Fejar The adventure [ edit ] This article contains spoilers! Results 1 to 10 of Amazon Giveaway allows you to run promotional giveaways in order to create buzz, reward your audience, and attract new followers and customers. These monsters did this to themselves, and they revel in their vile debasement. You find out things you would rather not know. And it becomes worse in the dungeon under the cabin.

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Coopdevil suggests quite a critical hack by removing the susurrus-emitting monster and replacing it altogether with something else. Now we have a wizened old immortal, perhaps one of the very first members of the cult back in Ye Olde Days.

He sits in room 22 playing a bone flute. This can be heard everywhere in the dungeon that the original susurrus could. This has never happened in the past. But the eschatology of the cult says that it will one day. Maybe he was living the carefree life of a murder hobo dungeon bastard right up until the point where he made the music stop. Who knows? If the PCs try to talk to him he will carry on playing his flute. Should they make moves to attack him he will stop, ask "Are you sure? Are you really sure?

Another tiny problem I have is that there is a chimney up from room 22 clearly intended to be an emergency exit from, basically, the shitstorm that the PCs have just caused. This is claimed to be difficult to find from the surface i. The chimney is partly blocked by susurrus brambles but the scenario is quiet on what exactly it would take to clear this and what, if any, this effect would have upon the susurussy noise. A bit scruffy. From Untimately : The first problem I noticed was a number of "site only" magic items.

By site only, I mean items that might cause problems in a long-running campaign, either because they are too powerful or might otherwise upset some aspect of game balance. I detest this practice. It reminds me of using thieves to steal magic items back from PCs. One room in the cabin has two examples of this page 8 in the print copy. The second is a clock that can stop time: Removing the clock from the wall or damaging it in any way permanently removes its magic even placing it back on the wall will not restore it.

There is not really any narrative grounding why either of these items work this way, and certainly nothing that the PCs could discover without resorting to DM improvisation. If the mirror was used to detect spies, why would that only be useful in one location?

If it is of a nature that would be problematic in a campaign, then it should not be included at all. There are much better ways to handle this, such having a limited number of uses.

Or, in the case of the mirror, why not have a pond, or a fountain, that only reflects lawful and neutral characters? How do you move a pond? I plan to leave the mirror in, but it will work anywhere. The mirror itself will be a full size heavily gilded standing mirror, so it will be difficult to transport. This might end up becoming an interesting campaign item if the players are able to recover it. And it might also prompt me to think more about how alignment works in this particular campaign.

I will probably just remove the magic properties from the clock. Here is the suggested solution: What I find problematic about the clock, especially if it is adjusted forward, is that it effectively splits the party and creates a headache for the GM who now must run two adventures along two divergent time-lines. My hack for this is simple: moving the hands on the clock causes the room to suddenly go dark Please refer to the original post for details on how to use this new creature with the adventure.

He died of natural causes, however, so went in relative dignity. In this manner Zeke presented a puzzle to solve while still establishing the tone and beginning the building of tension.

No wild eyed prophecies of certain doom. Just subtle hints at it. Death suited him. I also deep-sixed the entire Greater Tombs area including any mention or appearence of Cyris Maximus. You might be saying to yourself, "Well hell, that changes everything then. I felt like the entire encounter was not only unnecessary but actually detracted from what I considered to be a nearly perfectly constructed situation up until that point.

So instead of the greater tombs area and the danger awaiting them there a single secret door from area 22 led instead to an escape tunnel that led out the sheer side of the mountain.

The party with enough rope, enough balls and enough luck might make it out alive that way. Several blogs, comments, etc. Instead, there is an ancient old man that ceaselessly pipes away on a flute in He has an extra flute in his coat and will offer it while still playing.

Any player that takes it up is cursed to play until a new flautist comes. Added on 10 August Billy Goes to Mordor has added a roster of various undead monsters to add diversity to the undead horde.

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Death Frost Doom

The adventure[ edit ] This article contains spoilers! You have been warned. A long time ago, an evil cult has taken home on top of a mountain. They are long gone now, but the place is still haunted. The adventure begin with the party hearing about it, and deciding to investigate. The first part of the module is the actual trek to the house that serve as an entrance for the cult stronghold. The second part is the inside of the house, and the third part is the cave beneath the house the actual place were the cult members were doing their thing.






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