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Light in the Belfry conversion: anyone interested?
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<blockquote data-quote="sabrinathecat" data-source="post: 6717699" data-attributes="member: 89838"><p>General Notes:</p><p>In Morgoroth's Domain, No necrotic spells or rituals function except his own.</p><p>Light sources (magical or otherwise) are weaker: they only provide dim light, and half the radius of normal. This over-rides all other rules/effects/item descriptions. Even during the day, the sun never seems to do more than mean torches are unnecessary.</p><p>Inside the house it is very cold. Every time the party goes up a level, Endurance checks DC 22-26. Fail = -1 to speed (stacks)</p><p>Alternative is 10 cold damage +ongoing cold (save ends).</p><p>The doors and windows open and close at Morgoroth's will. He likes to bang them shut for the jump-scare or distraction. This makes it nearly impossible to get an extended rest. (one party did, however, take all the seat cushions and linens from storage and pad the windows of the dining room so they couldn't be slammed.)</p><p>Morgoroth can douse all lights 3 times per day.</p><p>Cold Wind once per day: +15 vs Ref for 10 cold +ongoing 5 cold. Miss=10 cold. All drinks and liquids carried by the characters are fouled & contaminated.</p><p>Can summon geists once per day (usual patrol of lvl5 monsters that I used in the forest. I saved this for the last fight with Morgoroth when he thought he'd need reinforcements.</p><p>Morgoroth can manipulate reflections at will. +10 vs Will for d6+6 psychic & fear+ongoing5 psychic (save ends)</p><p></p><p>Perception DC to locate shards is 20. Usually not difficult if there's a wisdom-based character in the party. Getting the shards, however, can be interesting...</p><p></p><p>[sblock=Ground Floor]</p><p>[ATTACH]70792[/ATTACH]</p><p>[ATTACH]70793[/ATTACH]</p><p>[ATTACH]70795[/ATTACH]</p><p>Three maps, the west wing, main hall, and east wing. Ignore the images of the party members.</p><p>[/sblock]</p><p></p><p>Most of this module encounters/rooms are as written.</p><p></p><p>The shard inside the statues neck can be removed by breaking the head off, any insubstantial, teleport, shadow-jaunt, or anything else clever the players can come up with.</p><p></p><p>Combat encounters:</p><p>One of the closets is playing games with the party. Persistence is rewarded with the door blasting off it's hinges. Close blast 3. +15 vs Ref. 2d10 + save or take d10 +Stunned (save ends) from slamming into the far wall. Laughing spirits attack.</p><p>I had these as insubstantial swarms. (1/2 damage for swarm, 1/2 damage for insubstantial = 1/4 damage from most attacks). Gave them a death scream when destroyed that knocks the target unconscious for 5 minutes. They wake up screaming (save ends).</p><p></p><p>Eventually the battle with Morgoroth happens here. Unless something interesting happens with the PCs role-playing. Morgoroth is a lvl10 solo controller. Powers based on necromancer spells. I gave him a melee basic (staff smack), Ray of Rot (damage + bubbling blisters(save ends); failed save = blobby undead minion falls away and attacks the party next round), Encounter: Evard's Tentacles, Fog Cloud, Blink, Necrotic Lance (recharge, high damage + dazed (save ends), first failed save = Stunned, secondary attack vs Fort, Hit=weakened (save ends). NL recharges when he's bloodied. Daily spell Feign Death (trigger: Morgoroth drops below 20HP. He falls prone and appears dead (DC30 perception of arcana). If the party doesn't outright kill him, Morgoroth plays dead for 15 minutes, recovers 1/4 of his HP, recharges all his spells except Feign Death.</p><p></p><p>I let Morgoroth chat. He's willing to let the party go unpunished for invading and looting his house if they will help him break free of the prison. He's even mildly grateful for them putting the mirror back together and freeing him from being fragmented. He tries to be social and sympathetic. He's been shattered for what seemed like centuries. (He demands the return of his spell book if it has been taken). Once the party becomes "unreasonable" or confrontational, the fight begins.</p><p></p><p>Lots of rooms to explore. Minor bits and pieces.</p></blockquote><p></p>
[QUOTE="sabrinathecat, post: 6717699, member: 89838"] General Notes: In Morgoroth's Domain, No necrotic spells or rituals function except his own. Light sources (magical or otherwise) are weaker: they only provide dim light, and half the radius of normal. This over-rides all other rules/effects/item descriptions. Even during the day, the sun never seems to do more than mean torches are unnecessary. Inside the house it is very cold. Every time the party goes up a level, Endurance checks DC 22-26. Fail = -1 to speed (stacks) Alternative is 10 cold damage +ongoing cold (save ends). The doors and windows open and close at Morgoroth's will. He likes to bang them shut for the jump-scare or distraction. This makes it nearly impossible to get an extended rest. (one party did, however, take all the seat cushions and linens from storage and pad the windows of the dining room so they couldn't be slammed.) Morgoroth can douse all lights 3 times per day. Cold Wind once per day: +15 vs Ref for 10 cold +ongoing 5 cold. Miss=10 cold. All drinks and liquids carried by the characters are fouled & contaminated. Can summon geists once per day (usual patrol of lvl5 monsters that I used in the forest. I saved this for the last fight with Morgoroth when he thought he'd need reinforcements. Morgoroth can manipulate reflections at will. +10 vs Will for d6+6 psychic & fear+ongoing5 psychic (save ends) Perception DC to locate shards is 20. Usually not difficult if there's a wisdom-based character in the party. Getting the shards, however, can be interesting... [sblock=Ground Floor] [ATTACH=CONFIG]70792._xfImport[/ATTACH] [ATTACH=CONFIG]70793._xfImport[/ATTACH] [ATTACH=CONFIG]70795._xfImport[/ATTACH] Three maps, the west wing, main hall, and east wing. Ignore the images of the party members. [/sblock] Most of this module encounters/rooms are as written. The shard inside the statues neck can be removed by breaking the head off, any insubstantial, teleport, shadow-jaunt, or anything else clever the players can come up with. Combat encounters: One of the closets is playing games with the party. Persistence is rewarded with the door blasting off it's hinges. Close blast 3. +15 vs Ref. 2d10 + save or take d10 +Stunned (save ends) from slamming into the far wall. Laughing spirits attack. I had these as insubstantial swarms. (1/2 damage for swarm, 1/2 damage for insubstantial = 1/4 damage from most attacks). Gave them a death scream when destroyed that knocks the target unconscious for 5 minutes. They wake up screaming (save ends). Eventually the battle with Morgoroth happens here. Unless something interesting happens with the PCs role-playing. Morgoroth is a lvl10 solo controller. Powers based on necromancer spells. I gave him a melee basic (staff smack), Ray of Rot (damage + bubbling blisters(save ends); failed save = blobby undead minion falls away and attacks the party next round), Encounter: Evard's Tentacles, Fog Cloud, Blink, Necrotic Lance (recharge, high damage + dazed (save ends), first failed save = Stunned, secondary attack vs Fort, Hit=weakened (save ends). NL recharges when he's bloodied. Daily spell Feign Death (trigger: Morgoroth drops below 20HP. He falls prone and appears dead (DC30 perception of arcana). If the party doesn't outright kill him, Morgoroth plays dead for 15 minutes, recovers 1/4 of his HP, recharges all his spells except Feign Death. I let Morgoroth chat. He's willing to let the party go unpunished for invading and looting his house if they will help him break free of the prison. He's even mildly grateful for them putting the mirror back together and freeing him from being fragmented. He tries to be social and sympathetic. He's been shattered for what seemed like centuries. (He demands the return of his spell book if it has been taken). Once the party becomes "unreasonable" or confrontational, the fight begins. Lots of rooms to explore. Minor bits and pieces. [/QUOTE]
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