Dragons of Hosgarth
So my PCs are approaching the finale and looking to get in the castle. Lacking most of the abilities to beat the suggested barriers of entry, I'm wondering what were some of the outside the box solutions players had or GMs can think of.
They have no arcane casters so no Invisibility. Not great at social skills. Possibly Fast Talk through the gate might be an option. They do have a Martial Artist with Spider Climb so actual scaling isn't an issue but Stealth is only 16 and lower for the rest. Cleric with Contingency Casting. |
Re: Dragons of Hosgarth
This is a teachable moment: The party should be able to do more than fight. Maybe let them fail and fall back on being part of stopping the army when it marches.
However, assuming you want this lot to succeed here and now, let them find (or pay cash for) a MacGuffin that somebody in the castle (the alchemists?) wants to talk to them about or a sack of invisibility potions. Let them hire a competent henchman (the local bard?) to do the job. |
Re: Dragons of Hosgarth
Well, we did have a bard but the player dropped out. There is the option of breaking up some of the factions. One potion of invis could probably be purchased from one of the merchants.
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Re: Dragons of Hosgarth
A new thing cropped up.
The torcs you get for joining the army. Afaict, the only property involves the ritual going off (as well as identification as well). Can they be removed? Is anything required required? |
Re: Dragons of Hosgarth
The torcs indicate army membership, create a link for the ritual, allow Maendrath to spy on the wearer (with difficulty), and (for officers' torcs) communicate. They can be removed by anyone who doesn't mind sentries raising the alarm, officers shouting at them, and that sort of mess. Get your pay docked ya will.
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So it looks like Kyle's intent was to have them removable but awfully convenient to keep on... |
Re: Dragons of Hosgarth
There is a loot item - strongarm Elven bow. What does strongarm do?
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