't the man he's looking for. Assuming the party turns Spernik in to the Black Fist (skipping the Lord Sage's reward), someone from the Black Fist would likely bring him to the Lord Sage, if only to pick up some easy gold, which is effectively the same problem.
- Lastly, why would Spernik equip a double with the hard-won information he and Tibeem gleaned from the Lord Sage's library unless he already knew that adventurers would be sent to find him, and they'd be successful in backtracing his trail? After all, if the double succeeds, then he, not Spernik, would get credit with the Cult, while failure is still on Spernik's shoulders (since the presumption is that Spernik wouldn't tell anyone in the Cult that he wasn't going himself). But in order for the double to fulfill Spernik's role in the module, the double would have to also be a cult fanatic...
[/sblock]
Of course, if your players are the sort not to go back and revisit old storylines with the benefit of new information (I understand some people really enjoyed the movie "The Prestige", for instance), this might work out fine.
--
Pauper
Originally posted by tjf:
What time of day/night did everyone use for the arrival time at The Standing Stones? This greatly affects the encounter as the Kobolds will have disadvantage during the day.
I'm planning on day for weak party, night for strong party but still up in the air on average party.
Originally posted by Alphastream:
I leave it to the players. I give them the time of day at various points, and if they really want to find every bit of info they probably end up arriving at night... unless they want to stay overnight somewhere (either in town or on the road) so they arrive by day.tjf wrote:What time of day/night did everyone use for the arrival time at The Standing Stones? This greatly affects the encounter as the Kobolds will have disadvantage during the day.
I'm planning on day for weak party, night for strong party but still up in the air on average party.
It is a lot harder at night, for sure. Two things:
- You can expressly ask them what time they want to arrive if the party is weak, as they will probably choose to arrive during daytime.
- You can use tactics to make up for the decision. If fighting during the day at disadvantage and if that's too easy, the kobolds should work carefully to grant each other advantage (which cancels, for a normal attack roll). If they are at night, you can spread them out and have them be less tactical so they don't get advantage too often, if that would be more fun.
Originally posted by DaMacGuy:
Anyone figure out a substitute reference for the "red scale" that's suppose to be in the notebook (per page 8)? Or did you just leave it out?
Originally posted by Yokel60:
I just got home from playing this and we ran into an issue. We convinced the Half-Orc Fighter in our party to see what those puddles in the floor were, and up popped 3 gray oozes. He had metal armor and a metal sword, so he took some damage on both and we cannot find rules on how to repair the item. Does anyone know if there are rules for this?
Thanks for the help. I really enjoyed the adventure.
Yokel
Originally posted by janosicek:
Repairing costs half of the item price at the blacksmith. Destroyed item cannot be repaired.
Originally posted by Pauper:
Do you have a reference for this ruling?janosicek wrote:Repairing costs half of the item price at the blacksmith. Destroyed item cannot be repaired.
--
Pauper
Originally posted by janosicek:
I saw it in some adventure, but cannot find where... Might be unofficial

Originally posted by ZHDarkstar:
As I'm about to run this myself tomorrow, the cost/mechanic of repair is something that may come up. I can't find any mundane means of repairing damaged items. However, one potential workaround that has some foundation by RAW would be one casting of Mending (a cantrip that has gained popularity at my tables ever since the infinite mundane ammo trick* was discovered) per -1 penalty. Since the penalties accrue via multiple contacts, it would be fair to rule each penalty as a separate break in the affected item. It's an easy ruling to go by that doesn't require rulings on mundane repair costs and how penalties reflect upon resale value, making it the option that has the least potential to create table-to-table economic variation.
*Players recover all expended ammo after combat, both broken and intact. Mending is cast on broken ammo in between encounters and during rests. Unless every arrow and bolt is splitting most of the way down the shaft, it's unlikely that the breaks in the arrows are bigger than one foot in any dimension. Rather than make a decision that discourages creative interaction with the game, I congratulated my players of finding a rules-legal means of reducing their upkeep costs and bookkeeping time. Even without this trick, X amount of ammo can last for X-1 encounters by RAW if only 2 shots are fired each encounter. The 50% back rule created a loophole that allows for 20 arrows to be fired 39 times before every arrow is broken, causing the price per use to be a little over half of the market price per arrow (0.256 sp vs 0.5 sp). Since it can observed that the ammo rules is a luxury tax scam that see diminishing returns based on frequency of use, there's nothing more American than using an even better loophole.