onelostroad said:
n page 19 it mentions "sighting a ostrel as sea." What's an Ostrel? I'm assuming it's a bird... I tried googling it but found nothing or use.
Also on page 19... "killing a galling." Once again... what's a galling?
"Baknar are large carnivorous creatures that dwell near the Kalte coastline. Their usual prey are Gallings or the smaller Ostrels that live at the sea's edge." is a quote from
The Caverns of Kalte. I'm sure I've read elsewhere that, yes, they are birds (can't recall where though).
onelostroad said:
Again, on page 19 - how would one go about "mortising" a piece of wood into the keel of a ship?
Well, as "mortise" as a verb means "to join securely" and a "mortise" is a "deep recess cut into wood" put the two together and I think you've got a bit of an answer.
onelostroad said:
On page 26, it mentions the Giaks attacking with Ballistae at -4 CS... Is it safe to assume that Ballistae do X2 or X3 damage?
Well, considering that ballistae are essentially giant crossbows, at least X3, I'd say.
onelostroad said:
Also, how many Ballistae would be on the ship? 2? 3? More?
There's a deck plan of the ship (with ballistae positions marked) in
Signs and Portents 39, (http://www.mongoosepublishing.com/signsnportentsarchive) which had the original D20 version of the adventure.
onelostroad said:
Also, in the "Pillar of Rock" encounter it mentions that this Giak ship has catapults that it destroyed the magician's ship with but the catapults aren't mentioned here. Any thoughts?
There is one light catapult in the deck plans on each side of the Giak ship. Also, as a "catapult" is "an ancient military engine for hurling stones, arrows, etc." ballistae are a type of catapult too.
onelostroad said:
Also, the stats for the Nightfire Rod would be appreciated since I'm sure the characters are going to want to take it.
Yes, I actually put out a post a while back with that same issue. There are stats for the rod in the D20 version: "Nightfire Rod: All Liganim carry one of these items. It inflicts 4d6 fire damage to a range of 200 feet and requires a ranged magical attack to hit an opponent. The Counterspell DC is 17. The one in this Liganim’s possession has only 32 charges remaining." I would say Counterspell for the new MPRG version would be DC 8 and 4d6 fire damage is twice the damage of a D20-version Bor handgun so could treat it as such. If I recall correctly from Lone Wolf's adventures, don't these sorts of rods combust upon death of the owner though, consuming both?
onelostroad said:
The adventure doesn't have any actual "healing points" in it but I don't see how heroes would be able to survive without them. Any advice on points at which characters can heal automatically to their maximum?
Thanks for the help, folks!
Well, I decided to go along with the Lone Wolf adventures and came up with the idea of regain 2 E.P. or 1 E.P. and 1 W.P. per sleep, with an extra bonus of 1 E.P. if you are sleeping on a very comfortable bed (e.g. in a good inn). Or, if sleep is interrupted/bad a character may lose 1 or 2 E.P.