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Recent posts by
catdragon:
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Looking through the notes for Xin-Shalast and the effects of Altitude (not attitude!) i see that outsiders are immune to the effects of having little air. What about native outsiders, such as tieflings, aasimars, etc.? Now, my answer is they are not immune to it, but that is my opinion. So....
1) Can anyone cite a rule where is explicitly says this.
2) Can James et al go a head and grant a ruling just so we have it in print and can use that to point the rule lawyers to... <grin>
Thanks!
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Is it available now?.... Rats.
wait,
wait,
wait....
How about now? Rats.
Repeat.
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One of my players asked my about warmages and warmage schools in Golorian. I sort of went overboard in my reply, but I thought I would share with y'all in case someone else might find it of use
Warmages in Golorian
Warmages came out of Complete Arcane, which are not part of the SRD so Paizo could not include them in their setting. That being said, here is my opinion on where warmages came from....
Golorian has a long, long history --- something like 4-6 thousand years of *recorded* history. In that time, warmages could have come from several places. Since I am more familiar with the RoRL series, the Runelord of Evocation, Alaznist (Wrath), would have definitely had a warmage school for her minions. In fact I considered changing some of the mages in the Runeforge to warmages but I didn't have time to work them up.
In any case, Alaznist ruled in Bakrakhan, which was where the Varisian Gulf is today. So a library of warmage secrets could have been unearthed and founded on one of the islands out in the gulf. There could be a school in Riddleport (though I doubt it -- Riddleport doesn't seem like a warmage kind of place, especially considering there is already on magical university there). There could also be one in Magnimar.
So a warmage can be from almost anywhere and just learning the warmage skills as he adventures. He doesn't need to be a member of any order or belong to any school.
However, in my campaign, I have placed several friendly, yet competing, warmage schools in the following places. First I name the school, and then tell you the name of the order that runs it. Any other information follows (all the fluff). Then lastly I tell you why I put the school there).
Warmage School by Location
Absolom -- Tarth Karltha, Order of the Blue Flame. Tarth Karltha is probably the richest of the warmage schools of Golorian. Absolom is the middle of the world after all and Tarth Karltha desires to be the leader of the warmages in Golorian. Of course this desire conflicts with all the other warmage schools. Thus warmages of the Blue Flame aren't as popular with warmages as they could be.
Carpenden, Andoran -- Tarth Valorian, Order of the Swift Eagle. One of the newest schools Tarth Valorian has trouble retaining students and teachers as Andorians tend to go off and fight for the cause de jour at the drop of a hat. However, they have no lack of students and mages who apply for entrance into the Order.
Egorian -- Tarth Vex, Order of the Fire Hawks. Tarth Vex is a school that is torn in two by competing demands. On one hand, warmages are evokers, first and foremost. But Cheliax is also an ally of the Nine Hells, and the demand for competent conjurers is intense. Many of the students here are conjurer/warmages.
Egorian is the capital of Cheliax and warmages seem like they could be "influenced" by diabolical forces. I see these warmages tending towards conjuration more than the usual warmage though.
Eleder, Sargava -- Tarth Cigerhet, Order of the Lion. A fast growing school, Tarth Cigerhet is definitely off the beaten track. A majority of their students are Mwangi, but not all. Most of the teachers, in fact, are Chelixian.
A former Cheliaxian colony, Sargava is on its own now and the natives (very tribal African in flavor) are slowly/quickly (depends on who you ask) taking over. Warmages seem like an African to me, but that is in my opinion.
Hellknights -- Each order of the Hellknights has a small subgroup of warmages. Afterall it is always handy to have a mage who can cast spells in armor. The Hellknights’ warmages are neither powerful enough, influential enough, or number enough to really deserve their own school.
Janderhoff - Tarth Margrava, Order of the Iron Fire. Run by Kell Irongrip, a dwarven warmage/archmage, Tarth Margrava focuses on spells that can be used to defend the dwarven people. Additionally the Iron Fire's warmages are in demand for escort duty and exploration of the Mindspin Mountains.
I like the idea of a dwarven-run warmage school. Just feels right.
Mechitar, Geb -- Tarth Evarg-thed, Order of the Hand. Mechitar is the capital of Geb, the longest ruling aristocracy in Golroian. Probably because it is ruled by a ghost and his lich-consort. The Order of the Hand is very necromatic (duh!) and on the decline, but definitely a place where a warmage school would pop up. Almost as far away as Tarth Jagajenda in Niswan.
Niswan, Jalmeray -- Tarth Jagajenda, Order of the Roc. A very exclusive school, it is very hard to gain membership in the Order of the Roc. This is probably because of the requirement that you must be Vudrani to be a student here. One of the more famous schools, even people in far off Varisia have heard of the Order of the Roc.
Very Indian is flavor, very strong Oriental influence. Also very far away.
Quantium, Nex - Tarth Nothelek, Order of the Kraken. The Order of the Kraken are huge rivals of the Order of the Hand, and rarely due they cooperate together. However, they are known for their metamagic abilities and the fact that they are working to recover the land that buffers Nex and Geb, the Mana Wastes (where magic does not work).
Nex is the arch-enemy of Geb, and they would definitely have something that Geb would have, if only for self-preservation.
Sothis, Osirion -- Tarth Memlis, Order of the Silver Sphinx. This is one of the smallest, yet most influential schools. They claim to be the first one, the original home of warmagery. Other schools scoff at this, but it is true that despite their small size they have access to magics and arcane knowledge that the others do not.
Obviously for the Egyptian flavor of Osirion.
Starfall, Numeria -- Tarth Pellmont, Order of the Diamond. Starfall is the capital of Numeria, and Numeria abuts the Worldwound where all the demons in the Abyss are congregating to invade Golorian. Thus Tarth Pellmont is a very influential school. Students here are mostly worshippers of Iomedae but they are also known for their very powerful evocation magics. One of the principle feats taught here is Element Substitution (Cold).
Warmages (I imagine) would be helpful to have around.
Trollheim, Land of the Linnorm Kings -- Tarth Nantýr, Order of the Silver Bolt. A very aggressive school, many of the students that fail here don't drop out, they are instead casualties of spell battle.
The warmages of Tarth Nantýr are very Norse-like in flavor. And warmages would come in handy fighting the minions of Irrisen which is right next door. Irrisen is ruled by one of Baba Yaga's daughters and her evil fey often make forays into the Linnorm Kings' territories.
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Xaaon of Xen'Drik wrote:
NICE!
I might actually run this thru Photoshop and color it up some...
If you go, please let us know. I'm always willing to take the fruits of someone else's labors and use 'em in my games. :)
And I agree -- that's a great colossal spider.
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Me and mine have also noticed the dearth of money in the campaign... it was at 5th level when i realized the party had the magic items/resources of a 3rd level party.
I tried to up the treasure found, but i wasn't satisfied with that
To fix the difference in magic power/item I basically had the Mayor of Magnimar reward the party after Hook Mountain with a choice of items from the vaults of Magnimar. The conditions that the mayor put on this was 1) only pick one item and 2) no item worth more than 25,000 gp.
That seemed to work out well. And now that the PCs are in the Runeforge the dearth of (useful) magic items isn't as noticeable.
Of course, YMMV.
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Name of PC: Korhol
Class/Level: Cleric of Saraenae
Adventure: Sin of the Saviors
Catalyst: Arkrhyst
Story: Arkrhyst burst out of the cave as the PCs began their climb of the stairs. He dove, relying on his dragon fear (which wasn't effective as the dragon hoped it would be) and breathed. The Celithion, an elven wizard, threw fly on the paladin and Jandar (the paladin) flew up to meet the dragon. Stymied from flying onward, Arkrhyst dropped, crushing two of the PCs (first time I as a GM had used a dragon's crush attack) Desminora, the shadowdancer and Eni, the dwarven barbarian) and pinning them both. The wizard casts greater dispel magic but forgets to concentrate (oops) and Arkrhyst (who has already declared power attack +9 when he attacked the paladin (who apparently wasn't wearing armor -- glamored mithral plate armor)) AOOs and crits the wizard. The wizard goes quickly way, way negative but Korhol, the cleric, has a delay death racked and the wizard is saved, albeit at -30 some odd. The cleric then starts throwing sound lance after sound lance and annoying the heck out of the dragon, so the dragon the does a flyby attack, grabs Korhol and flies onward; fireballs going up like flak after him. Arkrhyst continues to climb, breathes on the poor cleric, knocking him unconscious. He then drops the cleric from 200+ feet onto the now conscious mage (the fighter poured two cure critical wounds potions down his throat) and hits. Korhol is paste and the wizard is also negative again, but still until the effect of the delay death so quick application of more cure potions saves the wizard. Retreating, Arkrhyst flies into his cave to drink what healing potions he has. Arkrhyst now has 20 some few hit points.
The party decides to retreat to the boat they came in on and rest. The plan is attacking in the morning after loading for bear.
Arkrhyst however has other plans...
Name of PC: Celithon and Ontrix
Class/Level: elven wizard (see above) and aasimar warmage
Adventure: Sin of the Saviors
Catalyst: Arkrhyst
Story: Resting on the boat its first watch. Jandar the paladin has the watch and hears a loud splash from a distance away. Realizing that white dragons have a swim speed, he rushes to wake everyone. All are awake when the dragon swimming under the boat and rips out the keel (the boat had been previously described a s an old fishing boat in need of dry docking and repair but good for crossing the lake one or twice more). The party dives into the water (they are 50' from shore). Arkrhyst come up on the next round and discovers that the party in in the water in a nice cone-shaped pattern, and taking advantage, he breaths. However, no PC goes down (yet). Closest to the dragon are Celithon and Ontrix (who are BTW, the lowest Str PCs in the group and since everyone had dove off the boat to swim to shore, they were the closest). Ontrix tries to cast a spell and forget to concentrate, Arkrhyst take the AOO, knocks her unconscious and cleaves into the wizard and crits. Not a good day for the wizard. The wizard is knocked unconscious and Ontrix and Celithon begin to drawn.
Arkrhyst then offers a bargain, they PCs can die now and give all their stuff to the white dragon or they can each give him two magic items and he will let them live. Jandar counter offers saying that that is fine but they have to go through the dragon's lair to get where they need to go. Arkrhyst says then it would be three magic items each. A bargain is struck. And the dragon keeps the war mage and the wizard from drowning and the PCs willingly give the dragon three magic items each!!
Name of PC: Celithon
Class/Level: wizard
Adventure: Sin of the Saviors
Catalyst: earth elementals
Story: Again the wizard forgets to concentrate and the earth elemental crits while power attacking for 10. In his favor the player didn't realize that the EE has a 15' reach. However, his character was crushed and soon to be dead except Korhol (who they had raised from the dead) did have a delay death memorized).
It was a day where the GM kicked the PCs buts up and down and around the block. Heh.
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Well, i wanted to create a few low-level threats for The Festering Maze in case my players decided they wanted to explore this area. So fasting about for some fun templates I found the id ooze in Green Ronin's Advanced Beastiary, but that wasn't the flavor i wanted.
But then the book fell open to the eye king template. And for some reason an ettercap sprang to mind. Here is what was produced and I think it makes a great creature for the Festering Maze:
EYE-KING ETTERCAP
An eye king ettercap has a roughly spherical body with a single central eye on the front of its body. It has a large fanged jaw on its underside and 5 eyestalks protrude its top.
EYE-KING ETTERCAP CR 6
Usually NE Medium aberration
Init +5; Senses Low-light vision; Listen +4, Spot +8
Languages Common
DEFENSE
AC 16, touch 15, flat-footed 11 (+5 Dex, +1 natural)
hp 32 (5d8+10)
Fort +5, Ref +6, Will +6
OFFENSE
Spd 5 ft., climb 5 ft., fly 30 ft. (perfect)
Melee Bite +5 (1d8+2 plus poison) and
Melee 2 claws +3 (1d2+1)
Special Attacks Poison, web, eye rays
STATISTICS
Str 14, Dex 20, Con 15, Int 4, Wis 14, Cha 17
Base Atk +3; Grp +5
Space 5 ft.; Reach 5 ft.
Skills Climb +10, Craft (trapmaking) +4, Hide +11, Listen +4, Spot +8
Feats Great Fortitude, Multiattack.
SPECIAL ABILITIES
Central Eye Beam (Su) When an eye king ettercap’s central eye is open, it constantly produces a slow effect identical to the spell slow in a 100-foot cone whenever the eye is open. The save DC for the central eye beam’s effect is 15.
Eye Rays (Su) Each of an eye king’s eyestalks produces a spell effect (see below) that follows the rules for ray spells (see Aiming a Spell in the PHB). Each such ray has a range of 100 feet and, if appropriate, a save DC 15. An eye king may use each of its eye rays once per round as a free action. However, it can aim only one-third of its eyestalks in any one 90-degree arc (up, forward, backward, left, right, or down); the other eyestalks must aim in different directions. These effects have a caster level of 5 and the DC are Charisma-based.
- Grease - The target of this eyebeam is covered a layer of slippery grease. Any object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. This effect lasts for 5 rounds.
- Acid Arrow - This eyebeam deals 2d4 points of acid damage with no splash damage. The effect last for 2 rounds, dealing another 2d4 points of damage in the second round.
- Stinking Cloud - This eyebeam causes it target to emanate fog that are nauseating. Living creatures in the cloud become nauseated. This condition lasts 1d4+6 rounds. Any creature that succeeds on its save must continue to save each round (for 5 rounds) on the eye king ettercap's turn.
- Ghoul Touch - This eyebeam is imbuing you with negative energy, allowing the eye king ettercap to paralyze a single living humanoid for 1d6+2 rounds with a successful ranged touch attack. Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except the eye king ettercap) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.
- Touch of Idiocy - A successful ranged touch attack applies a 1d6 penalty to the target’s Intelligence, Wisdom, and Charisma scores. This penalty can’t reduce any of these scores below 1. However, the effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level. This penalty lasts for 50 minutes.
All-Around Vision (Ex) An eye king has a +4 racial bonus on Search and Spot checks, and it can’t be flanked.
Flight (Ex) The eye king ettercap's flight is an extraordinary ability based on its natural buoyancy. Its body always operates as though affected by a feather fall effect, even when the eye king is unconscious or dead.
Poison (Ex) The eye king ettercap’s bit is poisonous. This poison is identical to a normal ettercap. Injury, Fortitude DC 15, initial damage 1d6 Dexterity, secondary damage 2d6 Dexterity. The save DC is Constitution based and includes a +2 racial bonus.
Web (Ex) An eye king ettercap can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
Eye king ettercaps can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5–foot–square section has 6 hit points, hardness 0, and takes double damage from fire.
An eye king ettercap can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.
Skills Eye king ettercaps have a +4 racial bonus on Craft (trapmaking), Hide, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.)
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Please excuse the profusion of spoiler tags but I thought it would be safer just to be paranoid than spoil something for a player. So you players, you know who you are, just hurry along. Nothing to see here. Honest.
Well, I am running Fortress of the Stone Giants now and the PCs just got to the bottom level. They just had a running fight with the
And i just know they are going to want to rest now. But How would you suggest harrying them so they will continue without forcing them to retreat all the way to
I was thinking some hit and runs by I am also toying with the surprise appearance by
One quick thought i just had.... an ethereal filcher or a pack of ethereal marauders. That might be interesting. After all we are dealing with ECL 11-12 now.
Suggestions? Anyone? Anyone? Bueller? :)
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Now, this is a rumor and I am treating it as such. However, i can imagine that this may be true, so i am looking for confirmation....
The owner of a local gaming store insists that come January, 2009, the publishers of our hobby will have to make a choice. Either print 4e stuff or print 3.5 stuff. According to him, the OGL (or whatever the current acronym is) restricts the usage of 3.5 stuff when you are also doing 4e.
On one hand this sounds like a bunch of <ahem>. However, as much as I would like to just say that this isn't truth, there is a small niggling worm of doubt crawling here. Can anyone confirm or deny this?
Bobby
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Well, this thread will probably have spoilers in it, so you have been warned. :)
I am getting ready to run the attack on Sandpoint that happens at the start of Chapter 4, The Fortress of the Stone Giant. I want to add color and description but I also want to minimize the amount of distraction that a huge battle of this can cause.
The goal is to make the battle seem flowing, continuous, violent, and quick. But not to make it more difficult.
So I am trying to come up with one or two round vignettes that I can use to "grey box" the chaos of the attack and give the PCs something to do to hold their focus. Here is the list so far (and these are not worked out in any detail):
- An NPC gets in trouble when the building he is in is hit by a boulder and collapses. The PCs must rescue him or he will be trapped. (This one will not be used because it will de-focus the event of the attack.)
- A boulder comes bouncing down the street, causing destruction as it comes. (Color, nothing the PCs can do to stop it just see it coming and know that there is something out there throwing stones.)
- A band of “bad guys” encounters the PCs – looters, Sczarni, or just some toughs. The bad guys drop whatever they were doing and fee in different directions when confronted.
- A woman screams as her building is hit by a boulder, no damage is done to her. (This may defocus the attack as well.)
- A small group of horses/ponies/cattle come stampeding down the street. (An opportunity to use stampedes :) )
- A town guardsman is attempting to pull people from a burning building.
- Another guardsman is hiding from the chaos and destruction.
- A large boulder hits in the middle of the street 1d4 × 10 feet in front of the PCs
- A runaway horse pulling a cart comes barreling down the street, littering goods, boxes, and fruit as it goes.
- A townsman is attempting to organize a fire brigade to combat a building in flames.
- An itinerant “holy man” is preaching about doom and destruction as the town dissolves into chaos around him.
- A solo rogue attempts to steal something as the chaos rages.
- A youth and his girlfriend are fleeing from the girl’s brothers as the attack happens.
- A child is sitting in the middle of the street crying, wailing for his “mommy.”
- A group of goblins, trailing the giants, attempt to attack but fall victim to the chaos themselves (e.g. running from the stampede of horses, caught in a burning building, quarreling over who gets what when they find a body with some silver pieces).
What do you think? Too much, not worth the time it would take to invest in it? Any suggestions?
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Anyone have some suggestions for templates for creatures of greed?
Some possibilities I have looked at are:
Ravenous (Advanced Bestiary) for Gluttony
Feral (Advanced Bestiary) for Wrath
Half-Nympth (Silverthorne's Book of Templates) for Lust
Wretched (Silverthorne's Book of Templates) for Sloth
Inveigler (Advanced Bestiary) for Pride or Envy
Any other ideas?
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Mary Yamato wrote:
I wrote an adventure set in Sanos Forest. An order of rangers had been defending a place called Earthroot ...
/snip/
I would be very interested in seeing what you wrote, Mary. I am sure that I could adapt what you have to what i need or want.
My email is bobby.catdragon@gmail.com
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I prefer to actually remove these abilities from the dwarf and the elf. However, I realize I am probably in the minority on this. :)
Alternatively perhaps give them a heft bonus when looking for secret doors. Say, +3 or +4.
Which would make dwarves usually the better secret door finder, at least in stone ruins. A +2 for the stone plus the +3 for the ability. +5 right off the bat.
Bobby
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ShadowChemosh wrote:
I compiled pretty much everything from the Burnt Offering(GM Reference) thread into an unofficial Errata PDF document. I sorted it by page number to make it a little easier to find what you need. The document also has some of James Jacobs's answers to the more general Rise of the Runelords answers he posted in this thread.
I had wanted to be able to do one of these for each chapter of RotRL, but medical reasons are preventing this from happening at this time. Hope at least chapter 1 helps others out. Its also my way of saying thanks to Paizo for another great adventure path for me and my players.
Unofficial Errata for Chapter 1: Burnt Offerings
Wow. Thanks for putting this all together, Its obvious that you spent a lot of time and I am very impressed. Thanks again!
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Name of PC: Desminora
Class/Level: Rogue 5/Swashbuckler 1/Fighter 1
Adventure: The Hook Mountain Massacre
Catalyst: Muck Graul
Story: After searching the door and finding that the the bottom of the door was muddy and there was a puddle of algae-infested water on the other side, Desminora sent every one back to the stairs while she opened the door. Reason? In case the basement became flooded she thought she could be pulled out by herself and the heavily armored folk could pull her out. She opened the door, I rolled Muck's hide check (a natural 20 for a total of 29!) and I had Desi roll a Spot check (a 23 -- not good enough). She took a cautious step into the room and Muck attacked. By the time the party arrived and started to rescue her she was in the tendriculos' stomach.
Name of PC: Jandar
Class/Level: Paladin 6
Adventure: The Hook Mountain Massacre
Catalyst: Hucker Graul
Story: After assaulting the barn and dealing with everything there, the paladin was down to a strength of 7 (thanks to Biggun's poison). Desminora scouted the house, learned quite a bit (including the necrophilic leanings of Mammie), and then retreated to let the party know what she had found. Ontrix, the warmage found this extremely revolting and wanted to fireball the house despite the near constant rain that was falling. However, Desiminora opened Mammie's window for her and the warmage lobbed a fireball in.
This set off a near-comic escalation as all the Grauls came out "to play." Eventually, the last to come out was Hucker and his donkey-rats. And as Hucker rages, the paladin pegs him with two arrows, and Hucker charges to the paladin's side. As the paladin does the archer two-step (five foot step, shoot; repeat). Hucker power attacks (since the paladin has taken off his armor due to the Strength of 7 he currently has); to hits later the paladin is twitching on the ground and the PCs know they are in serious trouble.
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Name of PC: Ontrix
Class/Level: Warmage 5
Adventure: Skinsaw Murders
Catalyst: Xanesha's Medusa Mask
Story: Warned that there was a silence spell at the top of the stairs, the entire group charged up and spread out trying to find aplace where the spellcasters could go to cast spells. Ontrix, the war mage found a spot, just as Xanesha was ready to attack. Ontrix failed her will save and turned into a statue. Xanesha then moved to the Ontrix's statue's side and pushed the statue off the roof, which inciodently drew a number of AoOs (none of which hit due to her monstrously high armor class -- AC 34 (+4 armor, +4, shield, +1 deflection, +6 Dex, +9 natural, -1 size, +1 haste)). Ontrix shattered on hitting the ground. Oach.
BTW, the player's character was reincarnated at a dwarf -- with a Charisma of 21!!
Name of PC: Jandar
Class/Level: Paladin 6
Adventure: Skinsaw Murders
Catalyst: Xanesha murderous attacks
Story: Full fledged fight around Xenesha and the players have just discovered what her AC is. They decide to retreat. Xenesha hears and dimension doors to the stairway to clock their retreat. The paladin, Jandar goes towe to toe with her and allows the others to flee. He actually survived one round of a full attack. But not the second...
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Thanks Mr. Jacobs! You're a prince!!
Okay, two more questions: :)
Area E. Krak Naratha. The kuchrima's tactics state that the creatures "...use true strike on their initial attack..." Yet the description of the kuchrima mentions nothing of true strike. Was it something that was edited out?
Area G. The Golden Road. In the description the chance of an encounter on the road is 20% as opposed to the 10% in the rest of the ruins. And wearing a Sihedron Medallion increases the chance of an encounter in the ruins to 40%. So what does a Sihedron Medallion do to the chance of an encounter when on the Golden Road? Does it make it 4 times as likely (a whopping 80% chance on an encounter!!)
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