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Re: BF2 Fortress, Tomb, and Tower
Posted: Mon Dec 12, 2011 1:32 pm
by jdn2006
The Game Room lists:
"...names Davy, Peter, Micky, and Michael,...."
Who are "The Monkeys". Monkey-carved chairs would seem neat to me.
Re: BF2 Fortress, Tomb, and Tower
Posted: Mon Dec 12, 2011 2:28 pm
by Solomoriah
jdn2006 wrote:The Game Room lists:
"...names Davy, Peter, Micky, and Michael,...."
Who are "The Monkeys". Monkey-carved chairs would seem neat to me.
Yeah, but I was afraid the joke would seem a bit rough, like hitting the reader over the head with it, if I did something overt like that. Subtle isn't something I'm real good at so I ask my wife for assistance...
Re: BF2 Fortress, Tomb, and Tower
Posted: Mon Dec 12, 2011 3:09 pm
by Joe the Rat
Odd references are hold hat for RPGs. There's nothing wrong with dropping a Genius Bonus in every so often.
Re: BF2 Fortress, Tomb, and Tower
Posted: Thu Feb 23, 2012 8:51 pm
by dymondy2k
I got his monkey reference after reading through the Fortress part last night. Solo I am sure this one has been picked clean but I was planning on running the Iron Fortress part out of this adventure series next. I'll be tweaking it a bit to fit in my campaign (But the Duke remains!). Did you still want me to post some feedback on it?
Re: BF2 Fortress, Tomb, and Tower
Posted: Thu Feb 23, 2012 11:13 pm
by Solomoriah
Of course! Feedback is always welcome.
Re: BF2 Fortress, Tomb, and Tower
Posted: Mon Feb 27, 2012 8:32 pm
by dymondy2k
Solo..I'm a bit confused on how to play to the two 'Damsels in Distress' in room 20. Are they there just to pilfer the pockets of the party? Are they part of the NPC party looking for the emerald?
To quote that old acting adage 'Whats my motivation?'

Re: BF2 Fortress, Tomb, and Tower
Posted: Mon Feb 27, 2012 9:14 pm
by Solomoriah
They aren't part of the evil NPC party. Unless you want them to be.
Their motivation is whatever you make of it. Or you can see how your players respond and then play off that.
Re: BF2 Fortress, Tomb, and Tower
Posted: Fri Mar 23, 2012 5:42 pm
by dymondy2k
If anyone is curious here is a play by play of my players run through of 'The Fortress of the Iron Duke'
The Fortress of the Iron Duke: Day 1
This entry gives the run-down on how they were recruited to assist
The adventure took about 5 'game days' to complete. I didn't change too many things from the packaged adventure, except to tweak it to fit into my campaign, so it meant substituting some of the references to the Gods to those in my campaign. I changed the hidden area in the lower level behind the barracks to be more 'soldier' oriented, which meant removing a few things. I made the hidden middle room a vault used to store the soldiers savings. Since my players encountered the NPC party in that hidden hallway, I thought it would be cool to have a huge hole in the room where the NPC party destroyed the wall to get to the vault behind it. I also removed the puppy/Dire wolf from the mages room, just because I wanted the party to get a feeling that people lived here before things went south.
The two 'damsel's in distress' they find was a challenge for me to play, so I had them running and hiding anytime there was an encounter. My players finally got tired of it and found a room to barricade them in while the continued to explore the upper keep. Well of course as soon as the party left them, they snuck out, got their armor and weapons and went hunting for the duke's treasure. The back story was these two thieves had a cousin who worked as a maid in the castle and she told them where the treasury was and how to access it. They had planned to sneak into the vault during the celebration and were caught inside the keep when the explosion happened.
So after the thieves snuck back to the barracks and found their armor and weapons, they worked their way back to treasury and were working on opening the hidden door when they were surprised by the Ur-goblin. The party had 'killed' the goblin but not knowing it was an Ur-Goblin it had regenerated. Being in a hurry, the two novice thieves had left every door they entered open so when the party came across open doors, their interest was peaked. When they got to the room where they left to the two ladies and they weren't there, they knew something was up, followed the trail of open doors and found their two damsels, in full leather armor doing their best to fend off a ur-goblin.
Taking these two NPCs and a monster and making them more crucial to the plot was alot of fun and the players seemed to love how it added some flavor to the adventure.
Party Info: The party was 6 players, 4 were Level 3 (Ranger, Fighter/MU, Cleric, Samurai) and 2 were Level 4 (Druid and Thief). The party didn't seem to be in too much danger, the worst encounter was the 'Skeletons in the Closet' because they were able to overwhelm the thief who was scouting ahead, doing a ton of damage to her before the party could fight their way to her.
Re: BF2 Fortress, Tomb, and Tower
Posted: Thu Nov 08, 2012 4:51 pm
by dymondy2k
Chris.. Question on The Crooked Rock Tower module..
What happened to the Clockwork Man that the Wizard Walgren was trying to torture to get the location of the second level? Is it Number one?
Re: BF2 Fortress, Tomb, and Tower
Posted: Thu Nov 08, 2012 5:54 pm
by Solomoriah
dymondy2k wrote:Chris.. Question on The Crooked Rock Tower module..
What happened to the Clockwork Man that the Wizard Walgren was trying to torture to get the location of the second level? Is it Number one?
Yes, in fact. Sorry, I thought it was obvious.
Now I have a question for you. What does this mean:
dymondy2k wrote:I also removed the puppy/Dire wolf from the mages room, just because I wanted the party to get a feeling that people lived here before things went south.