As the PCs are lured to Whitewillow, you have a couple decisions to make. There are a number of suggestions in the original adventure on how to drive home the idea that this area of the Shimmerglens is fundamentally wrong. The author advises putting away the battlemat for this portion of the adventure. At the same time, I think it would be a shame to pass up the chance at some ghostly combat in the middle of a corrupted swamp, so I'm setting a single combat encounter on the way in, and a single encounter on the way out. If you want to maintain an extended period of map-free roleplaying, run the combat encounter on the way in before anything else in Whitewillow.
I advise against using the ghostly revels as a hazard for the PCs. Describe it in as much detail as you wish, and perhaps mention that the PCs feel deathly cold as the spirits pass through them. If you feel like it's necessary to threaten them with getting caught in their path, an attack against Will (at +14) targeting each PC which drains a healing surge on a hit should suffice.
The mysterious derelict holds the book of music (now worth 6,500 gold pieces) and the goblet (now worth 500 gold pieces). Together these are treasure parcels 5, 6 and 8 from level 10.
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