stevelabny
Explorer
On the off chance any of my players are here, get out. :-D
Fresh out of the Forge of Fury, the awkward party of Elven Monk4/Sorc1, Human Cleric 5 (luck and good), Human Barbarian 5, and Half-Orc Rog3/Ftr2
travel to Brindinford.
My gf plays the cleric and has played through parts of Speaker in Dreams before. She knows the main bad guy is a mind flayer. And some other details from earlier in the adventure. (were-rats, sorcerors in the bookstore, and one of the shrines being overtaken by evil guys)
The were-rats are pretty straight forward so I kept them in.(And the party has already cleared out the were-rats and the grimlocks) I'm powering up the sorcerors in the bookstore by rolling their stats and changing their spell lists. I also would like to swap out one of the two gibbering mouthers for something else, but haven't decided what yet. (I want to use my Abyssal Eviscerator mini, but I don't know how to make him fit)
I plan to alter the ambush in the alleys, taking out the rogues and letting the ogre mage make a stand there.
I want to add a second ambush where the PCs fight a party of similar make-up. Which should be a decent spot for them to pick up some items before fighting the evil clerics and devils.
After realizing I'll actually get to use the Bone Devil mini I have, I changed some of the devils to other minis I have (like the Bearded Devil)
and want to switch some of the hellhounds to a displacer beast.
Also, I switched the elasmosaurus in the river to a tojanida. although I bet the party never goes outside the town anyway.
As for the finale, I had to remove the mind flayer, and didnt want the ogre mage around at the end.
I've already introduced the Unruly Barbarian from the web-enhancement and have kept him around as a character. (Lothar...of the hill people)
And his theme song is of course sung by a bard who all along I had pegged as the mind flayer's replacement.
I figure the barbarian can be one level lower than the bard and be his cohort and meat-shield for the finale.
I'm expecting the party to be slightly ahead of WoTC's plan and be 8th level before the ending. I'm trying to deicde if the over-equipped bard (he has taken over almost a whole town by now, of course he'd be over equipped) is 10th level and the barbarian is his 9th level cohort, if that is a balanced end fight.
Also, the party is PARANOID. My gf seems to suspect the bard is up to no good. (possibly because she is guessing a bard is a decent mind-controlling replacement) The bard has mostly won them over, and uses Nystul's Magic Aura on his magic items to prevent them from using a simple Detect Magic to realize he's tricked out.
So, here are my questions.
1> Any other ideas for replacements monsters of character types that I can use?
2> Are any of the changes I've already made setting up a problem that I'm not seeing?
3> Is the end-fight a challenging final encounter? I'm figuring that the bard will have a few rounds to start his preparations and that both sides will be full strength. Should I lower or raise the levels on these two NPCs? I think I've done a good job at choosing their feats and such, but are there any must-haves you can think of?
4> I love the Nystul's Magic Aura touch. I almost want to force the bard in front of one of the party's detect magics to make them NOT suspect him. Are there any other precautions I should take to make sure the "jig isnt up" before the end?
Fresh out of the Forge of Fury, the awkward party of Elven Monk4/Sorc1, Human Cleric 5 (luck and good), Human Barbarian 5, and Half-Orc Rog3/Ftr2
travel to Brindinford.
My gf plays the cleric and has played through parts of Speaker in Dreams before. She knows the main bad guy is a mind flayer. And some other details from earlier in the adventure. (were-rats, sorcerors in the bookstore, and one of the shrines being overtaken by evil guys)
The were-rats are pretty straight forward so I kept them in.(And the party has already cleared out the were-rats and the grimlocks) I'm powering up the sorcerors in the bookstore by rolling their stats and changing their spell lists. I also would like to swap out one of the two gibbering mouthers for something else, but haven't decided what yet. (I want to use my Abyssal Eviscerator mini, but I don't know how to make him fit)
I plan to alter the ambush in the alleys, taking out the rogues and letting the ogre mage make a stand there.
I want to add a second ambush where the PCs fight a party of similar make-up. Which should be a decent spot for them to pick up some items before fighting the evil clerics and devils.
After realizing I'll actually get to use the Bone Devil mini I have, I changed some of the devils to other minis I have (like the Bearded Devil)
and want to switch some of the hellhounds to a displacer beast.
Also, I switched the elasmosaurus in the river to a tojanida. although I bet the party never goes outside the town anyway.
As for the finale, I had to remove the mind flayer, and didnt want the ogre mage around at the end.
I've already introduced the Unruly Barbarian from the web-enhancement and have kept him around as a character. (Lothar...of the hill people)
And his theme song is of course sung by a bard who all along I had pegged as the mind flayer's replacement.
I figure the barbarian can be one level lower than the bard and be his cohort and meat-shield for the finale.
I'm expecting the party to be slightly ahead of WoTC's plan and be 8th level before the ending. I'm trying to deicde if the over-equipped bard (he has taken over almost a whole town by now, of course he'd be over equipped) is 10th level and the barbarian is his 9th level cohort, if that is a balanced end fight.
Also, the party is PARANOID. My gf seems to suspect the bard is up to no good. (possibly because she is guessing a bard is a decent mind-controlling replacement) The bard has mostly won them over, and uses Nystul's Magic Aura on his magic items to prevent them from using a simple Detect Magic to realize he's tricked out.
So, here are my questions.
1> Any other ideas for replacements monsters of character types that I can use?
2> Are any of the changes I've already made setting up a problem that I'm not seeing?
3> Is the end-fight a challenging final encounter? I'm figuring that the bard will have a few rounds to start his preparations and that both sides will be full strength. Should I lower or raise the levels on these two NPCs? I think I've done a good job at choosing their feats and such, but are there any must-haves you can think of?
4> I love the Nystul's Magic Aura touch. I almost want to force the bard in front of one of the party's detect magics to make them NOT suspect him. Are there any other precautions I should take to make sure the "jig isnt up" before the end?