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Question for Piratecat: Any tips for running OSM? [SPOILERS]
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<blockquote data-quote="Piratecat" data-source="post: 1018058" data-attributes="member: 2"><p>Actually, Hong, that's good advice for OSM too.</p><p></p><p>[SPOILERS APLENTY]</p><p></p><p></p><p>1. This is a better 2nd lvl module than 1st. Some of the encounters can be quite deadly, especially if your players aren't too tactical. The fight in Copperdeath's old home particularly springs to mind.</p><p></p><p>2. The goblins should have a big pile of ropes and rope ladders piled in the mountain-side entranceway. It lets the PCs get safely down the mountain fairly easily, unless they need to go chat with our friend at the base of the waterfall again.</p><p></p><p>3. One of the goblins should also have a magical or psionic wand (dorje) of levitation... either that, or those damn cows in the lair are good at mountain climbing. 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.</p><p></p><p>4. If they try to dig out a golem, have it try to attack them (with one arm, probably ineffectually) while they're still digging. That might give them the idea.</p><p></p><p>5. If the entry platform is going to give way, have it groan and creak a bit first. </p><p></p><p>6. The horses are not so much designed to beat the PCs in combat as they are designed to set the mood and scare the bejeezus out of them. Use them appropriately. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I think that's a good quick summary. Thanks for the kind words, and have a great time!</p></blockquote><p></p>
[QUOTE="Piratecat, post: 1018058, member: 2"] Actually, Hong, that's good advice for OSM too. [SPOILERS APLENTY] 1. This is a better 2nd lvl module than 1st. Some of the encounters can be quite deadly, especially if your players aren't too tactical. The fight in Copperdeath's old home particularly springs to mind. 2. The goblins should have a big pile of ropes and rope ladders piled in the mountain-side entranceway. It lets the PCs get safely down the mountain fairly easily, unless they need to go chat with our friend at the base of the waterfall again. 3. One of the goblins should also have a magical or psionic wand (dorje) of levitation... either that, or those damn cows in the lair are good at mountain climbing. 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. 4. If they try to dig out a golem, have it try to attack them (with one arm, probably ineffectually) while they're still digging. That might give them the idea. 5. If the entry platform is going to give way, have it groan and creak a bit first. 6. The horses are not so much designed to beat the PCs in combat as they are designed to set the mood and scare the bejeezus out of them. Use them appropriately. :) I think that's a good quick summary. Thanks for the kind words, and have a great time! [/QUOTE]
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Question for Piratecat: Any tips for running OSM? [SPOILERS]
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