Conan - Heretics of Tarantia Module Question - GM ONLY

Strom

Mongoose
Warning!!! Spoilers ahead - GM ONLY - NO PLAYERS


THAT MEANS YOU YA LOUSY RULES LAWYER!!!!





Hey, without going into the specifics about the plot to much - has anyone had an issue with the guards and priests in the sewers and the PC's? I don't have the module in front of me right now but I am thinking of running this adventure next and I'm concerned about the numbers of guards along with the priests for the final encounters? Has anyone run this adventure and been unsuccessful in the first room resulting in every guard basically coming to that first room and just having a throw down brawl? I'm looking at a party of four and really the odds of them being successful against the armored guards, the priests, the high priest, the noble and the nobles captain and the officers of the guards is kinda slim. There are like 11 priests - not counting the high priest dude - and they all have defensive blast. Images of the Hill Giant massacre in G1 come to mind - remember when all the Hill Giants come running to the mess hall? Except none of my characters have a Girdle of Giant Strength to help them. Now, they have gotten out of some really tight spots before with some incredible dice rolling but this seems like a D & D encounter without the D & D magical healing. Maybe I'm over thinking this a little but I'm just wondering how some of the events for the final conflict in the sewers went for other GMs with Heretics of Tarantia. Thanks in advance. 8)
 
I read a review on another site for the adventure and though they liked it, they said that you should 6 players and half of them be of a strong comabt nature, otherwise it might turn out bad. I am thinking about running the adventure ina few more weeks but I have almost 7 players and half are combatants with good stats and well-thought out feats and maneuovers that work well together as a team.
 
I didn't have a problem with the adventure. Also, I use defensive blast as something completely defensive, not as a weapon. If the priests are on the offensive, it can't be used in my game.
 
I don't have that specific adventure myself. But, whenever I encounter a situation like this, I either simply cut back on the number of guards/priests there are or have some of them take another action instead of coming to the fight. Maybe some of the guards are sleeping one off, or escorting some of the priests somewhere, maybe some of the priests are setting a trap/ambush up in another part of the building, or quickly gathering some supplies and making their escape. Whatever it takes to delay having the characters meet up with some of the opponents.
 
Lord Jolly the Scribe Posted: Mon Nov 27, 2006 2:59 am

I read a review on another site for the adventure and though they liked it, they said that you should 6 players and half of them be of a strong comabt nature, otherwise it might turn out bad. I am thinking about running the adventure ina few more weeks but I have almost 7 players and half are combatants with good stats and well-thought out feats and maneuovers that work well together as a team.

Well, the adventure recommends 4-6 PC's from 5th-7th level. But, I can see the logic in the review from the last battle standpoint. (are you the Jolly of KODT fame? I love that mag!)

DaveNC Posted: Mon Nov 27, 2006 12:08 pm

I don't have that specific adventure myself. But, whenever I encounter a situation like this, I either simply cut back on the number of guards/priests there are or have some of them take another action instead of coming to the fight. Maybe some of the guards are sleeping one off, or escorting some of the priests somewhere, maybe some of the priests are setting a trap/ambush up in another part of the building, or quickly gathering some supplies and making their escape. Whatever it takes to delay having the characters meet up with some of the opponents.

Sound advice Dave, but the adventure reads that if the alarm is sounded others will "actively move to engage and destroy the invaders" Since this is the home to the guards, it would feel realistic that they would have a well practiced and sound defensive plan ready.

VincentDarlage Posted: Mon Nov 27, 2006 7:24 am

I didn't have a problem with the adventure. Also, I use defensive blast as something completely defensive, not as a weapon. If the priests are on the offensive, it can't be used in my game.

:lol: - I use DB the same but if a priest is using it as a defensive measure then someone is being offensive and the two usually meet. In your adventure Vincent - did the alarm get raised? Was it just a huge battle there in Guard room? Did the priests make it to the soldiers or were they encountered before they got there? Taspius is no slouch either, on top of all the soldiers and priests! This just sounds like one bad ass final showdown - I'm looking forward to running it, but I think I'll have to have add another PC or two. Any other posts and specifics on how things went are appreciated.

Thanks for the input GM's!
 
For those sorts of situations I like to throw in a red shirted NPC ally for the PCs. Keeps the battle fun and big but gives the enemy someone else to attack for at least a bit aside from the PCs.
 
After reading it, I fear it may be a killer. Those priests with DB are real problem. About all they have is DB, and you can bet it will come into play no matter your DB philosophy.

My fix (soapbox on) is to make the ability to use DB a feat. This way you dont have to tweak the priests stats.

Still, I think it was a well written adventure.

Mad Dog
 
Well, the adventure recommends 4-6 PC's from 5th-7th level. But, I can see the logic in the review from the last battle standpoint. (are you the Jolly of KODT fame? I love that mag!)

Sorry dude, I am just a lone security officer working late and running RPG's on the weekend. Maybe some day donw the road but for now, just a gamer and GM. My thanks though. :)
 
Back
Top