* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Advice on Slaver Series requested (A1-4) Started at 05-15-04 03:29 AM by James McMurray Visit at http://forums.gleemax.com/showthread.php?t=239915 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : James McMurray Date : 05-15-04 03:29 AM Thread Title : Advice on Slaver Series requested (A1-4) My group is ready to move on to the Slave Pits of the Undercity (and is followup adventures). Any ideas on how best to run it? Sorry for the brief post, but its frikkin' late. :) I'll get more up later. This si the same party that is based in the area of the Keep n the Borderlands. Their explots (except for the ones tonight) are detailed here: http://forums.rpghost.com/showthread.php?s=&threadid=18277 The ancient tree city is my fill in for the mysterious caves area. Thanks! Edit: changed title to hopefuly garner mor iterest. :) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : James McMurray Date : 05-15-04 02:30 PM Thanks for the prompt replies. :D The party was hired by the Castellan of the Keep on the Borderlands to make an example of the slavers. They have been conducting their trade in the Castellan's lands and not making the proper offerings to the keep. Sending a large force would both lead to a difficult siege and a weakened keep, so he has hired the men who have done such good work for others in the town. The Castellan has an insider who has given him a map of the area. He will give a copy to the party. For the fun of it we'll be using the tournament rules. The rationale for no wandering monsters is that the mole lured the gaurds away and initiated a lock-down. The characters have no idea how long this will last. I'll tell the players that it will last for 6 hours of playing time, and that after that the gaurds will be returning from their patrol and the random encounters will start up again. Hopefully that'll curb the idle chatter at the table. :) It'll also give me the cutoff point for when to take their tournament score. I'll award bonus XP based on their score. A couple of questions: 1) One the map of the upper level, there appears to be no way to get into areas 9 and 10. 2) Areas 11-19 are not connected to the rest of the upper level. Should they be? I'm sure I'll have more questions as I run, but right now I'm just looking for any general advice, pitfalls to wtch out for, etc. Thanks! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : blackprinceofmuncie Date : 05-15-04 04:46 PM Originally posted by James McMurray Thanks for the prompt replies. :D To be honest, I saw this last night and thought about replying, as A1 is one of my favorite modules and I've run it several times in several different editions. Problem was, I wasn't really sure what "advice" you wanted. Now that you've asked questions it's a little easier. 1) There's no way to access areas 9 and 10 from the interior of the building. However, in addition to 9 and 10, areas 8, 14 and 16a are open to the air. The PCs can scale the walls and walk around on the upper ramparts of the ruined temple. I've had PCs do this on several occasions and it works very much in their favor, as they can get a good idea of the layout of the place and can even get the jump on several of the inhabitants if they're careful. One time I ran the module, I placed some treasure in area 9, so to make it easier for the PCs to access this area, I placed a boarded up door at the end of the hallway, right outside room #2. There are several other places where you could place a sealed over but usable access to these areas if you WANT your PCs to think about going out there. 2) No. The inhabitants can move from area to area through the dirt tunnels under the temple, as well as by leaving through the portcullis gate and re-entering in room 6 or 7 on the other side of the upper level. Probably the most common means of travel between the two sections would be to enter the lower levels through the trapdoor in room 12a (entering area 7 on the lower level) walk West from that to the first staircase and re-enter the upper level at the stairs located between the two empty rooms just West of area 16B on the upper level map. This doesn't require the humanoids to pass through the main area of the Aspis lair or the sewer tunnels. The only recommendation I would make is that I've found it adds a real sense of danger to the adventure if you add some penalty for being in the sewer area. In OOP editions I generally assigned a -1 penalty for to hit, damage and saves if the PCs entered the sewer areas and failed a save vs. Paralyzation, Poison or Death Magic (for being nauseated by the smell). They suffered an additional (stacking) -2 penalty if they fell in the sewage and didn't stop to clean themselves off (no save). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : James McMurray Date : 05-15-04 06:51 PM Thanks! I hadn't even checked the lower level map yet, as I'm still converting the top level. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:20 AM.