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Lore of Lurue | Candlekeep Mysteries | DMs Guide
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- Опубликовано: 15 авг 2024
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Here’s a tip I tried today. Have the dryads warn the PCs that the night hag will visit them in their sleep so they don’t take a long rest!
for sure!
I really appreciate this video! My main game's usual session next week is on hold to celebrate the DM's birthday, and I am using this module to finally DM for the first time as a surprise for him, wish me luck!
I will haha!
Thanks for another great video
thank you and no problem!
I'm about to the hag house and I think I found a good way of running this adventure
-The hook:
Run this as a part of a different adventure and have an NPC ask the party find the book. Make so the book cannot be removed from Candle Keep until the adventure is completed (for good or ill, but keep that a secret until the party looses. This is mostly so the party doesn't need to keep trying over and over).
The way I ran it was I put it inside of Rise of Tiamat with the ghost in the Tomb of Diderius help the party in exchange for them agreeing to bring the book back to the tomb, ending their service in death. I added the detail that the person who opened the book can name 9 people and the people named would be the one's who end up in the book as well as the person who opened the book. I did this mostly because the party kinda got cheated out of one of the dragon masks and they knew who had it.
-The block text
I ran it as if the book had a voice itself, that whenever a block of text would show up I would describe it as all autonomy being taken away from the characters as they are forced to hear what the book has to say. I had several points where if the party was about to get ambushed the voice over could be heard with a dc 20 perception check saying stuff like, "Little did they know, wereboars were about to attack." I also added the detail that the book was printed on paper made from the treant and so I would use the same voice for the two characters. Doing this lets you slip little details that make the book itself a character in the world.
-The "railroad issue"
I ran it as none of the party members would be able to get too far away from each other before looping back to all meeting at the same spot. I also had the detail that moving in any direction would "turn the page" of the adventure, so if the entire party at the start chose to walk away from the satyrs the next thing that would happen is they would be talking to the satyrs. I also made it so this could be exploited to get around encounters that had not been mandatory, for instance the party could turn around and try to walk away form the berserker camp and the next thing that would happen is that they would be arriving to the corrupted pool.
-Most of the enemies
I added that if you got hit by most of anything while in the book you would need to make a dc 13 con save. Failing this would give you some form of lycanthropy that would not fallow you out of the book. I did this to represent how the corruption was spreading, in that even if you would beat back whatever is attacking the forest you still would need to deal with your own corruption.
-Corrupt Lurue
The only thing I could think to add is that as a legendary action Lurue can agitate anyone who got infected with lycanthropy and force them to change forms. When changed the characters need to make a DC 10 wisdom saving throw every round to stay in control. If they fail they attack the nearest creature with their turn.
This video covers most of everything else I would want to bring up about the adventure.
awesome stuff!
Some great advice here. Thankyou
Your video has me inspired now to get stuck into this one shot.
Looking forward to running this for my son's party. He has just finished the Wild Beyond the Witchlight, so this feels like it is in the same vein.
heck yeah, its a blast!
I like that the cultists summon something that immediately starts attacking them.
murder begets murder haha!
Been waiting for the series to continue
We got spoiled by you dropping a dm guide video almost daily :D
BTW we r still waiting for the death House tutorial
haha sorry! I can only pump out so many videos!
Thanks for this excellent explanation!
thank you!
Half way through running this with my son. Great fun! His Tabaxi Monk enjoyed kicking some Ettercap butt! Building to the finale tomorrow!
Love the adventure
I would get all cultists' faces painted in a uniform way so the players know when they r fighting the bad guys that won't negotiate and fight to the death
scary stuff haha!
Regarding the character creation
Would u recommend giving the players magic or silvered weapons or items?
Or would you let the werewolves be vulnerable to regular non-magical attacks ?
this is a higher level adventure, so they should have access to magical weapons at this point, but if they dont, silvered is fine too!