The Sentinel had some powers, shield 3/day (I think), light 2/day, shield, open all locked doors in the Keep of Alderweg, etc. I can't remember everything it did, but I'm rerunning the adventure with some changes (by memory). I didn't want to exactly duplicate its powers, but any guidance would be helpful. And if I'm in the wrong for asking this stuff, please eliminate this post.
UK1 The Sentinel. The module is named after the minor local artifact in the module. The Sentinel and The Gauntlet are two delightful adventures that offer lots of role-play opportunities and expansion possibilities.
I'm afraid I can't remember much about the Sentinel and the Gauntlet as magic items, but I can remember the fate my Winged Folk character, Kyrie, suffered from foolishness on my part while adventuring through those modules.
The party was entering a castle that seemed empty, but thought it safe to enter cautiously. The portcullis was up, but murder holes were evident. We sent the party thief through first. When nothing untoward happened, Kyrie boldly walked through only to be drenched with boiling oil from the murder holes. I was quite frustrated at the event until the DM reminded me that the party Thief was wearing a Cloak of Elvenkind...
Kyrie's wings were now useless as the feathers were all burned off. As the adventure progressed, the party found itself divided. Kyrie was the last standing in his group, but found himself being pursued by an ettin (or something?) to an upper room in a tower. There, he found his only exit to be an open window. No problem, thought I. I say that Kyrie smirks at the ettin and jumps out the window.
That's when the DM reminds me that Kyrie's wings don't work...
Kyrie boldly walked through only to be drenched with boiling oil . . . Kyrie's wings were now useless as the feathers were all burned off . . . Kyrie smirks at the ettin and jumps out the window . . . That's when the DM reminds me that Kyrie's wings don't work.
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