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Jay Walsh's page
76 posts (97 including aliases). No reviews. No lists. No wishlists. 1 alias.
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Orthos wrote: Ouch. Yeah, my group is a bit stronger than average - between a few pretty good optimizers and Gestalt - so it really does come down to knowing your players/party.
Hopefully the loss of the rest of the party is recoverable (can bring new characters in from the crew, or have access to Raise magic?), as things are just starting to get interesting by this point of the story. :)
Ya if the hasted, shield bashing ranger hadn't of hit with all 4 of his attacks the next round would have seen one of her children killing the -2hp rouge at her feet and all 3 attacks into the 6 hp ranger.
Timing was everything.
Orthos wrote: Ran her tonight with the suggested change. She pulverized the bard mere seconds before the barbarian|totemist crushed her face in. Definitely a climactic end to SWW and heroic exit for the bard - she picked on him because his Spiritual Weapons were doing as much damage as the Eidolon's many attacks a round, given the annoying way they ignore DR. Ran it tonight and the Mother of All came 1 round away from a TPK. The party has 4 players and I had to removed the DR from the creature. With the DR it would have been a TPK.
Spacelard wrote: From memory...So the Grimlocks can climb to the shelf or from the Krenshar area. Can't remember which now of the top of my head. The 3 spikes lead up to a solid rock ceiling. I see a "shelf" above that but how would they climb to it, wouldn't they be blocked at the top?

Spacelard wrote: Jay Walsh wrote:
So far so good. Great session last evening. The PCs couldn't open the front door after dispatching the two guards. The lock opening failed and even trying to break it down ended up giving the defenders 5 minutes to get ready. When the PCs finally opened the front door, 8 Skellys, 9 Cultists, and 2 guards were waiting for them. It was a frenzy, and after killing the released dire boar the session ended.
I'm going over the caves of E and I'm a bit confused by the layout. I understand area 14 is the deep pit with spikes. I think I get that area 15 is the shelf and tunnel where the archers stand, with the barbarian at the end of that tunnel. A second tunnel, area 16 leads to the choakers and pile.
If I am standing in the pit (14) and looking dead on at what is ahead am I right to say one would see pure rock, except for the tunnel at ground level (16) and a small opening about 20 feet up and across (15)?
Yes.
And a rogue who was hit with several arrows on the way down, fell unconcious and then started to fly like bricks don't. Bwhahahaha!
In my game I had it as a 30' wide gap leading all the way back but only 5' high at the maximum for reachy-squeeze fun. Ok so what is with the 3 iron spikes on the 15 shelf? They don't lead anywhere, why are they there?
Jason
Jay Walsh wrote:
Well i want to use it as is, I just need clarification around what I was asking.
Jason
Can anyone comment on this?
Well i want to use it as is, I just need clarification around what I was asking.
Jason
So far so good. Great session last evening. The PCs couldn't open the front door after dispatching the two guards. The lock opening failed and even trying to break it down ended up giving the defenders 5 minutes to get ready. When the PCs finally opened the front door, 8 Skellys, 9 Cultists, and 2 guards were waiting for them. It was a frenzy, and after killing the released dire boar the session ended.
I'm going over the caves of E and I'm a bit confused by the layout. I understand area 14 is the deep pit with spikes. I think I get that area 15 is the shelf and tunnel where the archers stand, with the barbarian at the end of that tunnel. A second tunnel, area 16 leads to the choakers and pile.
If I am standing in the pit (14) and looking dead on at what is ahead am I right to say one would see pure rock, except for the tunnel at ground level (16) and a small opening about 20 feet up and across (15)?
Dennis
The party is
All 3rd level but will hit 4th before the final temple.
Transmuter, Fighter, Ranger (melee), Rouge (ranged), Cleric, Paladin.
I'm taking the main idea of this thread and having the Hextor temple the only option available with the other two and the well on the back side.

Dennis Harry wrote: One idea that I had to get the characters ccurious about Dourstone was to have the PC's visit Dourstone Mine (whether to work for him maybe he posted a sign with good pay for foremen and workers or to negotiate prices on behalf of Greysmere Covenant (this actually did happen in my game though after the Smenk issue) and have them notice a large shipment of crates enter the mine proper. Perhaps have a hooded figure be seen carrying crates and have the hood slip a bit revealing horns beneath the hood and said hood is pulled back up very quickly.
That would make any PC's suspicious I would think.
In my campaign the reason for being involved with Smenk was because they messed up in dealing with Kullen's gang.
Hey Jason, I think that if I were to run it as is. I would beef one of the cultists up so he had shot on the run. Make sure he was on guard in the hall when the PC's entered, then have him take a shot and run into the arena. Essentially luring them into the trap as designed. If they went to the right hand side hall instead, I would attack them from both sides basically trapping them.
I think either tactic would make for a desperate fight for the PC's. If they are smart enough to attack with a Silence spell on and not alert other Temple denizens more poer to them but the complex is so small I am not sure PC's could accomplish that successfully.
Dennis
I should note that we have 6 players in the party. So far I have no found it necessary to beef up the encounters. Would you make any changes in this temple for 6 players?

Dennis Harry wrote: Finished TFoE on Friday.
The ambush went according to plan the group surrendered once they realized the Psion was related to Theldrick.
heldrick threw the Priestess of Bhaal's body, a sword with FO's blood and cut his own hand and dripped blood into the pool to summon the Ebon Aspect. It of course freaked and attacked everyone.
In the melee about 5 of the CR 1 cultists died but so did the Ebon Aspect. Theldrick called a temporary truce and vacated the Temple (it was obvious he would beat the players but all of his henchmen would have been wasted to so he did not think it was worth it. Also the Psion is still in Thrall to him so why waste valuable resources?
I will probably have him reappear in the Champion's Games as I have him knowing Loris Raknian.
Looking forward to Blackwall Keep!
I am running the temple of Hextor on Wednesday. Does anyone have a monster cheat sheet and suggestions on how to run the temple? I did read the side bar but I would like to hear from people who have run it.
Jason
Can you post the 3 temples in the Three Faces of Evil please?
Thanks
Dennis
Can you tell me a bit more about Map tools. I might be interested in those maps but I have never used map tools.
Jason
Well Dennis
Disaster struck last night. One of my players was ill and didn't attend. The group decided to move on without him and did the final encounter for the Whispering Carin. The 2 Wind Warriors killed Lew, the female bard :( I know that if the front line fighter with the two handed sword had of been there she wouldn't have died, just when her story started to pick up as well.
She was a half elf and I made the Silver mine Manager her father. He had delivered a masterwork sword to her with his initials on it as a gift. The PCs spoke to her spirit and her last wish was for them to find out who sent her the sword.
Jason
Dennis
Why won't your battle go that way no matter what?
lol
Does anyone have a garrison cheat sheet or order of battle for the Hextor garrison in the 3 faces of evil.
Also my PDF talks about "many" cultists in the front coming to the Skeletons aid if they hear combat, but the document doesn't say how "many" many is. They are 1/3 CR each and its an EL 3. Does that mean there are 9 cultists?
Jason
tbug wrote: I'm in Victoria, BC. I'd be interested to know if I've met any of your players. Will you be putting up a cast list (with player names)?
Of the four Paizo APs I've run, I confess that AoW isn't one of them. If you want to get together for Evil GM coffee scheming some time though I'd be up for that: <dale (at) tbug.net>.
I sent you a follow up e-mail. Did you enjoy the postings?
Jason
Ok thanks to your help I have a blog now. Currently there is a summary of each of the 4 sessions we have played. More will be added later, character bios ect.
In a nutshell this is the party. I have each character do a journal of the session from their perspective.
Orin - Kobald Priest
Hendrick - Human Fighter
Adric - Dwarven Paladin
Lew - Half Elf Bard
5 - Warforged Transmuter
Gestus - Human Rouge
We just finished the 5th session of the Whispering Carin.
Enjoy
http://aowvictoria.blogspot.com/2010/02/session-on.html
I am now 6 sessions into my AGE game and finally have enough data to post an online journal of my player's adventures. Does anyone have suggestions for a good blogging/campaign journal site? I want you people on these boards to be able to read it and I have little experience blogging.
Thanks
Jason
Thank you for all the suggestions so far. I am mulling over them now. I don't mind drawing the maps on the hex board but I like to give the PCs only the peices that they can currently see. Drawing as I go is the only was to do this and its painfully slow. The alternative is to show them the whole map, although it would speed things up it takes away from the game I find. In a perfect world we would all have lap taps and me moving and plotting that way.
Hello all
I am wondering what options DMs have chosen when it comes to drawing the maps out of the PDFs for encounters. Right now in other DnD we use a hex board and dry eraser markers. It gets annoying having to draw out every map and I was wondering if anyone had a better method?
Thanks for any info
Jason
James Jacobs wrote: The combination of a Maure Castle installment plus the first installment of a new AP ("Savage Tide") resulted in a VERY popular issue. It sold out pretty quickly, and as it's a magazine, there was never a reprint. Is there anyway to access it online?
Eledriel Darkfire wrote: Hi,
in the news I find only conversion notes and downloadable supplements for Dungeon until approximately February 2007.
Was the publishing of conversion notes for the Savage Tide and of Supplements for Dungeon in general stopped?
Is there any chance to get conversion notes for the rest of the Adventure path and / or the pdf supplements?
Thanks to anybody who knows something about this and lets me know ...
Best regards
Is there any reason #139 isn't available in print but the rest of the series is? Can anyone help me out?
Thanks
Delfedd wrote: Agreed.
And I'd like to take this oppertunity to add myself to your list
Chris_lamere@yahoo.com
Hello
I would very much love whatever you can send.
Thank you kindly in advanced
jason_alex@sympatico.ca
johnnype wrote: Race, class, levels and more if you feel so inclined. I have a veteran group of roleplayers so I asked them all to create two concepts they could hit the ground running with. After I have them I will list the complete party as a surprise and then inform the PCs who them know and don't know.
I have a human Rouge who ran with a street gang in the Free city but was put in prison and exiled at 13. He is now a laborer in Diamond lake.
A Dwarf paragon who's father was an engineer in the dwarf mining group. one of his shafts caved in and he was fired. The PC looks after his now drunk of a father, working in the mines or doing whatever he can to make coin.
A half-elf bard who's mother is a whore in town, and a Kobold Druid who lives on the outskirts of town rounds out the concepts so far.
concerro wrote: Jay Walsh wrote:
I know they have the upgrades for a 2nd or 3rd level party playing the first adventure. With 6 players would you include those changes? I mean they are a 1.5 level party to start, would that round to two and in act the encounter modifications? I don't know if 6 first level characters will walk over the Carin encounters.
Jason
1.5? Ok but when they all level to 2nd, 2x6 PCs=12\4 makes them a 3rd level party. At that point do I add the monsters for 2nd/3rd in the side bars to any remaining level one encounters that they might find?
I know they have the upgrades for a 2nd or 3rd level party playing the first adventure. With 6 players would you include those changes? I mean they are a 1.5 level party to start, would that round to two and in act the encounter modifications? I don't know if 6 first level characters will walk over the Carin encounters.
Jason
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