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Riddermound Feedback
Posted: Tue 30 Aug 2022, 13:57
by Tomas
Hi!
Please use this thread to post feedback and report any typos or errors in the
Riddermound adventure in the
Quickstart PDF for
Dragonbane. Guidelines to remember:
- Before reporting an error, please check and see if it already has been reported, and if so, don't report it again.
- Do not post comments on the game rules here - do that in the General section.
Thank you!
Re: Dragonbane Quickstart Feedback
Posted: Tue 30 Aug 2022, 18:47
by deisle
Is there supposed to be a way to defeat the Knight at Riddermound? As written, he reset after a Stretch (the Lady Ghost takes a Shift, so that's more reasonably avoided), meaning that the players need to just get what they can (the crown hopefully) and scram? I feel like my players will usually try to figure out some way to break the curse or whatever and at least knowing that the Knight should be telegraphed an unbeatable foe would be good.
Moderator Action: Moved this post to this thread since it is about adventure, the the rule section.
Re: Riddermound Feedback
Posted: Thu 01 Sep 2022, 00:52
by Narl
Room 3 does not designate which random events can happen there.
Room 2 mentions a bonus to a roll for the rope. I believe this should say boon in italics.
The Lady on page 32. Under Persuadeable change penalty to bane.
Re: Riddermound Feedback
Posted: Fri 02 Sep 2022, 04:38
by Von Ether
Grub - NPC, page 30.
It should be called out that Grub is an NPC either in the text or the header for his sidebar.
Re: Riddermound Feedback
Posted: Fri 02 Sep 2022, 09:07
by Chekmx
What happens if some one cast Pillar on a monster. This requires a Mobility check but none of the monsters have skills defined (Do the automatically fail or are they immune).
Re: Riddermound Feedback
Posted: Fri 02 Sep 2022, 12:27
by rennarda
How would casting Pillar be useful for breaking through the portcullis? Sure the space that used to be taken up by a portcullis is now full of rock? Or does the pillar disperse after a while?
Re: Riddermound Feedback
Posted: Sat 03 Sep 2022, 01:53
by Ilsador
Perhaps Pillar simple lifts the portcullis from below, smashing them into the ceiling above and when the spell ends the portcullis is bent and mangled to a degree that you can easily slip under it. That's probably how I'd rule it if my players tried to use that spell to bypass them.
Re: Riddermound Feedback
Posted: Mon 05 Sep 2022, 12:30
by VorpalMace
How would casting Pillar be useful for breaking through the portcullis? Sure the space that used to be taken up by a portcullis is now full of rock? Or does the pillar disperse after a while?
The spell's description says it literally raises the ground or floor, like an earthquake. That opens up a whole can of worms for usability - and abuse.
Re: Riddermound Feedback
Posted: Mon 05 Sep 2022, 19:22
by jalexandratos
The spell's description says it literally raises the ground or floor, like an earthquake. That opens up a whole can of worms for usability - and abuse.
Not quite. It doesn’t mention “like an earthquake.” I think this one is open to interpretation. I took the wording to mean that a pillar rises from the floor/ground in order to keep a creative player from creating a 10-ft tall column in mid-air and having that drop on a foe. Also took “from” literally (ie the location of the base) instead of “out of” (ie created from the floor/ground).
However, I dig your interpretation. Like the idea of a bunch of potholes and rubble being left after 15 min (a Stretch) instead of the column just going “poof.”
Re: Riddermound Feedback
Posted: Tue 06 Sep 2022, 08:52
by DrAlexander
I have a question about the random events.
When it says for Room 4 "Random event 7–12 can occur here", does that mean that 1-6 (nothing happens) cannot occur?
Or is it just to differentiate it from Rooms 8 and 9, where only events 10-12 can occur?