I've built this set up as a new event in the adventure that takes place before they arrive, called The Harrowing.Īlso, players will lack the ability to purchase most items once they begin this adventure, a fact they should be warned of before they begin. To this end, I recommend lampshading events a little more, informing the players that something terrible is going to happen at the Lodge and that surviving this will give them much needed clues to what The Whispering Way was after. The murder mystery is fun, but at its heart it is nothing more than a side quest, something mostly unrelated to The Whispering Way, and so the players may not be all that motivated to solve it, especially if they believe The Whisperers are getting further and further away from them with each pasing moment. Players need something further to keep them at the Lodge and push them to investigate Estovian and discover the involvement of the Werewolves. I know when I played this adventure as a player, my group's inclination was to immediately leave the Lodge and keep trying to track The Whisperers through the Shudderwood. The problem is that The Whispering Way only stopped here briefly. They hope to find a clue at the Ascanor Lodge, as it is the only civilized place in the Shudderwood. The players know The Whispering Way had some business in the Shudderwood but they don't know what it was. The set up for Broken Moon is a little weak. Gain a level: After defeating Auren Vrood.Gain a level: After defeating Mathus Mordinacht.Because there is no reliable way to convert experience points between Pathfinder and D&D 5e, this guide recommends instead leveling the characters at specific milestones in the adventure as listed below: Players begin Broken Moon at 7th level and should be 9th level by its conclusion. Enemies only carry combat gear and loot where indicated by me. If something is mentioned in the original that isn't discussed here, assume the original text holds. I've organized the conversion to match as closely as possible the flow of the original module, though many of the combatants I've organized into three appendices at the end, to make navigating the document easier for a GM. Most notably, navigating the many NPCs and werewolf tribes. It also seeks to solve some of the issues that have come up in playthroughs of the original module. This conversion will cover every situation, encounter, and challenge you may encounter in the original. They will run with wolves, meet the undead in combat, and may even come face to face with a goddess. This adventure is designed for three to four characters, taking them from level 7 to level 9, and throughout its course players will encounter curses and old powers that will challenge their skills and abilities more than any adventure they've yet embarked on. These are the songs that usher adventurers into the Shudderwood for a brush with the supernatural perils of lycanthropy. Whispers gently rolling from the shadows.
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