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Light in the Belfry conversion: anyone interested?
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<blockquote data-quote="sabrinathecat" data-source="post: 6721420" data-attributes="member: 89838"><p>Fourth floor.</p><p>I figured that the ceilings on this floor would again have to be 30'.</p><p></p><p>[sblock=Fourth Floor Maps]</p><p>[ATTACH]70855[/ATTACH]</p><p>[/sblock]</p><p>I adapted the Vampiric Mist into an insubstantial lvl7 solo Lurker based on an air elemental with a few vampiric traits thrown in.</p><p>The ghouls are standard ghouls.</p><p>When I ran this for the table-top, I went with the as written trigger--the ghouls only attack if someone tries to open their cells or loot their bodies. That didn't feel right, and the whole thing was anti-climactic.</p><p>For the PbP run-through, the ghouls animated when the shard was picked up from the body in the corner (as the party naturally expected). But 33 standard ghouls, even imprisoned, was a bit much, especially with the one ghoul unlocking the cells and the paralysing touch immobilizing players.</p><p>The PbP path was probably the better way to go, but I think if I did it again I'd make the ghouls minions that would regenerate and reawaken after 5 rounds.</p><p></p><p>[sblock=Fifth Floor Map]</p><p>[ATTACH]70856[/ATTACH]</p><p>[/sblock]</p><p>There isn't any combat here. After Morgoroth is defeated, the effect blocking access to the level above and keeping the bell ropes immobile is gone. This is really just a RP encounter and the way out.</p><p></p><p>---------------</p><p>Final notes:</p><p>because of my campaign world, I had set this up so that "in the regular world", 5 years would go by while the party was hear, +1 year for every extended (or attempted extended) rest.</p><p>If Morgoroth was killed (and not just bounced back into mirror shards), then the house would arrive shortly after the party returned. When the party arrived, it was the middle of the day, and the new town of Avonleigh was dealing with all the broken buildings and roads that had shown up last week and disrupted their construction efforts. The party was allowed to have the house as spoils (one party took it, the other is thinking it over--maybe not). The house was a little run down, but perfectly usable and easy to repair and clean up.</p><p></p><p>From the oversized closets (Morgoroth's personal closet is bigger than my bedroom!) and the wall, and the belfry complete with carillons, it is clear that Morgoroth was no student of architecture. That said, the house is quite an impressive structure, and could be a very good base.</p><p></p><p>One of the "game breaking" solutions I've heard from this mod is "Just set the house on fire." Problem: the house is STONE. Morgoroth summoned it up from the ground. Some of the furnishings and outbuildings might burn, but most of the house won't--really just the porches. Also, you'd ruin most of the treasure (like that library). Also, burning the building would not help you find most of the shards--if anything, it would make most of them harder.</p><p>According to an old murder mystery I read, being in the belfry when the bells are ringing was a good way not just to deafen someone, but to outright kill them from the concussive force of sound. Aurora is just fine, once the glass coffin is broken.</p><p>I did build the house using Maya for some nice atmospheric images.</p><p>The maps posted here were created using CorelDraw.</p><p>If I ran this again, I'd probably change many of the encounters to be either 5-standard critters or Solo with Minor action powers and minions.</p><p>Also, as with Sinister Secret of Saltmarsh, I would not run this as a Play-By-Post game again. Something about exploring a house is just too slow.</p><p>Overall, it took a bit of work to clean up some of the writing, and a fair amount of time to build the monsters, but I was satisfied with the results, and the creepy music playlist I put together provided a satisfying atmosphere.</p></blockquote><p></p>
[QUOTE="sabrinathecat, post: 6721420, member: 89838"] Fourth floor. I figured that the ceilings on this floor would again have to be 30'. [sblock=Fourth Floor Maps] [ATTACH=CONFIG]70855._xfImport[/ATTACH] [/sblock] I adapted the Vampiric Mist into an insubstantial lvl7 solo Lurker based on an air elemental with a few vampiric traits thrown in. The ghouls are standard ghouls. When I ran this for the table-top, I went with the as written trigger--the ghouls only attack if someone tries to open their cells or loot their bodies. That didn't feel right, and the whole thing was anti-climactic. For the PbP run-through, the ghouls animated when the shard was picked up from the body in the corner (as the party naturally expected). But 33 standard ghouls, even imprisoned, was a bit much, especially with the one ghoul unlocking the cells and the paralysing touch immobilizing players. The PbP path was probably the better way to go, but I think if I did it again I'd make the ghouls minions that would regenerate and reawaken after 5 rounds. [sblock=Fifth Floor Map] [ATTACH=CONFIG]70856._xfImport[/ATTACH] [/sblock] There isn't any combat here. After Morgoroth is defeated, the effect blocking access to the level above and keeping the bell ropes immobile is gone. This is really just a RP encounter and the way out. --------------- Final notes: because of my campaign world, I had set this up so that "in the regular world", 5 years would go by while the party was hear, +1 year for every extended (or attempted extended) rest. If Morgoroth was killed (and not just bounced back into mirror shards), then the house would arrive shortly after the party returned. When the party arrived, it was the middle of the day, and the new town of Avonleigh was dealing with all the broken buildings and roads that had shown up last week and disrupted their construction efforts. The party was allowed to have the house as spoils (one party took it, the other is thinking it over--maybe not). The house was a little run down, but perfectly usable and easy to repair and clean up. From the oversized closets (Morgoroth's personal closet is bigger than my bedroom!) and the wall, and the belfry complete with carillons, it is clear that Morgoroth was no student of architecture. That said, the house is quite an impressive structure, and could be a very good base. One of the "game breaking" solutions I've heard from this mod is "Just set the house on fire." Problem: the house is STONE. Morgoroth summoned it up from the ground. Some of the furnishings and outbuildings might burn, but most of the house won't--really just the porches. Also, you'd ruin most of the treasure (like that library). Also, burning the building would not help you find most of the shards--if anything, it would make most of them harder. According to an old murder mystery I read, being in the belfry when the bells are ringing was a good way not just to deafen someone, but to outright kill them from the concussive force of sound. Aurora is just fine, once the glass coffin is broken. I did build the house using Maya for some nice atmospheric images. The maps posted here were created using CorelDraw. If I ran this again, I'd probably change many of the encounters to be either 5-standard critters or Solo with Minor action powers and minions. Also, as with Sinister Secret of Saltmarsh, I would not run this as a Play-By-Post game again. Something about exploring a house is just too slow. Overall, it took a bit of work to clean up some of the writing, and a fair amount of time to build the monsters, but I was satisfied with the results, and the creepy music playlist I put together provided a satisfying atmosphere. [/QUOTE]
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