In the initial conversation with Sir Mandis he says "Come, we need to tell the count," (ends with comma, not period).
In the conversation with the count, one of the conversational paths ends with "Very well. <Unregistered Token>, you must be tired from your journey. Sir Mandos will show to to a room..."
meaglyn wrote...
As to the group of comments related to the boss fights...
It's easy to die in those fights. I have found it's important to level up before the bandits as I said and we talked about how that would be hard for a rogue without the extra XP for one of the side-quests in town. I'll balance the rogue better with that and some sort of helpful toy. As to respawning in place, don't dieOr reload instead. I should disable respawn, I suppose. This was a one month effort (actually closer to two weeks) and far from full time, remember. A custom death/respawn system would have come at the expense of completing the main quest.
Plus, I never like respawn anyway...
...Luck certainly plays a role (or rollin D&D games. But yes, that should be a bit less painful. Reverting to
short swords is not a bad idea.
I tend to dislike (and not use) a respawn system unless it has been incorporated into the plot somehow so there is a plausible explanation as to why the PC can keep coming back from the dead, while enemies and random victims of violence cannot. And as you say it would not really have been practical to implement something of the sort in this module.
It is certainly true that the D&D rules tend to be pretty brutal to fist level characters, which is why at first level I generally kite and/or keep foes occupied with summoned allies. It is either that or risk dying to the first lucky hit. I imagine this module would indeed be very difficult for a rogue lacking whatever benefits the unimplemented sidequest was supposed to provide. Without traps (or very few traps for rogues who craft the skeleton knuckles from the crypt), and without wands to use through UMD, kiting would be the main trick left to a rogue, and in many cases (especially the final battle), the geography here does not really lend itself to that tactic. I am guessing that as you expand the town you will add a few more stores offering some specialized equipment like that. If not it would be something to consider.
Playing as a druid, however, (as I did on this run-through), I found the difficulty quite manageable. For the most part all I had to do was let my Bear companion loose on any enemies (for the fight at the ruins I used animal empathy and threw the wolf from the other area into the fight too). In the bigger fights I would thin the enemy ranks for my ursine companion with a sleep spell, and feed him healing potions as necessary. Only had to reload twice (once when I ran ahead without paying attention and got nailed by a bandit with a bow, and once in the final battle that I was foolishly unprepared for) and even then only because I was playing too quickly and recklessly. I used similar tactics in my first play-through (with a mage), though in that case it was a bit tougher because my pixie familiar was much less likely to survive (though she mostly did well enough with Mage Armor cast on her), but this was compensated for by having that Wand of Sleep that if necessary I could keep using until all enemies collapsed into unconsciousness. Of course I was not able to reach the final fight that time due to a bug, so I have no idea how that would have gone. I suspect badly if I did not get lucky on my first cast of Sleep. In both cases I think I leveled up a bit later than intended as a result of the XP drain from all these associates, but it was worth it.
As a side note, my druid's reward for clearing out the crypt was to be given a Mace +1 he could not actually use. Not a problem l since I was fighting with a sling anyway (to the extent that what I was doing could be described as fighting, rather than "watching my bear snack on bandits'), and I could sell it for a decent amount of otherwise rare gold, but I suspect being given a useless item (except for sale) was not intended.
MagicalMaster wrote...
Heh. Well, maybe I'm at a disadvantage due to knowing something about factions. If the wolves were set as commoners/merchants/defenders and factions were global, attacking them would make the actual people attack me.
Yes, global factions can be the source of all sorts of bugs. I think builders would be well-advised to make setting all factions to not be global one of the first things they do when making a module, unless they have clear and specific reasons for wanting them to be. On the subject of wolves, I encountered some oddities concerning them. On my first run-through I found only one, hostile wolf. On my second, I came across two wolves (maybe the bear being there caused a larger encounter spawn?), who were not hostile to me but who were fighting each other (one eventually got killed). I am guessing you are using some sort of system that causes these animals to become hostile to non-druids? If so you might want to modify it so the wolves do not turn hostile to each other either (not that it was exactly a problem, but it seemed kind of strange).





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