Page 2 of 4 FirstFirst 1234 LastLast
Results 11 to 20 of 40

Thread: Scales of War Part 01 Rescue at Rivenroar

  1. #11

    Post Rooms 11-12 of Rivenroar Dungeon

    Nothing of note in these rooms.
    Had a lot of problems creating the mushrooms and a lot of fun creating the magic circle.
    Attached Images Attached Images
    Last edited by cogollo; 02-12-2009 at 01:25 PM.

  2. #12

    Post Rooms 13-14 of Rivenroar Dungeon

    Comments about the Gnomes of the adventure.

    1. The Gnome of these rooms has been busy interrogating Adronsius about his alchemy knowledge.

    2. I asked myself what could have Sinruth paid a band of Gnomes to work with a band of stinky Hobgoblins. The best answer I could come up with is knowledge. So the Gnomes are mainly interested in studying the books and antiques found in the tomb. Sinruth allows them to do research in the tomb (and to interrogate the prisoners) as long as they help with the defense and create alchemical supplies for him.

    This means that they will gladly surrender the moment they see themselves alone and surrounded by PCs, as they are tenuous allies of Sinruth and mostly interested in investigating the tomb (they don't care much who is the big boss in the tomb). This will give me the possibility of giving the PCs extra clues if they are lost, and give the PCs a moral dilemma on how to treat Gnome prisoners that have collaborated with Sinruth and his hobgoblins.

    This also means that I will give Sinruth a couple of nasty alchemical items from Adventurer's Vault (plus add a small stock of alchemical items in his chambers to serve as extra treasure for the PCs).
    Attached Images Attached Images
    Last edited by cogollo; 02-12-2009 at 01:26 PM.

  3. #13

    Post Rooms 15-16 of Rivenroar Dungeon

    The Hobgoblins in this room have prepared a small defense obstacle: they have placed a table at the eastern entrance to the room.

    They have also been busy with their mining tools, searching for treasure in these rooms. As a result, they have already broken through the western sarg in room 16 and have placed all the loot (parcels G and H as the adventure suggests) inside.

    An easy Perception DC12 will be enough to tell the characters that the lid of the westernmost sarg has been already pried open. Jalissa, if asked, will also explain that the Goblins use that sarg as a strongbox.
    Attached Images Attached Images
    Last edited by cogollo; 02-12-2009 at 01:26 PM.

  4. #14

    Post Rooms 17-19 of Rivenroar Dungeon

    The text in the corridor between rooms 17 and 19 says, as suggested in the adventure, "Honor the Heroic Guards of Rivenroar", but I have used a Greek font (as in other rooms with ancient texts).
    Attached Images Attached Images
    Last edited by cogollo; 02-12-2009 at 01:27 PM.

  5. #15

    Post Rooms 20-21 of Rivenroar Dungeon

    Although the Hobgoblins in room 15 can be considered part of his guard, I did not like that Sinruth had no bodyguards. I also wanted to make the encounter with him a little bit more epic.

    So I decided to give him two Bodyguards. I did not want to add minions as bodyguards, but regular Hobgoblins would be too tough, so I will combine the Goblin Warrior (Level 1 Skirmisher) with the Hobgoblin Grunt (Level 3 Minion).

    Sinruth's bodyguards will be two Hobgoblin "Skirmishers". They will use the same statistics as the Hobgoblin Grunt but with 29/14 HPs and damage of 1d8+3 with their longswords. They will have a Strength of 16 and will be Level 1 Skirmishers (100 XP each).

    As I said before in my comments about the Gnomes, I will give Sinruth and his bodyguards some alchemical items.
    Each of them will have 1 Tanglefoot Bag (Level 2), 1 Alchemist's Frost (Level 1) and 1 Herbal Poultice (level 3). Sinruth will also have 1 Dragonfire Tar (level 3).
    In his chest, Sinruth has 2 more Herbal Poultices (level 3), 1 Clearwater Solution (level 1), 2 Tanglefoot Bags (Level 2) and 1 Lockbust Chalk (level 4).
    Attached Images Attached Images
    Last edited by cogollo; 02-12-2009 at 01:28 PM.

  6. #16

    Post Room 22 of Rivenroar Dungeon

    The wererats have their camp in room 23.
    Attached Images Attached Images
    Last edited by cogollo; 02-12-2009 at 01:28 PM.

  7. #17

    Post Room 23 of Rivenroar Dungeon

    The wererats joined Sinruth because they find pleasure in destroying the hated human towns.

    If the PCs defeat all wererats first, the Gnome will surrender, as he is more interested in studying the books in this room than in fighting adventurers. He will gladly tell the PCs what he wants if allowed to live.
    Attached Images Attached Images
    Last edited by cogollo; 02-12-2009 at 01:29 PM.

  8. #18

    Post Room 24 of Rivenroar Dungeon

    And the last room. I'll follow the adventure suggestions in this one.
    Attached Images Attached Images
    Last edited by cogollo; 02-12-2009 at 01:30 PM.

  9. #19

    Post

    So, that was it for the moment. I still intend to do one more map: the Kruthik's Lair (page 19 of the adventure).

    I will also work together with Nickverto so that I don't repeat the work on maps he has already done for the campaign.

    And another future project I have is creating maps for the "Curse of the Crimson Throne" campaign from Paizo, as I also intend to run it (another friend is running "Rise of the Runelords" for us and we are enjoying it a lot).


    Last but not least, thanks for all those who left their positive comments in this thread. I am glad you liked the maps.

  10. #20

    Default

    Lots of good stuff here.

    excellent
    http://www.cartographersguild.com/signaturepics/sigpic3377_5.gif

Page 2 of 4 FirstFirst 1234 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •