evilbob
Adventurer
I know! It's both super fun because it's so open-ended and also maybe it would have been nice to include a few other ideas. Some justifications are particularly bad ("they all went insane and killed each other because reasons, the end"). Others are better because they imply some very bad things (like the Watcher's dad and the dolls made for Izek) but sort of leave it up to the group to see how far they want to go.in many cases the adventure doesn't actually give concrete reasons for the denizens to do what they do. It's left open for the individual DMs to decide.
YUP. That's the vampire spawn encounter, and why I listed it as one of the top 2 places your entire party will absolutely die. The silver dragon place is another great example, like you said - fighting not only isn't helpful, it's counter-productive to the RP!What is unfortunate though... is that the adventure does (like almost all adventures do) have certain places where a room has a monster listed in it, and it's narrative is "When the PCs enter the room, the creature attacks." Which I think in this adventure in particular... is a poor cycle to get DMs thinking about.
The spectre at level 1 is no joke, it's true - any hit is an instant kill against any creature with 10 or fewer HP, which is about half the classes at level 1. Two hits is insta-death for any level 1 character. (And it can't even be turned, since any cleric would not be level 2 yet.) Thus my disclaimer that this was not an exhaustive list. I was only going by general CR / capabilities, but if the CR of a creature was within 1 or 2 of the typical party level, I didn't even add it to the list. But you're right: this is a "show up and it attacks" situation where one successful roll can kill a PC, which is something that might not be fun / something to look out for. I'll put that in the list as well.Forget the bottom of Death House, ... The spectre Life Drained one of the Rogues to death in one hit and left the Paladin making Death Saves.
Edit: That specter is worse than I thought. It has DR against non-magic weapons and effectively any type of damaging spell other than magic missile (giving it effectively 44 HP), it potentially kills the majority of PCs in one hit and ANY PC in two hits since you cannot heal the damage done by this thing if you fail your saves, and clerics can't turn it. And if the GM was being particularly nasty it would hit-and-run the party from the floor; it could attack and fly below the floor, then come up next round and attack (taking one OA is better than a full party to the face) and retreat again, etc. This wouldn't work for long (ready an action) but it would likely work long enough for someone to buy it. Your only saving grace is the low +4 to hit and the low DC 10 to save against the perma-drain.
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