Would do the same: as long as the weapon are ready no penalties.
Reloading a bow in melee will call for a free attack from the opponent IMC.

2

(9 replies, posted in LotFP Gaming Forum)

Clever use of the adventure to run it "à la Groundhog's Day" !
At last they will know the NPC well i guess.
During the last session my PC investigated the cemetery to find clues about where the dead infected baby came.
They fought undeads in the Van Kaus crypt and now they're suspecting the Van Kaus to hide a terrible secret.
I will give them clues about the Van Kaus and the ancient secret cult, and one of the Duncaster will talk about his cousin who is watching that there is no cultists activity in the mountain (Zeke Dunkaster!).
Regarding the spider cult, they found no evidence of any infected NPC for the moment, the spider is hiding in the sawmill, and they will probably go there sooner or later.
As the sawmill is poorly guarder (2 level 0 cultists with bows) they will probably easily kill the spider (considering that they don't interrogate any NPC at the moment i don't see why the sawmill will be more guarded).
My party is composed of 5 level 2 PC (+ Magda ), how did you manage to make the cultists a threat to your party?
How could they ambush them once they discover that the party is investigating for the cult ?

3

(9 replies, posted in LotFP Gaming Forum)

Thanks Crunk,
you're absolutely right the 2 cults are different.
So it's up to me to link them from an element find in DFD.
I will read the adventure entirely to find where can i insert a clue or something.
I'm a bit disagree with 'Lord of All Fevers and Plagues' , i barely run an adventure 'as is' but quite often i arrange it to suit my campaign and look for an aftermath.
For Scenic Dunsmounth i used all the good ideas and the special locations of the map without limit them to the random roll.
I probably won't run this adventure twice so it's a shame to not use all the juicy ideas of the author once.

4

(9 replies, posted in LotFP Gaming Forum)

Hi Crunk,
yes there is not need to develop except in the case where you anticipated to run DFD after Scenic Dunnsmounth.

My party was sent to Dunnsmounth first for discover the cube AND to investigate about the Dunvan'ku where some ancient cult members may hide in this swampy village (they played Death Love Doom and learn where the amulet came).
They managed to find and neutralize the cube and now they're investigating the village (the priest show them the corpse of a dead infected baby he found months ago and ask them to check what is going on).

I was just wondering how i can link the 2 adventures, there is no mention of spider in DFD (not sure except a giant one in a pit, maybe it's the grandma of the spider cult).
Regarding the NPC at least there are the Van Kaus who family members where once members of the cult, and one of the Duncaster fight an evil cult in the past (and he don't want to talk to this matter in the adventure).
Maybe i should add an item or clue from DFD in Dunnsmounth so my players will then go straight to the temple in the mountain after this adventure.

5

(9 replies, posted in LotFP Gaming Forum)

Hi fellow referees,
in Scenic Dunnsmouth adventure there are a lot of reference to an 'old evil cult in the mountain', which is related to Death frost doom adventure.
However i'm still wondering what can be the link with the Duvan'Ku and the cult?
The Van Kaus family is linked to the cult as well (with a least Uncle Ivan), what could have be their role in the cult ?
Thanks for your advices!

Crunk Posby wrote:

(I currently use a wildly different house ruled system and most healing is done through alcohol, drugs, and desserts...)

Excellent, definitively love it!

Thanks for your answers,

Gregorius21778 wrote:

What will happen with the normal flow of time, how will react the inhabitants?
I don´t see this change to be overly relevant for them, nor for "the cult". After all, they did not give a DAMN to the fact that day and night was no more, but (seemingly) just shrugged it off as odd and continued with their daily routines.

The 'economy' of the village (crabs picking and fishing) should change with the normal flow of the river, with all the alluvium the inhabitants should now go back to plough the filed i think this will change their life a bit.

Gregorius21778 wrote:

Will the cult attack them?
They came down from the mountain after they ransacked their temple, right? If they see a chance, they very well should. But luring into some kind of trap might be the better strategy. If this ambush involves a few "mutants"...well... wink

Sorry i was not clear enough, by the temple i meant the church of Father Iwanopoulos in Dunssmouth, they came for collecting the taxes.

Gregorius21778 wrote:

Do you have any ideas on how this adventure can continue?
Well, you could try to send them to Innsmouth next  wink
)

As my PC played Death loves doom they heard  that the necklace was a creation of the Dunvan'Ku and that the Van Kaus family was involved in this death cult , so i plan to send them in the mountain later and run death frost doom (I have fish fuckers as well but i plan to run it later).
My question was rather how to continue this adventure in Dunnsmouth, there is a lot of potential and i think it's ok to remove some of the 'random thing' and use all the adventures hooks that came with the module, after all my PC won't go back there and there is a very few chance i will run this module again (i mean the random thing is good for replayability and if you're a full time job DM who plays in conventions or this sort of thing).

Crunk Posby wrote:

I always liked Numenera's simple rest system. For each 1 day period, a character can take three rests. The first can be during a combat turn (10 seconds), the second a 10 minute round, and the third an hour.  They get 1 HD of healing.

That seems very cool, considering the high mortality in the game.
Did you test it IYC ?

Hello dear fellow referees,
I ran the adventure to my party.
They did succeed to destroy the artefact (time cube) and the flow of time is now normal in Dunnsmouth (and the flow of the river as well).
One on the PC is now blind, another one can summon "father time (can remember the name in English)" and both of them have problems to discern how much time is elapsed.
They gone straight to the temple and had no much relationship with all the citizen (damn with all the infected houses i rolled!).
They found Magda and protected her from Uncle Ivanovick (they only found his trapped cottage but the man is difficult to catch).

So for now i have a party who want to leave the place with Magda , they have plenty of silver coins (given by Father Iwanopoulos), and the whole place is now muddy instead of flooded.

I forget to mention that their main mission was to find the artefact and investigate about the Duvan'ku cult that struck years ago in the mountain nearby and involved a family of Dunnsmounth.

Do you have any ideas on how this adventure can continue?

What will happen with the normal flow of time, how will react the inhabitants?
Will the cult attack them ? (and why?)
Maybe Father Iwanopoulos impressed by their heroic deed can ask them to investigate about this malformed dead new born child he found at the church months ago ?

Ideas welcome!

10

(3 replies, posted in LotFP Gaming Forum)

Old post but still interesting questions!
IMC we always create 2 characters, one main and one backup.
Backup takes only half the XP and often go to adventure but stay outside the dungeon (they are in charge of the logistics!) so they can replace easily fallen PC.
Most of the time there is 1 PC death/adventure.
When they level up the new character is often 1 level below the group.
My 2 cents

11

(218 replies, posted in LotFP Gaming Forum)

Hello,
French referee here with a huge GM experience mostly in Ravenloft.
Love horror and make my players feel disturbed.
I played a few LOTFP modules with my group of friends:
Tower of the Stargazer
Death love doom
A stranger Storm
Scenic Dunsmounth

We play in 17th century England, with no races other than humans (but dwarves existed in a near past) as advised by The Master of All Things, and my party are members of a secret society who gathers magic things.
I'm trying to make all those adventures linked together and not simple one shot with no consequence, so i'm trying to avoid most 'end of the world' thing.

Can't wait to read the summaries of your campaign, my dear fellow referees !