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Treasure of Talon Pass - A Review w/ SPOILERS
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<blockquote data-quote="pnewman" data-source="post: 4315530" data-attributes="member: 22036"><p>It's the basement of an abandoned mountain garrison of a fallen ancient human empire, long ago sacked by barbarians. Six months ago a black dragon with a bunch of kobald servants and a human mage took it over. They left some of the origional undead undisturbed. An hour before the PC's show up, a bunch of Orcs broke in to steal the same treasure. As I said above none of the encounters left me saying 'wow'. There are so many dead kobald and orc bodies in some of the rooms that they count as difficult terrain, which is cool in a grim way. Room 7 used to be a stage and has some cool arbalasters (medium natural animate construct</p><p>homunculus giant crossbows) up on the stage and some drakes hidden in a curtained off enclosure. Room 8, the dragons lair, has a nice central pool of water (difficult terrain) for the dragon to push the PC's into and slow them down, as well as a vertical shaft down from the first level. The last encounter, room 11, is a arena. The PC's go in on the lower level and the evil mage lets the monsters out of their cells to fight the PC's and snipes down at them from the catwalk with his ranged attacks. The arena itself has magical properties and whenever anyone crits, becomes bloodied, or takes an opponent to 0 HP a random magical effect occurs. A nice encounter, especially since the PC's are bound to be pretty worn out from previous encounters by this point.</p><p></p><p>The dungeon doesn't have any spots that are ideal for an extended rest in it so the PC''s will either have to push on without one, camp in a bad spot and hope they don't get jumped, or retreat from the dungeon and make another attack the next day. Obviously I'm new to 4th edtion but it seems as if it may be too tough of a dungeon for a 2nd level party to clear in one pass without an extended rest.</p><p></p><p></p><p></p><p></p><p>Pack zombies are L2 Minion Zombies that get a +2 to hit if adjacent to another pack zombie and can sacrifice themselves when an adjacent non minion ally is hit by a melee attack to reduce the damage to the ally by 5 points. "In rare cases, zombies who lived highly regimented lives - such as former soldiers - retain a tiny vestige of that training in undeath."</p></blockquote><p></p>
[QUOTE="pnewman, post: 4315530, member: 22036"] It's the basement of an abandoned mountain garrison of a fallen ancient human empire, long ago sacked by barbarians. Six months ago a black dragon with a bunch of kobald servants and a human mage took it over. They left some of the origional undead undisturbed. An hour before the PC's show up, a bunch of Orcs broke in to steal the same treasure. As I said above none of the encounters left me saying 'wow'. There are so many dead kobald and orc bodies in some of the rooms that they count as difficult terrain, which is cool in a grim way. Room 7 used to be a stage and has some cool arbalasters (medium natural animate construct homunculus giant crossbows) up on the stage and some drakes hidden in a curtained off enclosure. Room 8, the dragons lair, has a nice central pool of water (difficult terrain) for the dragon to push the PC's into and slow them down, as well as a vertical shaft down from the first level. The last encounter, room 11, is a arena. The PC's go in on the lower level and the evil mage lets the monsters out of their cells to fight the PC's and snipes down at them from the catwalk with his ranged attacks. The arena itself has magical properties and whenever anyone crits, becomes bloodied, or takes an opponent to 0 HP a random magical effect occurs. A nice encounter, especially since the PC's are bound to be pretty worn out from previous encounters by this point. The dungeon doesn't have any spots that are ideal for an extended rest in it so the PC''s will either have to push on without one, camp in a bad spot and hope they don't get jumped, or retreat from the dungeon and make another attack the next day. Obviously I'm new to 4th edtion but it seems as if it may be too tough of a dungeon for a 2nd level party to clear in one pass without an extended rest. Pack zombies are L2 Minion Zombies that get a +2 to hit if adjacent to another pack zombie and can sacrifice themselves when an adjacent non minion ally is hit by a melee attack to reduce the damage to the ally by 5 points. "In rare cases, zombies who lived highly regimented lives - such as former soldiers - retain a tiny vestige of that training in undeath." [/QUOTE]
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