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Light in the Belfry conversion: anyone interested?
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<blockquote data-quote="sabrinathecat" data-source="post: 6714329" data-attributes="member: 89838"><p>Encounters.</p><p>I had the party show up in the desolate destroyed town, and have to make their way though the Phantasmal Forest to get to Tergeron Manor. Just to speed them up, whenever they were lagging or started on a side treck, a group of undead would show up (lvl5 geists--paired down from something stronger). The encounter wasn't a challenge, but it was a drain on resources. I used this ghost patrol whenever I felt the need for a wake-up.</p><p></p><p>Once the party reached the house, they decided both times to scale the wall rather than even approach the gate. Not sure what they were afraid of, but there you have it. At 10 feet tall, the wall is more of a joke than anything else. It's kind of like those ornate gates in "fashionable" parts of town that seem to advertise "Rich person lives here: come rob me!" It might stand up to an assault by a giant, but the giant could just vault over it without any difficulty.</p><p></p><p>Once inside the grounds, oh, you might like a map--</p><p>[sblock=Grounds]</p><p>[ATTACH]70695[/ATTACH]</p><p>lets hope I didn't botch that syntax...</p><p>[/sblock]</p><p>There are only 3 actual combat encounters (unless someone does something really strange/stupid)</p><p>In the reflecting pool, I had 23 acidic tiny green slime minions. They swim fast, jump well, move at a crawl (2). Once they hit with a jump they grab on and do, well, minion acid damage. They're tiny, so they can just swarm a few targets and latch on. Nice bit for an area attack or 3. </p><p></p><p>In the vegetable garden, I built 2 plants: blood roses and fear weed. Fear Weeds were minion controllers with an aura 4 that cause violence and confusion. Anyone in the aura attacks or charges the nearest visible target (including allies), save vs Poison negates until end of next turn. The blood roses were a little nastier: burst2 attack that restrained the target and caused ongoing 10 until the grab was broken. Oh, and that stacked if grabbed by multiple plants. Not bad for a lvl5 controller.</p><p>The garden is full of a haze of pollen, with gave concealment to creatures inside, but also turned out to give creatures outside concealment from those inside. This was used to great effect by the parties. Both of them sent their barbarians in to fight the plants, and while the rest of the party attacked them from range.</p><p></p><p>Like most of the rest of the mod, the last outdoor fight is a solo. Lambert's Phantom is a little nuts. I used a lvl7 soldier with insubstantial and phasing (adjust HP accordingly). I revised him a bit the second time, building his combat powers around the Blackguard, with Vengeance strike and a couple of other tweeks.</p><p></p><p>Aside from that, the rest of the outside is finding a way inside. If it gets to be too tough, Morgoroth might just open the front doors for them out of amusement and curiosity. His mind is a little shattered and mad, after all. He's gone to pieces.</p><p></p><p>One other bit I should like to point out: music.</p><p>Most of the time I have a shuffle list of various fantasy music playing in the background. When we started this mod, I switched to a playlist of various horror soundtracks (The Resurrected, Warlock, Army of Darkness). Also, however, I had a bunch of albums I'd purchased from Nox Arcana and Midnight Syndicate. Several of the players complained (or praised) that by the end of the session the music had creeped them out. (Amazon has digital downloads you can buy of most of these, if not all).</p></blockquote><p></p>
[QUOTE="sabrinathecat, post: 6714329, member: 89838"] Encounters. I had the party show up in the desolate destroyed town, and have to make their way though the Phantasmal Forest to get to Tergeron Manor. Just to speed them up, whenever they were lagging or started on a side treck, a group of undead would show up (lvl5 geists--paired down from something stronger). The encounter wasn't a challenge, but it was a drain on resources. I used this ghost patrol whenever I felt the need for a wake-up. Once the party reached the house, they decided both times to scale the wall rather than even approach the gate. Not sure what they were afraid of, but there you have it. At 10 feet tall, the wall is more of a joke than anything else. It's kind of like those ornate gates in "fashionable" parts of town that seem to advertise "Rich person lives here: come rob me!" It might stand up to an assault by a giant, but the giant could just vault over it without any difficulty. Once inside the grounds, oh, you might like a map-- [sblock=Grounds] [ATTACH=CONFIG]70695._xfImport[/ATTACH] lets hope I didn't botch that syntax... [/sblock] There are only 3 actual combat encounters (unless someone does something really strange/stupid) In the reflecting pool, I had 23 acidic tiny green slime minions. They swim fast, jump well, move at a crawl (2). Once they hit with a jump they grab on and do, well, minion acid damage. They're tiny, so they can just swarm a few targets and latch on. Nice bit for an area attack or 3. In the vegetable garden, I built 2 plants: blood roses and fear weed. Fear Weeds were minion controllers with an aura 4 that cause violence and confusion. Anyone in the aura attacks or charges the nearest visible target (including allies), save vs Poison negates until end of next turn. The blood roses were a little nastier: burst2 attack that restrained the target and caused ongoing 10 until the grab was broken. Oh, and that stacked if grabbed by multiple plants. Not bad for a lvl5 controller. The garden is full of a haze of pollen, with gave concealment to creatures inside, but also turned out to give creatures outside concealment from those inside. This was used to great effect by the parties. Both of them sent their barbarians in to fight the plants, and while the rest of the party attacked them from range. Like most of the rest of the mod, the last outdoor fight is a solo. Lambert's Phantom is a little nuts. I used a lvl7 soldier with insubstantial and phasing (adjust HP accordingly). I revised him a bit the second time, building his combat powers around the Blackguard, with Vengeance strike and a couple of other tweeks. Aside from that, the rest of the outside is finding a way inside. If it gets to be too tough, Morgoroth might just open the front doors for them out of amusement and curiosity. His mind is a little shattered and mad, after all. He's gone to pieces. One other bit I should like to point out: music. Most of the time I have a shuffle list of various fantasy music playing in the background. When we started this mod, I switched to a playlist of various horror soundtracks (The Resurrected, Warlock, Army of Darkness). Also, however, I had a bunch of albums I'd purchased from Nox Arcana and Midnight Syndicate. Several of the players complained (or praised) that by the end of the session the music had creeped them out. (Amazon has digital downloads you can buy of most of these, if not all). [/QUOTE]
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