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| caelum |
Posted: Tue Dec 16, 2008 9:00 pm Post subject: Madman at the Bridge |
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Patron
Joined: 31 May 2008 Posts: 136
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So I may get a chance to run this little gem on Friday, since our regular DM is away for the holidays. Any advice on running it?
A few particular questions I had...first, there will only be three players. Will three PCs make it through, or should I give them two each?
Also, it looks like the rogue is the only one with Craft (gearwork), and I'm guessing that's the only way they have a chance to figure out how to stop the exploding boiler. So should I be sure to include the character no matter what, or are there other methods that I missed on a first read?
Mandebbok is invisible to start the combat. Does summoning monsters cancel that, or is that not a hostile action?
If I'm interpreting the map correctly, it looks like the entrance to the boiler room connects to the lowered walkway by the water - is that correct? (It seems the doors on the street are meant to be mostly impassable.) And the stairs down are on the bottom part of the street, leaving a clear line of fire for the ogres as the PCS move under the bridge?
Oh, and why does the pre-gen barbarian have such good stats?
Thanks - it looks like a fun little adventure! |
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| terraleon |
Posted: Wed Dec 17, 2008 6:10 am Post subject: Re: Madman at the Bridge |
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 Contributor
Joined: 16 Jan 2008 Posts: 2032 Location: upstate NY
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| caelum wrote: |
Mandebbok is invisible to start the combat. Does summoning monsters cancel that, or is that not a hostile action?
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From the SRD on the invisibility spell:
"Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth."
(emphasis mine)
So, make with the summoning!
-Ben.
(Edit: added to the rules quotation.) _________________ progressio sine timore aut praejudica - Spectemur agendo |
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| Wolfgang |
Posted: Wed Dec 17, 2008 10:41 am Post subject: |
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 Kobold Overlord
Joined: 30 Dec 2007 Posts: 5008 Location: The Mines
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Ben's right about the summoning. It's a nasty DM trick to have invisible summoners.
You are interpreting the maps entirely correctly. The walkway/stairs down does connect to the boiler room, but that route exposes the party to hostile fire from the ogres. Which is just another thing to throw at them.
Regarding the rogue and skills.... Well, clearly this is the rogue's time to shine (no sneak attacks against the clockworks or undead, so he needs some time as a hero).
However, if no one wants to play a rogue, I'd say give a spellcaster a charm person scroll or allow the party an extra round to try an Intimidate against a wounded Manddebok. Lots of alternate solutions may present themselves to a creative or desperate party. _________________ Wolfgang Baur
Publisher, Kobold Press |
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