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B10 Night's Dark Terror: Tweaks

by Anarion_Elendili

Now, I don't disagree that this module is amazing, and filled to the gills with very good content.

But listening to WizardDeadloss' playthrough of the module, there are some minor things that I think I would tweak when GMing it myself. Prompted by this topic and BECMIBerserker's intent to play the Siege of Sukiskyn at a con in Norwich in August, I figured I'd share my thoughts in a more organized format.

First, some general comments.

1. Scale between the B modules and Expert Set vs. GAZ 1.
There is about a factor of 10 between the early B modules/Expert Set and GAZ1, when it comes to the population of towns and cities. Which makes sense, as you don't really get slums in a village of 550, but a town of 5500, sure. I don't have a problem with Sukiskyn or Misha's Ferry being small single (extended) family (or a single person, even) households.

2. Outdoors and Range Modifiers
A lot of the combat in the module should be happening outdoors, so everything (range, movement) is scaled up by a factor of three. In essence, going from feet to yards. The area of effect is not multiplied, though, so area spells can be less effective outdoors than in the confined dungeons, which makes sense. (Expert Set, p. 20, but also in the module itself, the Player's Handout.)
RC lists the longbow max range as 210, so 210 yards outdoors. That is doable. What does fail a reality check is the accuracy. The arrow is spending (up to) a few seconds in flight to those ranges, at a ballistic arc, so to hit an erratically moving target is pretty much impossible. That is why at those ranges, it was more of an area weapon, used with volley fire against large groups of men.
The +1/0/-1 range modifiers work well enough in a dungeon, since at 210 feet, you are still firing at a flat arc (or you'd hit the roof of the dungeon, most likely). But outdoors to shoot to 210 yards you are not. Thus, were I so inclined, I would keep the indoors range bands as is even outdoors, and I would add very long (-2) and extreme (-4) ranges, at 2x long and 3x long distances. So if you want to shoot to 210 yards, you can, provided that you are outdoors and hit at -4. And even that -4 is a cinematic concession to make the PKs be BDH at higher levels.

3. Iron Ring (especially tattoos and hounds)
Tattoos: The short of it is that it is a bit silly that a secret organization like that would brand their members to be easily identifiable by the law enforcement, just by having them roll up their sleeve. Instead, they could be detected by their equipment that they'd have at hand in some encounters, like manacles in the river ambush to take the crew captive. More of that in the next post.
Hounds: It doesn't sit well with me that these guys are essentially tortured and abused victims, forced into their roles, and then the heroes just cut them down. Also, it would be a security nightmare, as it would be way too easy for these guys to just turn on their previous abusers, being armed and all that. Just look at all the slave revolts in Ancient Rome, and there you had the state-sanctioned slavery, unlike in Karameikos. Instead, I would make these guys to be low-level criminals/thugs, who are willingly part of the organization.

The River Ambush

Boat and setup:
It says that the river is flowing faster there, as it is narrower. That should be sweeping the boat (once the crewmembers/rowers duck away) and especially the swimmers downstream. I think, were I GMing this encounter, that I would specify the swimmers starting from upstream and being helped by the flow of the river towards the boat. And as soon as the rowers duck down, the boat starts slowly swinging around, being pushed back away from the chain by the current. Sure, it is a complication, but it makes the situation feel more real, and less static.
Alternatively, you could narrate a nice, stiff wind from the west, pushing the boat up the river and giving the rowers a break. The Egyptians were blessed by pretty constant winds from the north, so they could sail with the current downriver and then use sails to sail upriver.

Enemy write-up:
The THAC0 of the bowmen write-up implies that they are at a short distance from the boat, although it could simply be in error. I would be inclined to give everyone -2 AC bonus for cover (boat, river, trees). The Reaver Thief THAC0 is wrong, it should be 17 as a 4th level Thief, not 19. Since I would be having the Hounds be just regular thugs, no ferocity bonus, THAC0 19.
Note that the Hound numbers are inconsistent between the main text (7 bows and 9 swimmers) and the stat block (8 bowmen and 12 swimmers). Use whichever fits the party size & strength better.

Enemy goal:
The Module states that they are there to just cut communications and prevent reinforcements to get up the river. That being said, they are slavers, so obviously any captives would represent profit. Thus, they would carry manacles with them to chain up captives, and hence be more easily identified as members of Iron Ring, once defeated. Also, they'd recognize that the adventurers would be the most dangerous, so would focus on them, rather than shooting at the crew (and also so that they don't accidentally shoot one of their own).

Misha's Ferry

Location:
The GM's Map implies it is north of the river; however, the Players' Map puts it south of the river and there is no mention in the text of needing a ferry to cross the river when continuing the journey in the morning. Also, the various camps and homesteads are on the southern shore. Thus, it makes more sense for it to be located on the south shore of the river, too.

Misha and the Pet Bear:
Rather than kill her off-screen, I would be tempted to make her a werebear (the pet bear is her in the bear form) and use her as a recurring character. Also, since this means that the 'bear' is intelligent, it might make for a nice, interesting scene as Misha first assumes that the PCs are looters/bandits, but depending on the PC reactions to the charging bear (having been warned by the captain of the boat that Misha has a pet bear), she might stop her attack and listen to them. She would be unlikely to reveal that she is the bear, but come back later in human form.

Siege of Sukiskyn

1.) Scale
There is no way that 11 horses will fit into the stables as shown in the map, and another 41 horses into the pen. My solution: change the Pens to the Stables, and have a large corral in the open area to the east of Sukiskyn, which is where they kept the captured wild horses. Problem solved!

2.) Level of defenders
I believe that the residents of Sukiskyn are of too high a level, in general. The suggested starting level for PCs is 5000 XP, which would put most of them on 3rd level (Elf 2nd, Thief 4th). Pyotr is 5th level, so four times as much XP as the PCs, and even his son is F3, equivalent to the PCs. While the PCs are definitely needed for the defense, this does make them feel a bit more like sidekicks. I would likely lower Pyotr to at least 4th, if not 3rd, and his son to 2nd level. This also makes it more likely that some of the defenders kick the bucket rather than tank half a dozen arrows without flinching. (Also, since I tend to play in a more magic item scarce campaign, no magical weapons for Pyotr; if Adriana, the heiress of the Grand Duchy of Karameikos doesn't have one (GAZ 1), then Pyotr doesn't either. However, if you are playing with plentiful magic items like in B2, then sure, if random goblinoid chiefs have magic weapons, this family head can have one as well. Especially if he is truly 5th level, i.e. likely a retired adventurer himself.)

3.) Snipers
In WizardDeadloss' playthrough, what the goblins were mainly accomplishing was dying. Partially this is because they kept aiming for the clad-in-metal AC monsters on the top of the tower, rather than the much squishier, lightly armored/unarmored people in the windows. I think I would be tempted to make it so that a surprise is rolled, 1-4 chance of surprise for the Goblins as they are sneaking in, 1-3 if any demihumans are keeping watch. The Goblins will shoot-and-scoot, so if they surprise the defenders and win the initiative the next round, they just got a free round of arrows off. I'd likely keep this going until 1d4+2 Goblins are dead, although obviously there would be gaps between the sneaking attempts, coming from different sides, etc. I think these changes would make it feel more dangerous and frustrating, just like it should. At any moment, arrows might come flying at you, and all you can do is to take it as the goblins scoot and laugh and taunt you from the forest. Obviously, some GM instinct as to not turn this accidentally into a TPK or weaken the party so much that they will get killed in the assault.

4.) Windows and Ladders
The windows ought to have wooden shutters, but if the PCs close them, they can't shoot at the goblins running across the clearing. It will delay the goblins for a round as they bust those open. As for pushing the ladders, instead of a to-hit roll, I would use the open doors roll: you will succeed in grabbing them, but do you have the strength and the leverage to push them off with two goblins already on there? Remember to add the STR bonus, and if you get help (1 person fits to help), add their STR bonus or +1, whichever is better. If that roll succeeds, the ladders go down. I would give falling damage only to the topmost goblin, but again, this is one of those GM calls, depending how well the PCs are doing. If they need some more help, sure, give damage to both goblins, etc.

5.) Goblin Morale breaking
I think I would not make them retreat automatically if half of them get killed. If their chief is still in the fight, at the very least I would make a morale roll and have them retreat only if that fails. Once the chief if dead and they are below half their number (at the start of the assault), then sure, let the PCs have the win. Again, in the actual situation, I would play it by the ear as I would like it to be a tense fight, but the PCs ultimately winning.

6.) Extra supplies & healing
I use the skill proficiency rules, and definitely would give the two clerics the Healing proficiency. This would allow them to (try to) patch up the wounded between each siege event, helping to stretch those HP out. But I would keep in my back pocket either healing potions or clerical scrolls of healing (or both), as well as possibly one clerical scroll of Hold Person, if it looks like that the PCs are about to get overwhelmed in that final assault, to have an in-game way to address the balance a bit. Naturally, the NPC cleric, whoever it is, would probably pay for it with her life, as the goblins would try to prioritize killing her in revenge/just in case she has more spells like that. Which would give a nicely dramatic, poignant feel even though the PCs win in the end (hopefully).

Mission creep and the lack of connection

So... one thing that kinda crystalized for me in the other thread was that there is not a lot to make the PCs take ownership of the quest, especially at the start. Sure, they agree to escort the horses, and getting attacked by a 'random' encounter is par for the course, and they don't really have much of a choice than to stay and defend Sukiskyn. But after that, going after the goblins who stole the horses, I could see the PCs saying 'nah, we are good' and nope on out of there. The adventure does implicitly recognize that this might happen, as it brings the next 'scene' up if the PCs don't go after the goblins, with news of Stephan's kidnapping. The problem here is that if the horses have not been recovered, Pyotr can't use them to bribe the PCs to rescue his brother. Fortunately, as written, Pyotr does have some magical equipment that he no doubt would pledge in order to get his brother back, so that fixes that.

Still, once they track down the goblins, they get told that The Prince Is in Another Castle, i.e. Xitaqa (I do have some thoughts on that too), and in order to find that, they have to do another side mission. Well two, since they first need to find Loshad, and then do his side quest. I think it would probably be better if Loshad would show up more organically if the PCs are wandering on the Moors, and ask them for help against the werewolves, in return for a favor later. This means there is less of back and forth, and the initial encounter with Loshad feels more natural as they are exploring the Eastern Karameikos.

Anyway... once Stephan is rescued, he is fired up about this Lost Valley thing. Hopefully the PCs (and the players) will be as well, since if Stephan tries to pull the 'you have actually not completed the mission you agreed on yet' -card on them, I can see my players (via their PCs) telling him exactly where he can shove his horses, sideways.

So, how do we make this plot less fetch-questy / video gamey and more alluring to the players/PCs? Obviously making it more personal would help.

Family?
It is possible that one of the Pyotr's clan is a family member of one of the PCs, if they are Traladaran. The connection can be tenuous, but as long as it is there, it is instantly better than nothing. Stephan being their Mother's Cousin, twice removed, might not sound much to a modern, but in a more medieval world, that is practically a brother! Or could make Darya their father's younger sister, even, or some such.

Iron Ring?
The adventurers might have had encounters with the Iron Ring, either in previous adventures, or in their backstory. A family member vanishing, for instance. It would give them more motivation to try to thwart the Iron Ring.

Enemies?
Previous encounters with goblins could be possible, but I was mainly thinking that any Callarii elves might be able to recognize the elven bandit leader, and possibly be inclined to return her to justice. (No, that is not the official backstory, but given how few elves there are, they would likely know when one of them goes rogue.)

Friends?
The younger generation in Sukiskyn are probably around the age of the PCs. it is possible that Irina was a novice in the same temple as where a cleric PC trained, or Taras having been a town guard in the PC's home town briefly. Alfana could also easily be a childhood friend, etc.

Ancient History?
Any cleric of the Traladaran Trio would likely have an interest in the ruins and the tapestry and the Lost Valley. Especially once they see the 'beast-men' statues, as it kinda contradicts the myths of the Beast-Men Invasion. Something that is probably worthy of underlining. However, that is more of an additional motivation once you get to this point.

Greed?
The rewards being offered by Stephan and Pyotr are not that significant to the 3rd level-ish PCs, but once they get to the Tapestry, the idea of various cities of this lost civilization bringing all of their treasures into their refuge might be enough to get the more mercenary PCs on the side of continuing the quest. The trick is mainly getting to that point.


So, let's talk about the meandering middle part which is the exploration phase.

1. Optional Encounter Tables
These make encounters much more common (75% chance of a day-time encounter and 95% chance each for the two night-time encounters) than they are in the Expert Set or Rules Cyclopedia. It is pretty common to have all three encounters in each day, which can swiftly become a chore, even if the GM is using the Reaction Tables to see if the animals and other creatures are attacking or not. Thus, my inclination would be to use the probabilities from Expert/RC instead. Now, I would make an exception for the Lost Valley, since it is a much smaller area and thus there is less of a bogging down problem, as well as highlighting the dangers there. Also, most of the encounters in Eastern Karameikos are with animals, without any connection to the adventure itself, and acting simply as resource sinks. However, if you are using this table as written, pre-rolling as the authors suggest is the way to go, giving you more time to prep and foreshadow stuff.
That being said, I would be inclined to add some more 'set' wilderness encounters, such as when you are getting closer to a goblin lair, maybe there is a high chance of running into a goblin patrol, and such. Maybe you could put a stirge flock in one part of the forest, and as the PCs venture in, they might spot bones of previous victims (mainly animals), and then meet a small flock, and then bigger ones if they choose to move in. Animal attacks ought to happen mainly at night, and the chances are that they would be directed towards the horses (more natural prey) than directly at the humans.

2. Women and children of the Goblin tribes
I'd add these back in, just to give more of a moral dimension on the PCs dealing with the goblin lairs, as well as make the demographics work better. This also means that the currently quite boring, abandoned Red-blade lair can actually have a population of a handful of warriors and a big bunch of goblin women and children. Given how fanatical the Red-blades are in the Siege of Sukiskyn, they might exhibit similar 'fight to the last' demeanor here, whereas the more cowardly Viper Goblins might be more interested in cutting a deal, perhaps even sending the PCs after the Red-blades and giving them information on which way the Wolfskull Lair is, even if they might not know the exact location.

3. Loshad
This chevall is quite annoying, and it is currently unskippable. Instead, I would make him into a potential side quest rather than a mandatory one, but also allow the PCs to stumble on the werewolves by accident. Also, if the PCs do end up helping Loshad, he might be able to tell them about how he saw a bunch of humans going north, one of them in chains. I'd have other ideas to let the PCs find Xitaqa.

4. Vlack
Since Vlack is coming from the Wolfskulls and is on his way to Xitaqa, he clearly knows both locations. He would also know that Stephen has already been moved to Xitaqa. So if the PCs capture him and manage to negotiate with him for the information, he would have very important information to try and buy his freedom. Given that most of his own treasury is at the Wolfskulls, I think he would try to point the adventurers at Xitaqa and hope that they will get killed there.

5. Vyalia Elves & the Lake of Lost Dreams
This currently has no real impact on the story as a whole. Even the statue is a pure MacGuffin. So, how to improve this?
a.) The elves have knowledge of the various sites, including Xitaqa. Help them and they will be able to tell about all these things. They would not know of Stephen, but they would know of the petrified forest, helping the PCs to find the Wolfskulls.
b.) The Statue could be of Pflarr. Rather than make it into a MacGuffin that the elves have sworn to recover, make the elves more interested in finding out why the pixies have gone bad and try to restore the pixies. Thus, once the elves get the statue back, they would give it to the PCs as the reward (rather than just some generic gold pieces), and this might help them in the Caves against the Silver statues (who might not attack them if they present the Statue) and/or in the Lost Valley (the Traldar attacking them if they present the statue, while the Hutaakans would realize that they are not Traldar despite being human and try to negotiate). The Statue might actually be a potential key in defeating the eldrich horror that lurks in the Lost Valley, if the PCs have recovered it (and not if they haven't).

6. The Tombs
I'd lean much harder on the Hutaakan heritage of these tombs. Also, I would not let the Pyotr nor Taras to know of these tombs, they are too far off. Instead, the Elves and the miners and Loshad would know of them. In addition, since I'd move Xitaqa, they would be seen on the way to Xitaqa.
- Tomb W13: I would make all the corpses in the corridor into zombies, and the central one into a mummy, wielding that magical mace when the sarcophagus is opened. Not only that, I would make all those corpses Hutaakan, and have five human skeletons, the position of the bones and the smashed skulls implying that they were ritualistically killed, at the start of the corridor. I know this is not canonically how you get Shadows, but I think it would add nicely to the scene, if the five shadows guarding the tomb would have been bound to it by some Hutaakan necromancy. And the fact that they used human slaves to do it foreshadows the history and the strife they'd find in the Lost Valley.
- Tomb W14: Again here, I'd change the original skeletons into Hutaakan skeletons. Rather than have this be a burial for the Wyrds, I'd do the same as with the shadows in the previous tomb: they are ritualistically killed elves, bound to this undead fate, to guard the tomb. Instead, the tombs would have two Hutaakan Mummies; depending on the power of the party, the Mummies could join in or be awakened only when their tombs are disturbed, or maybe they had already been destroyed by Golthar's forces, allowing the text to remain almost the same. Also, the Wyrds would be not be wearing any armor; I'd give them that AC simply for being undead. The mummies could be wearing bronze scale armor and have other bronze weaponry (perhaps even magical short swords?), more appropriate for the Bronze Age tech level of the Hutaakan civilization, as well as mix it up a bit from the cleric in the first tomb.
- Tomb W15: Finally, the living statue here would not be in the form of a man, but that of a Hutaakan (indeed, the New Monsters illustration already strongly implies this should be the case). I would keep the mocking face as whatever race most of the PCs are, though.
Finally, to tie the Tombs even better to the adventure, some of the wall carvings could show the location of city (Xitaqa) where the funeral procession started from, maybe hinting that it is upriver; see below for more.

7. Xitaqa
The position of Xitaqa is currently too close to the river and to Kelvin, IMHO. People would know about it, and they would have gone over it again and again. Instead, I would push it farther north of the Tombs and the Mine, tucked into a mountain valley that the Volaga river has carved. Sure, this means that its location in the Tapestry is wrong, but the pattern of the rivers is clearly stylized anyway: there is just one main river past Kelvin, for instance, not two. And I can always tell the players that I changed the location, so it is not really a problem. Anyway, this would explain why people do not know about it.

8. Castellan Keep & B5
Castellan Keep has ever been a bit of a question mark for me, since I read GAZ 1. It doesn't really serve a good purpose, so I would simply take it away. This also keeps the Eastern Karameikos more untamed, rather than having a strong military presence here. I might be tempted to put Guido's Fort from B5 where Xitaqa is, albeit on this side of the river, and put a monastery on the other side, and make it a Hutaakan Monastery, to link better into this adventure. Guido's Fort would obviously be overrun by the goblins and such in this case. I might also be tempted to have the PCs be the ones to find the Hutaakan Tapestry in the monastery.


Something that was brought up in a recent episode of WizardDeadLoss' playthrough... The main villain's plan is pretty poor, and the way he finds out these things is rather flimsy as well.

So, here is an effort to make it a bit better (IMHO and all that)...

Firstly, since the Hutaakan legend is not that well-known, I don't think it should be spelled out in an Elven manuscript. The destruction of the Hutaakan Civilization would be around 1000 BC (according to GAZ 1), and the Callarii elves don't appear until 800 BC, so the Hutaakan cities would already be abandoned ruins by then. Be that as it may. It could be an adventurer who has been to Xitaqa who tells Golthar of the ruins (maybe he had the ancient scroll, which then triggers Golthar's desire to find more). Golthar goes to explore the place himself, finding the tapestry and the needle, as in the adventure as is. The subsequent exploration comes out nada, as before. The original adventurer could speak of a similar tapestry that his old adventuring buddy (Piotr or Piotr's dad if we want to keep Piotr in the dark about Xitaqa) looted, if we want to keep things moving relatively quickly; last he heard, the guy was setting up a homestead in eastern Karameikos. Or it could be someone totally unrelated, if Golthar is playing the long game and is just a 'tapestry enthusiast', and someone mentions having seen this very nice tapestry in one of the small homesteads in eastern Karameikos.

Now, the smart thing for Golthar to do would be to simply travel through the homesteads until he finds what he is looking for and then buy it, rather than launch a major military campaign with the goblins on a word of some guy who couldn't even remember where he had seen the tapestry. So our Golthar does just that, going through the homesteads, and finally gets to Sukiskyn where he meets with Piotr and Stephan. He tries to bu the tapestry, but it is not for sale. So he tries to steal it, but is foiled by the homesteaders, their suspicions alerted by this stranger and his bad vibes. They do not think more of that, figuring that the 'traveling tinkerer' was just that, a would-be thief.

Now Golthar knows where the tapestry is, but frankly, the homesteaders showed that they can put up quite the fight. So he needs some arrow-fodder, and the goblins are it. However, in order to whip the goblins up to a proper frenzy, Golthar portrays it more as a reclamation of the Dymrak Forest from the humans, so all of the human settlements are to be attacked. Sukiskyn is saved for last, since it is the most westernly settlement, and Golthar figures that the goblins need a couple of easy victories first. He is with the Goblins as the attacks happen, and Stephan is separated from the rest of the prisoners already at that stage, and taken to Xitaqa, rather than all the way to the Wolfskull lair. However, the PCs wouldn't know this until later, when Babushka tells what she overheard. The other prisoners would have been taken by the slavers there and then, too, with Babushka spared by the goblins since even an old slave is better than no slaves in their mind. The slavers at the river (the river ambush) are there as a blocking force, trying to stop the people from running away, especially from Sukiskyn.

Now, the problem is, why isn't Golthar there at Sukiskyn? Maybe he got summons from his own higher-ups to report and explain where all the money is going that he is spending on mercenaries to explore those Hutaakan ruins with little to show for it (and he probably tries to keep his superiors in the dark about it so that he can claim the treasure for himself). So he needs to take that group of slaves across Karameikos to the Black Eagle Barony, to show some gains and justify his budget. Just in case, he stashes Stephan at Xitaqa as leverage, just in case the goblin raid goes wrong, which it does. This means that while the PCs are running around Dymrak Forest, Golthar is not around to oppose them. It explains why there might be a lull of weeks before the PCs get far enough to explore Xitaqa. Indeed, message might have just gone to Sukiskyn about trading Stephan to the tapestry (not that Golthar intends to honor the trade), but the PCs are already on their way to Xitaqa, having found that information themselves (or maybe it is this message that gets them back on track if they have not managed it on their own or the adventure is dragging). Why is Golthar torturing Stephan? Could be for entertainment, but could be to find out everything that Piotr or their dad has ever told them about the tapestry and so forth.

Also, why does the tapestry in Xitaqa disintegrate when moved, but the one in Sukiskyn is as pristine as can be? Easy answer would be that the one in Sukiskyn was found originally in a chest (maybe even an enchanted one), keeping it safe, while the one that Golthar found was out in the open in relatively damp condition, with temperature variations through the years and days... That's my excuse, if the players point it out.


OK, on further thought, I think what I suggested is still overly complicated. An easy way to fix it is that the Golthar doesn't know the location of the tapestry, as in the original adventure, simply by moving the tapestry from the common room into Piotr's bedroom. Yes, this does mean that the PCs have less chances of admiring it, unless they happen to get there.

However, this allows Golthar to try to play it smart and just go through the settlements in disguise at first and trying to find out about the tapestry, only to strike out when Kuzma or Piotr or someone else gets a bad feeling about this unctuous stranger with his questions about tapestries, so they simply don't tell him that they have one. It also allows Golthar to scout the places before coming up with a plan of attack, which is good. It will allow some foreshadowing of Golthar as well, especially if the Sukiskyn people recall the stranger's skinny legs or something, thus linking to the information from Babushka. This also means that the Sukiskyn bunch don't have to be able to fight Golthar off. I think I would still prefer him having to go and report on what he is doing to his own superiors, but this could be happening simultaneously with the attacks, hence taking him out of that but still keep the prisoners where they are with the Wolfskulls (and later in Xitaqa).