arwink
Clockwork Golem
Piratecat said:For extra fun, make it a psionic dorje, and make it vaguely intelligent with a passion for being high up in the air ("use me! We can get higher!") and a fear of being used ("nooo! Another charge gone! I'm dyiiiing!"). Fun for the whole group.
Yoink. (and damn you piratecat - could you not have mentioned this a year ago

One thing I noticed about OSM is that after finishing it, standard DMG magic items just aren't the same anymore. Most of the permanent items in the adventure are subtle, flavorful things that will likely lurk in your campaign and your players memory long after most low-level magic items have been disregarded and replaced. The crystal whistle, the luck-bringer sword and the earing of fame are still among some of my players favorite items some six or so levels and a year of gameplay later.
The biggest problem the players in OSM had in my game was the fight against the goblins - they end up fairly outnumbered and if they don't stop the goblins from unleashing the dragonstone you can end up with a lot of character deaths very quickly. THe PC's start with the advantage of a surprise attack and a good firing position for archery (particulary if you've got a crosbowman, who can lay prone on the ramp while firing and get 9/10ths cover), but once they give that up they have problems (especially without a cleave happy fighter).
If you've got a 1st level psion or psi warrior with float, you might also want to put some thought into how the power works on inorganic matter in the game. My players ended up dumping bags of copper down the pit and using the power to keep it from sinking into the depths of the pool.
It's a damn fine module though (and I should probably pimp another OSM storyhour. One day I'm goign to find out exactly how many storyhours there are for the module)
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