Gathering Storm comments (Time to Mourn)

By valvorik, in WFRP Gamemasters

Just finishing playing this section and some comments.

My table saw a different approach to it as a PC death meant they were going to Garden of Morr for funeral anyway.

In any event, the placement of the holy water in the embalming area makes it not useful to good roleplayers. Good roleplayers won't be looting a holy place when as yet though they are concerned by whereabouts of priest they don't know there's a horde of zombies awaiting them. It would be more useful if there was another font of it just inside the Ossuary (encountered in rally step).

Depending on order of opening doors in mausoleum, Mourn is encountered before other chamber explored - so be prepared to accept luck of draw there.

Players are going to want risk shooting doorway at Mourn/Madriga. Even if only one line of sight can work and bad dice added because of obstacle. Be clear up front if they can or not and if they can I suggest making it a challenge die added. Mourn has low soak value and thus can be dropped pretty quickly by good attacks. Another option is to have him holding Father Grabbe up as he drains him (A) PCs see it more clearly than with body in coffin; (B) explains he's using Father Grabbe as a shield while he drains.

Just some general thoughts.

You def want to obscure Lazarus Mourn from ranged attacks. my ranger and bright wizard took him out with a single ranged attack each. the battle was over befor it even begun. the boss fight lasted one round!

So yeah everyone preparing to run this part of the TGS better listen up. As the original poster of this thread, it would be a very good idea to have the morr priest as a shield, making it hard to hit him. if you don`t prepare anything this encounter might be over very quick, as in my instance.

For in truth the necromancer Lazarus Mourn is weak or downright pathetic as a boss. But in my case it was not as anticlimatic as it sounds. in the previous encounter with the zombie horde, two of the players went unconsciouss because of fatigue / stress, and had to be carried by another member of the party + the village idiot (a great use of him by the way). when they finally made it to the mausoleum, about 5 group of zombies (30 or so) where about to attack them. A close call.

On a sidenote: having 6 players can be catastrophic if you allow a henchmen group of same size as party, better to stay at 4 in a henchmen group or less. If not you risk having henchmen attack being too powerful. just take a look at some of the zombie actions and you get my drift.