I’m running “Hoard of the Dragon Queen” as my first campaign ever, so these might be trivial questions. I’ll try to be general but i’m motivated to clarify the below points in preparation for the modules ‘Episode 6: Castle Naerytar’ (anyone with concrete experience with this module would be appreciated). My main problem in the bristling castle Narathar in the meer of the dead is:
1 How far does noises travel in a castle/dungeon environment 2 How does the castle/dungeon react to seeing dead bodies 3a How would I take my players captive 3b How do I make sure the players are challenged but successful in escaping 3c What does the cultists do with the players once captive and interrogated
Our playstyle is dice heavy so I'm proberberly looking for a solution with dice.
Upon reading the chapter Castle Narathar seems like a death trap. The castle's ground level measures 160’x220’ (48mx66m) has 3 levels (stores) and a dungeon. And holds about 20 cultists, 80 bullywargs, and 40 lizardfolk with in the castle itself. These three fractions are in an unsteady alliance.
The cultists know each other and unknown to the players is a small group of cultists coming to warn the castle.
The module tells where to put the characters if captured, but not how to do that or how they can escape. In fact if it comes to a bigger fight I can’t see why the cultists wouldn’t just kill intruders, especially if they are difficult to capture.
In answer to “How far does noise travel?” I think of it as if it’s a school building. How far does noise travel in a high school or an elementary school?
It does travel, but with closed doors it doesn’t travel as far as you’d think. It definitely doesn’t travel as far as it travels in my house because the walls and doors in my house aren’t as thick as the walls and doors in a castle.
I’m running “Hoard of the Dragon Queen” as my first campaign ever, so these might be trivial questions. I’ll try to be general but i’m motivated to clarify the below points in preparation for the modules ‘Episode 6: Castle Naerytar’ (anyone with concrete experience with this module would be appreciated). My main problem in the bristling castle Narathar in the meer of the dead is:
1 How far does noises travel in a castle/dungeon environment
2 How does the castle/dungeon react to seeing dead bodies
3a How would I take my players captive
3b How do I make sure the players are challenged but successful in escaping
3c What does the cultists do with the players once captive and interrogated
Our playstyle is dice heavy so I'm proberberly looking for a solution with dice.
Upon reading the chapter Castle Narathar seems like a death trap. The castle's ground level measures 160’x220’ (48mx66m) has 3 levels (stores) and a dungeon. And holds about 20 cultists, 80 bullywargs, and 40 lizardfolk with in the castle itself. These three fractions are in an unsteady alliance.
The cultists know each other and unknown to the players is a small group of cultists coming to warn the castle.
The module tells where to put the characters if captured, but not how to do that or how they can escape. In fact if it comes to a bigger fight I can’t see why the cultists wouldn’t just kill intruders, especially if they are difficult to capture.
In answer to “How far does noise travel?” I think of it as if it’s a school building. How far does noise travel in a high school or an elementary school?
It does travel, but with closed doors it doesn’t travel as far as you’d think. It definitely doesn’t travel as far as it travels in my house because the walls and doors in my house aren’t as thick as the walls and doors in a castle.
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