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- September 8, 2015 at 12:26 am #151989AnonymousInactive
Hi all
Just a little confused with this mod and how it fits into the timeline
In the previous one, HP 1-11 Condemnation, the PCs are escorted at the end (with the princess) to the unyeilding gate.
At the beginning of HP1-12 the PCs are at Censure, having just returned from the fiendish expanse.
I have also had a quick look at 1-13 in case it should be played straight after 1-11, and then play 1-12; but it looks to be set just as the PCs arrive with the princess and then continues straigh onto 1-14
I am unsure how 1-12 fits into the timeline of the story
September 8, 2015 at 9:30 am #269645frootsnaxParticipantPersonally i think it fits in better before the PCs head into the Fiendish Expanse. But it was written/finished by Henry AFTER the BI (…I strike at Thee). So I think that’s why the other mods seem to flow together and Wolves seems a little like a side trek. After Judgement, Wolves is my favorite of the normal hard points. IMO where ever you put it in, its well worth running!
September 9, 2015 at 12:41 am #269652AnonymousInactiveHi all
Just prepping the mod and suddenly realised that the stats for the corpse of Old Medja is not in Appendix 1 as stated in the mod.
Do we know what to use?
September 9, 2015 at 5:44 am #269656frootsnaxParticipantThe module premiered at Gamestorm in Portland Oregon and I had the rare pleasure to sit at a table judged by Henry himself. The way he handled it (and the way I have handled it since) is that she doesn’t have stamina. She’s essentially a necromantic sock puppet so PCs can generally beat on her corpse as much as they want…while the tent burns. Enjoy the damage! My tabled ended the encounter by all three of the casters combining on an unravel the thread spell at which point she collapsed and we fled.
When I have run it. I have her attack and grab PC(s) to keep them in the flames. A wound cuts off an arm which could free someone. Two or Three wounds destroys her. I once had one of her arms crawling around on the floor grabing and hurting PCs. I usually give her a fort of 20 for the purpose of Massive Damage. This is sort of how they deal with zombies in Rotted Capes.
But you definitely don’t want to spend too much time on this fight. Maybe 20-30 minutes. PCs investigate/see the upgrades to Mil Takara and fight again twice: out in the cornfield and in the ruins. IMO you need to save time for the fight in the ruins to do that one properly.
September 9, 2015 at 9:32 pm #269658AnonymousInactiveHaving both played and run Wolves in the Fold I agree with Eric that you need to budget plenty of time for the final fight. That said yes the mod is both fun and rewarding.
September 10, 2015 at 12:48 am #269660AnonymousInactiveThanks for the advice guys
I planned to run it how you suggested, was going to have arms crawl and attack players etc. Real horror stuff.
But my shaman succeeded on a Unravel the threads (Adapted it to Tier three, then rolled a 32)
While I could not find the spell Corpse Speak in the books, I figured this was good enough and there was patting on back and such.
I considered having it fail to give them a WTF moment and still have it attack with its various parts but sometimes you have to let the heroes have their day even if it means sacrificing a nice story component.
I did give them the WTF moment with the spiders when the magic d12 just kept giving. 42 points of damage later the party are looking at the spiders with a new respect (until the Templar of Cadic succeeds with the Eye for an Eye spell and spidey goes down.).
They are having a ball and we have a full session to do the final fight next Arcanis night. (expecting to be able to start on HP1-13)
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