At the end of _Keep on the Shadowfell_, each member of the party will be granted a choice of boons from the representatives of Bahamut and Pelor. Is there some description of what form "representatives" should take, or should I use a "burning bush" approach? (That could work for Bahamut, as the party has a magic sword formerly belonging to a Paladin of Bahamut.) Basically, what should such a scenario look like?
I have a minor question on Bahamut's Protective Ward ("Power: until end of next turn, adjacent enemies provoke OAs from you if they make attack without you as a target."), which acts just like a Warden's Nature's Wrath Mark and Warden's Fury, but without referencing Marking. So, I'd read that since it is not marking, the targets do not know that they've been "marked", and therefore, they would not be any more likely to attack the PC who used the power. So, it's like a secret Warden's Mark. Do others agree, or would the baddies know that the power was used against them similar to marking?
And also a comment on Pelor's Sun Blessing ("Property: If you deal damage to a target that has vulnerability to radiant damage, you deal extra damage equal to your Wisdom or Constitution modifier, whichever is higher."), I read that as the extra damage is NOT radiant damage, just extra damage. That's a bit odd in combination with the other property of it ("Power (At-Will): Minor action. You emit bright light in a 5-square radius."). I suppose that if it were radiant damage, then it would basically be double-extra-damage (since they'd also take the extra damage due to being vulnerable) against the undead and their ilk.
The background on this is that one of the arcing changes that I've made to _Keep on the Shadowfell_ is that beside protecting the town of Winterhaven (who are Pelor-worshipers), there is a lot of emphasis on closing the rift to the Shadowfell, which historically, was originally undertaken by followers of Bahamut. As the module was written, you'd barely know that was the party's ultimate goal until the last encounter. So, I expanded on an idea stolen from TheAlexandrian.net and there are 4 Idols of Orcus which are extremely useful (but not required) for Kalarel's ritual -- he has one, and the other three are buried at the Dragon Bones Excavation Site, the goblin's Excavation Site, and in that tiny room off the Ghoul Warren. Sir Keegan was a Paladin of Bahamut, and he wielded (and was entombed with) the +1 Sunblade of Bahamut, which is what kept him "alive" all these years, and when he grants the blade to one of them (preferably a follower of Bahamut, but a Dragonborn or Paladin will do), it gives the PCs a much greater sense of their mission (and a very useful item against the undead). Kalarel's Apparition (presented in the online version of KotS) also makes an appearance about 5 times through the module (the first two at the two excavation sites, where it is overseeing the excavation of the Idols), so they have a sense of his evilness and his desire for the Idols.
Once they close the rift in the last encounter, they will find all the captured slaves (leading into _Thunderspire Labyrinth_). The Divine Boons are a reward for closing the rift and saving the town, but are also a reminder of a divine command to find those responsible for the enslavement and deaths of their followers and deal with them appropriately. So, the Boons will only last as long as they are on that avenging path. Do others place a limit on the length of the boon, or do they just have them last for the life of the character?
As far as treasure parcels go, the Boons are taking the place of a number of magic items, and the module was already low on monetary treasure, so the Boons for everyone in the party are not out of line for this low-level adventure. (Let no one suspect me of a "Monty Haul"...)
I have a minor question on Bahamut's Protective Ward ("Power: until end of next turn, adjacent enemies provoke OAs from you if they make attack without you as a target."), which acts just like a Warden's Nature's Wrath Mark and Warden's Fury, but without referencing Marking. So, I'd read that since it is not marking, the targets do not know that they've been "marked", and therefore, they would not be any more likely to attack the PC who used the power. So, it's like a secret Warden's Mark. Do others agree, or would the baddies know that the power was used against them similar to marking?
And also a comment on Pelor's Sun Blessing ("Property: If you deal damage to a target that has vulnerability to radiant damage, you deal extra damage equal to your Wisdom or Constitution modifier, whichever is higher."), I read that as the extra damage is NOT radiant damage, just extra damage. That's a bit odd in combination with the other property of it ("Power (At-Will): Minor action. You emit bright light in a 5-square radius."). I suppose that if it were radiant damage, then it would basically be double-extra-damage (since they'd also take the extra damage due to being vulnerable) against the undead and their ilk.
The background on this is that one of the arcing changes that I've made to _Keep on the Shadowfell_ is that beside protecting the town of Winterhaven (who are Pelor-worshipers), there is a lot of emphasis on closing the rift to the Shadowfell, which historically, was originally undertaken by followers of Bahamut. As the module was written, you'd barely know that was the party's ultimate goal until the last encounter. So, I expanded on an idea stolen from TheAlexandrian.net and there are 4 Idols of Orcus which are extremely useful (but not required) for Kalarel's ritual -- he has one, and the other three are buried at the Dragon Bones Excavation Site, the goblin's Excavation Site, and in that tiny room off the Ghoul Warren. Sir Keegan was a Paladin of Bahamut, and he wielded (and was entombed with) the +1 Sunblade of Bahamut, which is what kept him "alive" all these years, and when he grants the blade to one of them (preferably a follower of Bahamut, but a Dragonborn or Paladin will do), it gives the PCs a much greater sense of their mission (and a very useful item against the undead). Kalarel's Apparition (presented in the online version of KotS) also makes an appearance about 5 times through the module (the first two at the two excavation sites, where it is overseeing the excavation of the Idols), so they have a sense of his evilness and his desire for the Idols.
Once they close the rift in the last encounter, they will find all the captured slaves (leading into _Thunderspire Labyrinth_). The Divine Boons are a reward for closing the rift and saving the town, but are also a reminder of a divine command to find those responsible for the enslavement and deaths of their followers and deal with them appropriately. So, the Boons will only last as long as they are on that avenging path. Do others place a limit on the length of the boon, or do they just have them last for the life of the character?
As far as treasure parcels go, the Boons are taking the place of a number of magic items, and the module was already low on monetary treasure, so the Boons for everyone in the party are not out of line for this low-level adventure. (Let no one suspect me of a "Monty Haul"...)