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Threads
If an encounter site such as a ruined temple complex sat in the middle of a forest what would you consider it in terms of a Rangers favored terrain? Would encounters taking place within the structure count as forest or would they count as urban/underground? If the site/ruin is somewhat open to the elements (use LOTR's weathertop for an example) is it then considered the prevailing region's terrain type? --Vrocky Mountains I love the item card decks having purchased the Legacy of Fire, Carrion Crown, and a couple adventurer packs. But one thing that I think could be more useful to GMs is if every pack included cards that could actually be played on the map or battle grid. I love the idea of the Gamemastery Map Pack: Caravans, but a 5x8 inch wagon and horse train just kills the space on a battle mat (even my enormous 3 ft. by 5 ft. sheet of glass over a drafters grid). The much smaller, less wieldy 2x3 inch cards could fill the dungeon dressing niche. I'd much rather have a flat card on the board representing:
--Vrocking Horse Well we were expecting a twist and boy this is a good one! Monster must be 600 words, CR 7, and cannot be a construct, dragon, ooze, or outsider! This definitely falls right in the sweet spot for adventuring so its a monster that can terrify low levels or gang up on higher levels. For my money the best CR 7 monster that fits the criteria above is a toss up between the Drider and the Medusa! So what are the community's favorite CR 7 monsters? --Monsters of Vrock Forgive me if this has been answered elswhere, but for the life of me I can't find the right search terms to bring a satisfactory answer up. What are the School, Bloodline, and Domain (Sp) abilities considered in terms of SR & Concentration checks. Only the Acid Ray of the Conjuration school mentions it bypasses SR. Are they considered 1st level spells if you gain them at 1st level? Would I need to make a DC 17 concentration check if I use the Spell-like ability Defensively? --Vrock the House! I have eight players itching to play in my Carrion Crown campaign and not a single one has chosen a class that can channel energy. I have a feeling that even with a double party Haunts will be problematic for them. Party Breakdown:
*m half orc Inquisitor of Pharasma (Lt. Worf from TNG) *m half elf Alchemist w/ Bbn level dip to Master Chymist (Jekyll/Hyde) *m dhampir Ninja *f changeling Sorcerer (Protean bloodline, green widow/gnome) *m elf Ranger (ranged) *m kellid Barbarian (superstitious ?) *m orc Order of the Lion Cavalier from Lastwall *m ? Summoner --I wanna Vrock... VROCK! With Carrion Crown a month away I'm sure many fellow GM's are gearing up to run it. The obvious tie in products coming out during the AP's run, like Rule of Fear, Undead Revisited, and of course Classic Horrors Revisited, may be essential in fleshing out Ustalav for your group of players. What other accessories or products do you plan on using and why? I'm picking up the Gobbo-licious Condition Cards for sure with the Bestiary 2. --Vrocky Horror Hoarfrost Throat-Tearer, Shapeshifting Huntsman
Hoarfrost Throat-Tearer CR 7
Grave Robber (Rogue)
Boots, Nightmare
I'm planning on having an Oracle of Waves & her cultists bodyguards evagelizing at a grand fountain built in a small village (Sirathu in Varisia). The Fountain houses 2 Large Water Elementals that defend the Oracle. I want the crowd to pelt the PC's from the periphery of the main fight with stones & debris. What mechanic would you recommend using to simulate this annoyance??? Would you use a Reflex save to negate say 2d6 of nonlethal damage? Some sort of volley rules to hit player AC's or perhaps touch AC's? The Encounter's CR should be 8 or 9, with an APL of 6 (7 PC's). The crowds would target spellcasters or PC's that roam the edges of the combats like archers or skirmishers. --Vrockslide Although the Trap section goes into great detail about building big complex mechanical traps and their costs, they say nothing about Natural or Primitive Traps. 1000gp for a simple snare, a tripwire with bells on it, or a shallow spiked pit camouflaged with leaves is a bit much don't you think? How would a nest of Kobolds or say a Ranger or Rogue set up a small ambush site with a hastily dug hole, sharpened sticks and some quick and dirty snares? How long does it take? Certainly not a weeks time! Unless you're leaving simple traps to the Snare spell a bit of advice for impromptu traps would be nice. I mean why have a Detect Snares and Pits spell if you don't have any snares or pits for it to detect? --Caution: Vrock slide area ahead. I'm crafting an Enchnanted Elavator for my weekend game. It's more of a puzzle than a trap, but it makes sense to use the Trap rules to quantify what the PC's can do while in the room (Activate, Disable, etc). The room is a 15 ft. diameter circular room (roughly). A sliding iron gate seperates it from the previous room (simple lock DC 20). With in the room are 2 stone benches and a Medium sized statue of a female humanoid sitting in the lotus position. A gleaming ruby is set in the statues navel and a permanent magic mouth w/ tongues is set to go off when a humanoid approached within 5 ft. It delivers the message:
The greeting implies the control to the elevator is the casting of any Enchantment spell (or make a DC 25 UMD check). If no spell is cast after 1 minute the gate closes, locks, and the room begins to descend to the lower level of the dungeon. It only does this if a humanoid is within 15 ft. of the statue. The Ruby is the sensor for the alarm/magic mouth effects. Now basically this is a Non-damaging Puzzle/Trap. The alarm effect is the only Trap-like spell (DC 26), but there's a minor mechanical aspect in the closing gate (DC 20 perception). I would call this a Multiple dependant trap so it's XP would be the same as the Puzzle Trap (CR 3). If the Rogue spots the gate as trapped and disables it (spiking it open for example) my gut says OK, but that leaves the chance when the room starts moving and a PC wants to jump out they could get a serious crushing. Reflex save or Attack roll? If the Rogue detects the alarm on the Ruby and disables it (and probably pries it out of the statue) should the whole device cease to work stranding them and killing the rest of the dungeon, or should it cause the Elevator to act haphazardly? I'm thinking some reflex saves to remain standing and a d6 or two of damage, plus 2d6 of backlash damage if the ruby's taken out (same as if a UMD'er royally fails their check to activate blindly). Enchanted Elevator CR 3
--Vrock n' Roll ain't Noise Pollution I threw a few mimics at my PC's tonight and was wondering what the rule for attacks with Natural weapons would be against their adhesive. Would a creature attacking with a bite and 2 claws have to make the Reflex DC 17 save to avoid getting stuck each attack? What happens if it fails, does it gain the grappled condition? --Vrock of Ages! Anyone watching this Steampunk web-show? It's a very dark indie project with some pretty hefty (sci-fi) star power... I'm loving it so far, especially the super gorgeous Christine Chatelain! It's basically a story of a kingdom overturned by a religious coup. The main character Riese wanders across the country running from the Sect which is trying to hunt her down. The story is picking up speed and the costumes are impressive for a smaller project. The fight choreography is damned fine too. Have any of you ever had PC's try to ride another PC? I think I've had a player try this in nearly every campaign I've ran (though it's the same group of players so that could be why). For example a human Barbarian gets enlarge person cast on them by the gnome sorcerer and said sorcerer wants to hop up on the Barbarian and Ride them into combat (taking advantage of the Bbn's faster movement). How would you rule that and why? --Vrocking around the Christmas Tree Ok had a situation last night while playing AoW Three Faces of Evil. My PC's had defeated all the cultists, tiefling guards, and priests in the Temple of Hextor save the High Priest Theldrick (Clr 5). Now Theldrick had an enormous AC due to his spells and armor (a goof I forgot that clr didn't have heavy armor prof anymore), so the PC's decided to grapple him. The Cleric had a heavy shield and ONE free hand, Str 15, Dex 12, BAB +3, Ring of Prot +1, and the spells Bless and Divine Favor.
The PC Rgr 3 dropped one of his morningstars to grapple the Cleric and succeeded in beating the Clr's CMD. On subsequent rounds the Rog 3 and the Bbn 1/Sor 2 jumped in to help. So here's the question, do the two additional grapplers add +2 (each) to the Rangers CMD when the Cleric attempts to escape the grapple? Or do they only Aid on the Rangers CMB check. I ruled the latter as the text says they aid on the Grapplers "checks." PRD wrote: Multiple Creatures: Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check. --Vrock Market Crash! Is it just me or is the demoralize option of the Intimidates skill still too easy to pull off? DC 10 +HD +Wis mod is not very hard to beat. The 1st level bard in our campaign could reasonably demoralize a 10th level character with ease. Easy example Bard 1 vs. Cleric 10 with equal starting Chr and Wis of 20 respectively. Assume all stat boosts are to Wis and target has +4 periapt. Bard Intimidate mod is +9
12 or above for a 1st level character to spook a 10th level character. Would you add in any Bonuses to saves vs. Fear from spells, feats, or class abilities? Could you replace the HD and Wis mod with Ranks of Intimidate? I have a 5th level fighter, a Hellknight NPC who has the heroic NPC array and +9 Intimidate score which is only equal to the Bard's (who rolled using the Heroic method of 2d6+6). --Vrock and Awe Hey all, if you're interested in all manner of 8 bit/overclocked remixes of songs from radio, tv, movies, and video games you should really check out the Jump Button @ WHFR.FM on Thursdays at 6pm EST. Check out this months feature the Themesong Throwdown (sitcom edition). You can also friend The Jump Button and awesome host Robbwith2bees on either Myspace or Facebook. --Spacely Vrockets |
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