Saturday, 25 July 2009

Part Two: The Old Monastery

Almah is eager to find a new base of operations from which to launch the liberation of Kelmarane and the old monastery seems perfectly situated. Naturally it falls to the party to check it for wildlife or other menaces before moving the caravan in.

Unlike many encounter maps in Pathfinder adventure paths, the scale of the map as presented is not too inappropriate to 4th Edition. The chapel area in particular is well suited in scale for 4E combat, and while it is advisable to merge A15, A16, and A18 into one encounter and letting them spill out into A13 is probably enough without having to use the frequent "trick" of doubling up the squares.

One thing that has been changed is the number of pugwampis present in the monastery: in addition to King Mokknock, there are 3 pugwampi jinx, 8 pugwampi snivellers, and 6 pugwampi whelps in total within the monestary.

The chapel does provide a nice "capstone" encounter for clearing out the main floor of the monastery and quite possibly the point at which the party will hit 2nd level. While not necessarily required, you may consider drawing the party's attention towards areas A15-A18 with sounds of the pugwampis in the kitchen which may well prompt the group to sweep anti-clockwise around the building, ending with the chapel.

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