By Jeff Grubb, Kate Novak
High myth doesn't recover than this--revisit the vintage Forgotten nation-states during this 2d ebook of the Finder's Stone Trilogy by means of veteran authors Kate Novak and Jeff Grubb.
More than a hunk of junk, the Wyvern's Spur has moldered in a crypt for fifteen generations formerly. The Wyvernspur family's robust heirloom has been stolen, and grand wizard and patriarch Drone Wyvernspur is the 1st to fall to the traditional item's curse. The kinfolk idiot, Giogi, is left to discover it, yet even recuperating the spur can't warrantly his clan's security. thankfully, the recognized halfling bard Olive Ruskettle and a mysterious and gifted mage named Cat are made up our minds to aid. but if betrayal and appeal threaten Giogi's development, he needs to invoke the spur's amazing may well . . . or develop into its subsequent sufferer!
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Additional info for The Wyvern's Spur (Forgotten Realms: The Finders Stone Trilogy, Book 2)
Skirmishers move a lot and avoid the front line. Soldiers and brutes engage the party’s defenders and leaders. Controllers position themselves to make best use of their abilities. Smart Monsters: Smart monsters act differently in combat than dumb ones do. Look at the monster’s Intelligence score to help you decide what it does. Smart creatures plan their actions and choose the best course of action. A vampire might focus its attacks on the cleric who keeps hitting it with radiant damage. Less intelligent creatures don’t plan, they react.
Scaling The general encounter-building rules scale easily to larger or smaller parties. If you have only three player characters, use three monsters of their level as the baseline encounter. If you have seven, use seven monsters. You should still try for a balance among the different monster roles (see page 54). T R O U B L E S H O OT I N G characters do to it, they will be hard pressed to survive that fight. If you see the characters obviously overwhelmed in an encounter, you can: Smaller Than Four Small groups can’t cover the four basic character roles.
However, some DMs feel that it keeps control of the battle where it belongs—solidly in the DM’s hands. W I L L I A M O ’ CO N N O R the combat card to the player and give him or her the responsibility of telling you when he or she is jumping back into the action. The players don’t have much knowledge of the order of play when you use combat cards. They don’t know where the monsters fall into the order until they act, which some DMs enjoy. On the other hand, they often forget when their turn is coming up.