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Mephit

BigDaddyG's page

Pathfinder Society Member. 206 posts. No reviews. No lists. No wishlists. 2 Pathfinder Society characters.

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I havn't seen anyone post anything similar to this situation. My party made it out of the Parrot Island caves ok. The Paladin was hurtin but alive. The Cleric was instrumental in helping the group over come the Hecuva. In the end the group decided to swim their way out of the caves using the elixers of swimming they got off of Vark (he didn't survive the Nixie). That being said the Earth Elemental Gem was never used.

This brings me to the battle with Rowyn. I took the advice of a few of you and enlarged her room to make for a more roomy battle. Of course this means that there was room for the Rogue to make use of the Earth Elemental. Tugger went down quick and Rowyn decided to beat feet (or actually float away as a cloud of gas).

I think I'm going to have her make a last stand with her pirate lackys before completly abandoning the complex. I didn't really get the chance to make use of many of her abilities. I just didn't think she would stand up against the elemental on her own.

Anyways has anybody else had this happen?


Tobus Neth wrote:
Been A long time coming any clue as to when?


Hrmmmm...There lies before me a dead horse. Dare I kick it?


Seems to me this isn't necesarily a bad thing though. I mean it's perfectly reasonable that a character purchases tanglefoot bags and uses them in combat. If it makes it easier on the PC's that's not the DM's fault. It's just the way it goes. You could even give a bit of extra XP for coming up with a cunning plan that saves the whole group or at least gets them out of a bad spot.

Take the Blue Nixie for example. I have 6 PC's in my group. I added a couple of extra thugs so there were a total of 9 thugs and Vark. They made the whole encounter easier than it should have been just due to their taking time to plan and get what they needed. The group split up into two groups of 3. One group, the stealthy group, climbed up the bow of the ship and quietly took out the thugs up there. The not so stealthy group climbed the aft of the ship and confronted and intimidated, rather successfully, the 2 thugs there. The stealthy group stayed out of sight while Vark and the other thugs were warned and came running out to deal with the group at the back of the ship. While they were there the stealthy group sent a hail of arrows and bolts into the thugs from behind and took them down to a man. I think the paladin was the only one that took damage and it was minimal. Of course it did help the group out that for some reason I kept rolling 1's and 2's on my listen checks and attack rolls for the thugs.

All in all If you want to make it harder that's cool. Run it how you want to. I just wouldn't be too upset if the PC's come up with a brilliant plan that saves their hide in the end. That's all.

G


Sigh...no conversion yet? I'm starting STAP tomarrow in FR. I guess i'll just have to work it out.

Byron Zibeck wrote:
I believe that the conversions are in from Eric, so they just need to do the layout. Then we'll all have are pdf we have (im)patiently been waiting for.


Shade325 wrote:


Anyways, anyone thinking of allowing firearms and if so where would you look for rules. I have an old Freeport book with some firearms rules but was wondering if anyone knew of any others that they prefered. Want firearms to pack a punch but don't want to see them used every round of combat.
Shade325

I am deffinately going to make them available but RARE. Personally I'm going to make use of the D20 Past book as well as OGL Steampunk (for more magically inclined firearms). They've got some really great basic flint/lock, blackpowder single shot guns in D20 Past. The rules are very streight forward and inline with the core D20 rules. One shot, 2 rounds to reload, one shot etc. They only have a 15' range increment so PC's will have to get up close to use it effectivly. They get no DEX bonus to shoot the gun as well as the text says the Ball is smaller than the barrell and tends to bounce around a bit before exiting the barrell of the gun. Imagine your PC's have no firearm profficiency, can't use their DEX bonus, and get only one shot?! Most PC's probably won't bother.

My PC's are going to have to spend time learning how to use any firearm they come across. It's a new tech. for them. Imagine they will have to figure out how to make the gun powder (not a widely available thing in DnD). They will have to craft the projectiles etc. etc. Could be alot of fun if they choose to RP all of that. Or they could just sell the thing off for the gold.

G

201 to 206 of 206 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>



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