Lassiviren

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Tactics Notes: This is just a GM reference for some of the NPCs in The Worldwound Incursion.
Alot of the spells I can't remember so I jot some notes as to effects and what not, so it will hopefully prevent me from burning the pages of rule books as I scramble to look at what does what when an NPC casts a spell. I was able to take notes up to Faxon, at which point, my brain exploded. I hope this helps anyone who is considering running this adventure. As an aside, I never really appreciated how deadly this adventure can be to low lvl parties until I started reading up on what these NPCs can be capable of (especially Faxon)... I modified the fiendish beetle because I would think it would have to be a little intelligent to cast smite good on opponents.

Millorn's Tactics
-Casts Blur (duration: 3 minutes), grants concealment (20% miss chance)
Spells: 0-4 1-3 2- 2
*Mage Armor- Duration: 3 hours (AC in stat block, otherwise AC 10)
*1 magic missle spell: Casts 2 magic missles @ 1d4+1/Range: 130 ft.
*1 Color Spray Spell: Range 15 ft. cone, Will DC save of 13/ PCs are unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious)

Hosilla's Tactics
Magic Weapon- Duration: 3 minutes; gives glaive a +1 to attack and damage (+5/1d10+3/x3; otherwise +4 to attack and +2 to damage)
Shield of Faith- Duration: 3 minutes; gives Hosilla a +2 deflection bonus to AC (already in stat block, otherwise AC 16)
Virtue Duration: 1 minute; gives Hosilla 1 temporary hit point (22 hp?)
Wand of Spiritual Weapon: Range-130 ft. Duration: 3 rounds; +3 to Attack, Damage 1d8+1 (45 charges)
Touch of Evil- 5x day for 1 round, melee touch attack, creatures are sickened for 1 round; sickened condition: target takes a -2 penalty on attk rolls,saving throws, skill checks, and ability checks.
Judgement of Destruction: 1/day: increases damage bonus of glaive to +4
Favored Judgement (Human) when fighting humans Hosilla gets a damage bonus +4 with the glaive (+5 damage if used in conjunction with Judgement of Destruction)
Judgment of Healing: When reduced to 6 hp, Hosilla switches to this judgment, giving her fast healing 1.
Cultists-
Protection from Good: Duration: 1 min; Effects: +2 Deflection bonus to AC and a +2 resistance bonus to saves vs. Good aligned creatures. Cultists gain another saving throw against spells or effects that possess or exercise mental control over the cultist; this save is with a +2 morale bonus. If successful, such effects are suppressed for the duration of the protection spell. While under the effects of this spell, the cultist is immune to any new attempts to possess or exercise mental control over the target. (New Cultist AC is 15 v. good creatures)
Command Range: 30 ft. Duration: 1 round Save: Will DC 14 Options: Approach- moves to cultist as quickly as possible, provoking attacks of opportunity; target can do nothing else but move. Drop- On its turn, the target drops whatever it is holding and cannot pick it up until the next turn. Fall- target falls to ground and remains prone for 1 round. It may act normally but suffers appropriate penalties (-4 to melee attacks, can move only 5 feet as a move action, standing up requires a move action and provokes attacks of opportunity; target that is prone cannot use ranged weapons except for crossbows and shuriken) Flee- On its turn, the target moves quickly away from the cultist. It may do nothing but move and provokes attacks of opportunity. Halt- The target stays in place for 1 round. It may not take any actions but it is not considered helpless.

Vagorg's tactics:
Potion of Invisibility- Duration: 2 minutes Effect: Stationary creatures that are invisible get a +40 bonus on their Stealth checks. Bonus is reduced to +20 Stealth if Vagorg is moving. If Vagorg attacks via spell or glaive the invisibility ends. Vagorg is in total concealment while invisible, attackers have a 50% chance to miss if they attack his square.
Mage Armor- Duration: 5 hours/ AC is reflected in stat block (Otherwise AC 15 w/o Shield)
Shield- Duration: 5 minutes/AC is reflected in stat block (Otherwise AC 15 w/o Mage Armor; AC 11 w/o either Mage Armor or Shield)
Summon Monster 1: Duration- 5 rounds; Range: 35 ft. Casting time: full-round action (Vagorg will cast this spell 4-5 times if possible)
Fiendish Fire Beetle: CR 1/3; XP 135; CE small vermin; +0 Initiative Senses low-light vision; Perception +0
AC: 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 4 (1d8)
Fort +2, Ref +0, Will +0
Immune mind-affecting effects
Resistance: cold 5, fire 5
Offense
Speed 30 ft., 30 ft. fly (poor)
Melee bite +1 (1d4)
Smite Good 1/day ( bite is 1d4+1 damage against good creatures)
Stats
Str 10, Dex 11, Con 11, Int 4, Wis 10, Cha 7
Base Atk +0, CMB -1; CMD 9 (17 vs. trip)
Skills Fly-2
SQ luminescence
Treasure none
Luminescence (Ex) A fire beetle's glowing glands provide light in a 10-foot radius. A dead beetle's luminescent glands continue to glow for 1d6 days after its death.
Bull's Strength- if cast: cast time- 1 standard action/Duration: 5 minutes- Vagorg's Str increases to 17, giving him +6 to hit with his ranseur of the gargoyle (2d4+4/x3) and increasing his BAB to 4; CMB +5, CMD 16

Faxon's Tactics
Blindness/Deafness: Range 150 ft./Casting Time- 1 standard action/Duration: permanent/Save: Fort DC 16/Faxon must choose either blind or deaf for affected target: Blind: -2 penalty to AC, loses Dex bonus to AC (if any), takes a -4 penalty on Str and Dex checks and on opposed Perception checks. All opponents are considered to be in total concealment vs. blinded character (50% chance to hit). Blinded characters must make a DC 10 Acrobatics check to move faster than half speed. If this fails, character falls prone. (Core Book- pg. 565) Deafened: Character takes a -4 penalty on initiative checks, automatically fails on Perception checks based on sound, and has a 20% chance of spell failure when casting spells with verbal components. (Core Book- pg. 566)
Bestow Curse: Range touch; Casting Time- 1 standard; Duration: permanent; Save Will DC 17; Places a curse on character, Faxon chooses a -6 decrease to Str score of fighter types
Vampiric Touch: Range: touch; Casting Time: 1 standard; Duration: instantaneous/1 hour; Save none; Melee touch attack deals 2d6 damage. Faxon gains temporary hp equal to the damage dealt. Temporary hp disappear 1 hr later. Faxon cannot gain more than target's hp + Con score.
Hex- Evil Eye: Save Will DC 16 (reduces effect to 1 round), standard action- does not provoke attk of opportunity, 30 ft. range, duration: 7 rounds (see save), effects: either a -2 attack roll on fighter type or a -2 skill check on spellcasters.
Hex- Misfortune: Save Will DC 16, standard action- does not provoke attk of opportunity, 30 ft. range, duration: 1 round (Will negates hex), effects: any time target takes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. Same creature can't be targeted by hex more than once per day.
Burning Gaze: Range 30 ft.; Casting Time: 1 standard; Duration: 5 rounds; Save Fort DC 15; Effect: target (1 target only) looked at takes 1d6 fire damage initially; burning creatures must make a Reflex save DC 15 to quench flames or catch fire, taking another 1d6 points of fire damage. Flammable objects worn by target must also save or take the same damage as the target. If a creature is already on fire, it suffers no additional damage from burning gaze.
Charm Person: Range 35 ft.; Casting Time: 1 standard; Duration: 5 hours; Save Will DC 15; Effect- charms humanoids (1 target) to ally and friendly status (see Core Book- pg. 254)
Command: Range: 35 ft.; Casting Time: 1 standard; Duration: 1 round; Save Will DC 15; Effect- Faxon chooses one of the following commands: Approach- moves to cultist as quickly as possible, provoking attacks of opportunity; target can do nothing else but move. Drop- On its turn, the target drops whatever it is holding and cannot pick it up until the next turn. Fall- target falls to ground and remains prone for 1 round. It may act normally but suffers appropriate penalties (-4 to melee attacks, can move only 5 feet as a move action, standing up requires a move action and provokes attacks of opportunity; target that is prone cannot use ranged weapons except for crossbows and shuriken) Flee- On its turn, the target moves quickly away from the cultist. It may do nothing but move and provokes attacks of opportunity. Halt- The target stays in place for 1 round. It may not take any actions but it is not considered helpless.
Burning Hands: Range: 15 ft. cone; Casting Time: 1 standard; Save Ref DC 15; Effect 5d4 fire damage


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Just a suggestion for the GMs... One way to give the PCs a huge hint as to the type of the environment they'll be facing is to actually have a few villagers or outlying farmers come into Heldren with cases of frostbite, or even have a family member of one of the PCs die from cold weather exposure.

Really good GMs (alas, I do not fit in that category), could even put in a little creep factor by having the PCs find a corpse on the road, the corpse displaying obvious signs of severe frostbite with a message written in blood, 'Don't go to the wood.'

There's that classic scene in John Carpenter's 'The Thing' where MacReady and the outpost doctor investigate the Norwegian station and see the corpse that slit his wrist... Some food for thought.

Speaking of the Pale Tower is there a map somewhere that got left out showing the Irrisen environs of Waldsby and its relation to the distance of the tower? Or is that in the Irrisen gazetteer? (I preordered mine from my local gaming store so I haven't seen it yet)


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Looking at the current funding, RC has reached 81k! Thank you fellow backers for your help! Stretch-stretch-stretch!


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An 'interview' with the unfamous pirate, Porfiry Meng, captain of the Esperus, and his Master at Arms, 'Toady ' Knavecrusher as they examine the current standings of the Razor Coast Kickstarter Project as of 1/16/2013 9:46pm Eastern Time.

PM- 'Well, I have to er... make a, slight confession. I made a mistake.'

TK- 'Not the first time either cap'n.'

PM- 'Put a cork in it Toady!... Where was I? Ah yes, well as some of ya may know, on the Kickstarter Comments I referred to the Krakenfiend as an 'Angry Stepchild.' This was...er.. in error. Apparently, the Krakenfiend is The Only Child of All Unholy Dalliances, er... when it comes to squids mating with... Well, ya get my meaning. Let it be said that Porfiry is one of the few seadogs who admits when he's wrong.'

TK- 'Which is a lot.'

PM-'BELAY THAT TOADY, else I'll make ya scrub down Matilda.'

(Toady takes out one of his throwing knives and starts chewing on the hilt)

PM- 'By all the kind sea nymphs I hope that ain't one ye sharpened.'

(Toady looks at Porfiry with an air of innocence, which is quite hard to pull off, considering Toady is a 6'7” half orc)

PM- 'Alright Toady, get the cabin boy to give us a scroll of the current Razor Coast Tallies.'

(Toady gets up from the table and proceeds to stomp off. Porfiry pulls out a harmonica and begins to play, well something... Twenty minutes later, Porfiry is snoring in his chair. Toady arrives, grasping in his right hand what appears to be the cabin boy. )

TK- 'Caps, wake up!'

PM- (Snorts) 'Wha!? (Observes Toady carrying the limp form of the cabin boy by the lapels of his shirt.) By all the Nautical Nasties of the Unfathomable Trench! What did he do this time!?'

TK- 'Caught him dressing up the rats as dragoons again.'

PM- 'I thought you confiscated all of those tiny uniforms he got from gods know where!? Never mind, did ya find the scroll?'

TK- 'Aye Cap'n!' (Toady pulls out a scroll from the back of the cabin boy's pants, hands it to Porfiry)

PM-'Fer Pele's sake would you put him down! Gently!'

(Toady lowers the cabin boy to the floor, leaves him there, and sits next to Porfiry at the table.)

PM- 'By all the gods Toady, ya gotta learn to temper those slaps. If the lad doesn't wake up, you're gonna have to swab!'
(Porfiry unravels the scroll and reads it, frowning.)

PM- '71, 343 doubloons! By the fires of Dreadsmoke we may get this tub in the water yet! 3,657 more ta go! Ya know, your ma could make twice as much in one night!'

TK- 'I thought you said we were gonna leave me mum outta this!'

PM-' I can't help it! Your ma was the best... midnight baker in all of Carcass.'

(Toady growls out a warning)

PM- (Licking his lips) 'All o that succulent flour, made your lips water. Those exotic spices, she...er.. her cookies just melted in your mouth!'

(Toady roars and throws the table at Porfiry, the captain manages to duck, but a table leg glances his forehead and the captain falls like a sack of freshly caught fish on a trawler deck)

PM- (Groans) 'Greengrunt, tell that Greg Vaughan fellow that the Esperus is in need of a ships surgeon!'

End of interview.


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I was able to listen to the Demiplane of Gaming video on Razor Coast (it's an hour long round table discussion). This was an amazing three way interview/conversation about the RC project. Great job, Lou, Owen and Steve! Not just about RC, but it examines the dilemma of writer's block, artwork in RPG publishing, and... exotic art! ; ) And much more obviously..

For those of you who are still reticent about investing in the Razor Coast Kickstarter, I highly recommend you check this out.


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A few years back I decided to attend to a gaming convention at the University of Buffalo. Unfortunately, I couldn't participate because well, it was my first gaming convention, and me being a noob to the gaming convention scene, had no idea about registration and all of the other pre-convention rituals.

On the hugely positive side, I had the privilege to able to sit in on a gaming session with Nick Logue as he DMed (using 3.5 edition D&D rules) an adventure in his very own Razor Coast setting. I saw it come to life as he stood (more than he sat), acting out and describing the rowdy sea town of Port Shaw. The PCs were each given a pre-gen that they all acted out wonderfully. There was double-crosses and hasty alliances, despair and desperate attempts for redemption. There was a first mate who happened to be a minotaur, tossing dragoons over the docks and into the briny waters below. Eventually, a gun magazine on a ship blew up and a chase ensued, ending with a pitched ship battle and a very, very large shark. That day was a game changer for me. I realized how adaptable Nick's style of GMing was, and how this really contributed to the excitement for the players. But more importantly, I saw Razor Coast as a living, breathing campaign world, filled with thrills and wonder.

I cannot tell you how elated I am about the possibility that Razor Coast will come to print. The fact that it is non-linear is incredibly appealing (well, to me anyway). This gives a GM a chance to exercise adaptability and flex his imagination. Ultimately, Razor Coast is unique for every player and hopefully, for the GM as well. After all, it is up to the GM to tie all the threads together. The non linear aspect will challenge us to do just that. It will unshackle us and encourage us to be more adaptable in our GM style.

So I hope any who are sitting on the fence with this project to consider investing in it, so that it will come to print. I hope GMs everywhere will be able to see how they can tie the threads together of pirates, dread horrors of the deep, and numerous other gems that Razor Coast has to offer.

Cheers and happy holidays!
GG


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Wolfgang Baur wrote:

I love the idea of deathwebs playing twister.

You are correct, though, that three won't fit. I'd say your suggestion to bump the scale to 10' squares will mostly resolve things.

Yeah, the other stuff was over the top silly.. I figured a little "postage-lite" was necessary.. Thanks for the help.