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Aceospades's page
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i went to my shopping cart to buy a new subscription. i noticed that the CC info that Paizo has on file is an old one that i had canceled last year, but i could not find how to enter a new credit card to my account. could one of the fine employs at paizo help me buy my birthday present for myself. thanks.
This Friday my group is starting the second to last chapter, strike on shatterhorn. I’m going to try to play up the idea of finishing off the cagewrites before they come back and destroy everyone else. Anyone have any advice or suggestions on what to look out for?

Frozen DM wrote: We just started "Secrets of the Soul Pillars" and I have to say, the opening encounter was brutal on my party. The group, having finally had some down time following the Test of the Smoking Eye were relaxing in the tipped tankard, but the party dwarf was still under almost constant surveillance from Ike. While their guard was down, the assassins came in.
The party was caught surprised, and by the end of the 2nd round, the party wizard was dead, the cleric badly injured and the dwarf fighter (unarmoured to boot) was cut off from the rest of the group.
The party, due to some lucky rolls on the part of the rogue, managed to take down the half-orc fighter/rogue, but the other two assassins managed to flee. All together, the party was soundly beaten down, and very nearly were all killed. Fortunately for the party, the sorcerer never got off his cone of cold due to the silence, but his scorching rays took down the fighter. If it wasn't for the Revivify spell from the Spell Compendium, I'm sure this would have been a TPK.
if you want to make life really suck for your players check out two of my entries to therpgenius.com
http://therpgenius.com/shackledcity/GameMechanics/NPCActionSheets/tabid/110 /Default.aspx
my players are strong combatants and I try to always come up with a way to challenge them.
The toughest encounter so far (players just finished destroying the tree) was moltenwing. I actually found my self holding back. Of course I messed around with the feat selection for him. I’ll see if I can post my moltenwing tweak when I get home if anyone is interested.
The “Shackled City Story Hour” by Lazybones on the EN World MB has come to an end. For those of you who are familiar with the story go give Lazybones a congratulations. For those who are not, request a week off from work and be prepared to read his marvelous story straight through with no breaks. With 734 thousand words, you’ll need the whole week. I’ve read his story from the beginning and he really helped me with bringing flavor and life to my game. I’m truly sad to see it end.
http://www.enworld.org/showthread.php?t=54029&page=1&pp=50
i don't have the book in front of me, but isn't there a spell in the SC that blocks a cleric's ability to turn? that right there on the BBEG would help you out.
also i would suggest trying to get the cleric to use up his turn attempts before the climatic battle. maybe send a large wave of low level undead at him. that way the player feels good about destroying tuns of undead and you don't have to nerf his character to much.
Tak wrote: They've been up. They're just invisible. Hold on. INVISIBILITY PURGE!!!
What? Nothing happened? Oh St. Cuthbert, why have you forsaken me!
I like to tweak my monsters to make them a bit tougher for my PC. I’m looking at moltenwing and seeing that he’s the kind of dragon that doesn’t get out much; I decide to change some of his flying orientated feats to something a bit more martial. Looking through the Draconomicon feat list I come across some really great choices. I’m thinking of switching out wingover and flyby attack for snatch and improved maneuverability. Would anyone else have any suggestions? What have others done to change Moltenwing?
PS: If I wanted a TPK in one round I would sub in Heighten Breath and Shape Breath. With this combo I would have a 50-ft cone of Disintegrate with a DC 34. Just surprise the PC before they have a chance to spread out and BAMB!! little piles of PC dust. If there are any PC left over (and they don’t run), I’m pretty sure moltenwing can handle them while he waits the 7 to 11 rounds for his breath weapon to recharge.
How about familiars? Does the protection protect them also?
Maybe I just haven’t gotten enough sleep preparing for the game tonight, but I just can’t seem to be able to tell the difference between Flyby Attack and Adroit Flyby Attack. They both allow you to move before and after your attack. What am I missing? Please speak slowly and use small words.
I’m about to run the encounter with Hookface with my players. Looking over his stats I see that one of his 2 level spells is CMW??? I thought that dragons cast spells like a sorcerer. How does he have access to divine magic? Am I mistaken or is this an error? Also, does anyone have any ideas on how to run hookface so that he’s a tougher opponent? My players know how to dish out the damage and I’m worried that it won’t be much of a challenge, plus I’m not too familiar with dragons. So any help would be greatly appreciated. Thanks.
What would be the result of casting legend lore on the containment collar from thirteen cages? Would Analyze Dweomer reveal anything (probably not. I think it’s a minor artifact, but I have neither the SCAP nor the PH with me right now)? Are there any other spells that my players could cast that could reveal what this is. I have given it to them early and want to be prepared when they try to identify what it is. Thanks.
So after my players vanquished Vhalantru, the Beholder, they got together and decided to loot his layer. This included the Adamantine that is part of the oblivion doors. My question is how much Adamantine is there and what is the cost of removing it from the rest of the material that the doors are made of.
If this subject comes up in my campaign (when I finally do get around to playing the AoW), I’ll have the worm be able to burrow up to the paladin’s brain and eat away. If the player doesn’t get the point that he’s in trouble when his PC is having trouble putting 2 and 2 together, then he deserves what he gets. I’ll have the divine health kick in when there’s no more brain to eat. It will stop the magical transformation into an undead, BUT the paladin will still die. Now the only question is do I want the worm to survive in the dead mans skull to be present when he’s resurrected?
Icebreaker wrote: Loops! wrote: Thanks Icebreaker.
Time to cut and paste... :(
What kind of Clone Tool/Image Editor do You recommend?
Loops!
i just use paintshop pro myself
which map are you looking for i can fix it up and upload it for ya if that would help i'd like a copy of the edited map. I spent all my money on a dungeon subscription and have no photo editing programs. Thanks.

Grunk wrote: I just ran the safehouse and house Rhiavadi last night in an epic 8 hour session.
The safehouse was cleared with ease. Instead of going through the secret door to get to Jil, a distentegrate was cast on the wall, thus suprising her. I had everyone roll initiative and before Jil could even get off her finishing blow on Fario, she had fell.
Wow, this is quite similar to how it went down in my game. The dwarf tank used his adamantine axe to cut through the wall. This allowed jil to get off her attack on Shensen (I used her because she’s a cohort of the parties wizard). Upon seeing his girlfriend/cohort stabbed through, the wizard let loose with an empowered Disintegrate. It got passed jil’s displacement and she failed her save. The wizard collected up all her ashes and said that he was going to mix it with some fine tobacco and smoke it. Stating “Thus is the inevitable and unavoidable end to all my enemies!” The player has a smoking pipe in the shape of a dragon that is a souvenir from Mexico. It was a great seen seeing him use the pipe as a prop, sitting there, pretending to puff on it and trying to look powerful (his character plays the role of a bumbling mage that is more dopy then heroic).
So my players just went through the last laugh safe house and wiped the floor with them. I don’t even think that they even got a chance to make one attack on my players. So there all feeling good and having learned about the meeting at house Rhavetie (sp?), there off to break it up (They nicknamed it EvilCon). This is a big battle and I would like to really push them. Does anyone have any suggestions on how to run this battle? Anyone have any changes that they made to make it better? Any good or funny stories to tell?
Aceospades wrote: My scanner seems to be on the frits. Does any one have scans of the maps from Lords of Oblivion? Anyone, PLEASE! anybody??
My scanner seems to be on the frits. Does any one have scans of the maps from Lords of Oblivion? Anyone, PLEASE!
the original symbol for Cauldron is a watchful eye wreathed in flames. I, and my players, find this a little overdone (lord of the rings and all). Any suggestions for a better symbol for Cauldron?
any updates for demon boy??
my dial up can't download it fast enough. thanks guys for getting it out.
resource page wrote:
47 minutes ago
Any minute now... Seriously...
Wait for it... Wait for it...
all right, who was the smart !@#$ that put this up?
Great, now I have to add to this train wreck just so I can receive an email update (which is a good idea. GO ROB!).
Waits patiently for overload to come out some time this week.
any other online or brick stores out there selling the HC? i'm guessing that B&N are all sold out. maybe they (and others like amazon) didn't realize just how popular this book is going to be. maybe it could go on the NY times best sellers list if we all buy one.
WOW. great work. could i get a copy? my email is ace (at) myway.com
thanks

Marc Chin wrote: That's a great idea...imaginative and innovative.
However, as a DM, I would take issue with the area of effect of the Silence spell being "stuck" to a target via the Tanglefoot bag splooge... Since the area of effect of a Silence spell is centered at a point (the bag), when the bag explodes, where does that point go?
All over the area of effect? Have you expanded the area of effect of the Silence spell by increasing its "center" into an area in itself? No.
A nasty DM could claim that the Silence is dispelled, from the removal of it's centered object...the bag. I would say that the Silence will be centered at the point where the bag last was, that being it's point of detonation. As mentioned already, any targets would be either stuck or slowed within the overlapping areas of effect of both the bag and the Silence.
But I would draw the line at allowing the spell's center to be 'attached' to a target by this means; I would require the centered object to remain intact and on the person of the target - like an arrow, dart, bolt or other missile.
M
I like this idea. How about this: if a silence spell is cast on a tangle foot bag and then thrown at a target, the spell is dispelled (the bag is destroyed). But for sale at your local supply store is the new and improved silent tangle foot bag. There are two versions.
1. This is a specially made tangle foot bag that when you cast silence on it, it centers the spell on where the bag hits (and is destroyed).
2. Same as 1 but it come all ready with the silence spell cast on it. The silence comes into effect upon the hit (and destruction) of the bag.
Now how much would these new tangle foot bags cost and what skills/feats would one need to create them.
Also this idea came to me. The spell says that you can cast the spell on a small stone. Well, what if that small stone is glued to the outside of a regular tangle foot bag. This once more seems to be a loop hole around having a target get a save agents the spell. How would you rule if one of your players used any of these tactics. How would you feel if your DM used them agents you’re PC?
I came up with this idea, but feel that it might be a little broken and don’t really want to press my luck. I want to cast silence on a tangle foot bag and throw it at spell casters. Bag explodes all over PC spell casters and is now covered in a silent goop. Is there anything in the RAW that would prevent my npc’s from doing this? Is it good form for me to pull this stunt on my players?
I don’t remember this encounter very well, but why tell your PC that there was a trap right away. Maybe the release of the gas is silent and can only be detected by a DC 20 listen check (and then maybe a wisdom check to determine what that hissing sound is). It makes sense that after pushing over a big ol’ stone that the PC would take a breather for a round or two. Just a thought.
Robert Head wrote: Aceospades wrote: I’m more of a worrier type cleric and like going into battle buffed up. Really? What kind of things trouble you?
Have you tried meditation? Anti-anxiety spells?
: ]
rob uhhh, i mean warrior.
I’m an 11th level divine caster (8level cleric, 3 level church inquisitor). For 12 level I’m thinking of taking craft contingent spell feat from complete arcane. I’m more of a worrier type cleric and like going into battle buffed up. Is the feat worth the XP and gold price per spell? Any suggestions on the best spells to have contingent on me and what there trigger should be?
i havent started playing AoW yet (still in the middle of SC), but when i do i'm deffinatly going to use this. great job. you have made meany a DM's job a lot easer.
I play a 12 level cleric of St Cuthbert with spell storing on my morning star. Whats the best spell to put on my weapon?
My old subscription was about to run out so I decided to re-subscribe. I waited until I got a letter from paizo in the mail before I went online to re-subscribe. I thought that I was just renewing my subscription, but when I received 2 issues of #124 in the mail I knew something was wrong. I did not want a new subscription on top of my old one, I wanted to re-subscribe so that my magazines would be sent uninterrupted. Now I feel that I will be shorted an issue at the end of my current subscription because of the 2 #124. If someone a paizo reads this could you please look into this and see what could be done? Thanks
Thomas M Spencer
My old subscription was coming to an end so I re-subscribed when I got a letter in the mail from Paizo. I thought that I was just renewing my subscription, but when I received 2 issues of #124 in the mail, I figured something was wrong. I didn’t want a whole new subscription. This is going to short me an issue at the end of my new subscription since it doubled up issue #124. If this make since to anyone here at paizo, could you please look into this for me and see what can be done. Thanks
Thomas M. Spencer
Marc Chin wrote:
Thanks also to Ace'o for the kickin NPC; adding him to the three hired guns will boost their damage output on the party for sure! I dropped 'thundering' off of the scimitars, but boosted them to +2; otherwise, I left him verbatim.
M if your going to drop thundering, i sugest replacing it with one of the other +1 powers (perhaps spell storing with curse cast on them by ike) or one of the energy powers. with the 3.5 rules, +2 and higher weapons are just not worth the money IMHO.

My group had 7 in it and I got away with just adding one more assassin. But the one I added was a killer. If you use the complete worrier and have a good grasp of the combat rules, then this is your guy. I suggest you pay close attention to elusive target feat. You actually want him to get attacks of opportunity on him. Also remember that he will have all the buff spells that the other assassins have. Any spell that increases his speed is good. Also he gets a crit chance on any roll of 15 or higher and with power critical feat he gets a +4 on his confirm roll. On top of that both of his swords have the thundering ability (this doesn’t work in silence though). Good luck and kill some for me.
Tark Two-Fist: Male Human Ftr4/Rgr2/Sws1/Dvs3;
Medium Humanoid; CR 10;
HD 2d8+8d10+20; hp 78;
Init +4; Spd 35 ft/x4;
AC 23 (+7 armor, +4 dex, +2 misc), touch 16, flat-footed 19;
Base Atk/Grapple +10/+13;
Full Atk +16/+11 Thundering (1d6+6;15-20/x2, +1 Scimitar), +16/+11 Thundering (1d6+6;15-20/x2, +1 Scimitar);
AL N; SV Fort +13, Ref +12, Will +5;
Str 16(+3), Dex 18(+4), Con 14(+2), Int 13(+1), Wis 11(+0), Cha 8(-1);
Skills: Balance¹ +8, Bluff¹ +3, Climb¹ +6, Diplomacy¹ +3, Jump¹ +11, Listen¹ +8, Perform (dance) +11, Spot¹ +5, Swim¹ +7, Tumble +16.
Feats: Combat Expertise, Dodge, Mobility, Improved Critical(Scimitar), Weapon Focus(Scimitar), Weapon Specialization(Scimitar), Power Critical(Scimitar), Elusive Target
"–– RACE ABILITIES ––
• Base land speed of 30 feet.
• Favored Class: Any
–– CLASS ABILITIES ––
• Proficient in all armor, and all shields(including tower shields)
• Proficient with all simple and martial weapons.
• Wild Empathy(Ex): You can make a check(1d20+1) to improve the
attitude of an animal. You must be within 30 feet of the animal, and it
generally takes one minute to perform the action.
• Bonus Feats: You gain a bonus combat-related feat at first level, and
another one at every even fighter level.
• Favored Enemy: You have certain types of enemies that you have
extensive knowledge about. Against these creatures, you gain the listed
bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks, as well
as weapon damage rolls.
¤ Undead (+2 bonus)
• Track: You gain the Track feat as a bonus feat.
• Combat Style-Two-Weapon Combat(Ex): You have gained Two-Weapon
Fighting as a bonus feat.
• Weapon Finesse(Ex): You gain the Weapon Finesse feat as a bonus feat.
• AC Bonus(Ex): You gain a +1 bonus to AC as long as you wear no or light
armor and are not carrying a shield. You lose this bonus if immobilized or
helpless.
• Dervish Dance(Ex): 2 times per day, you can take a single move action and
still make a full attack, but you must move 5 feet between each attack and
cannot return to a square you just exited. You gain a +2 bonus on attack and
damage rolls when performing the dervish dance with a slashing weapon.
• Movement Mastery(Ex): Your movement is not affected by adverse
conditions. When making a Jump, Perform (dance), or Tumble check you
may take 10 even if stress or distractions would normally prevent you from
doing so.
• Slashing Blades: You treat a scimitar as a light weapon for all purposes
including fighting with two weapons.
• Fast Movement(Ex): When wearing light armor or carrying no more than a
light load your movement increases by +5 ft.
• Spring Attack: You gain the Spring Attack feat as a bonus feat.
–– FEATS ––
• Combat Expertise
• Dodge
• Mobility
• Improved Critical(Scimitar)
• Weapon Focus(Scimitar)
• Weapon Specialization(Scimitar)
• Power Critical(Scimitar)
• Elusive Target
Items:
2 +1 Scimitars (thundering)
+2 Mithral Breastplate
Ring of pro +1
Cloak of res +1
Gauntlets of ogre power
Periapt of Wisdom +2
Potion of CLW x3
Potion of Enlarge person x2
Potion of Haste
Having run from the Vitriss Bale and fector, my players are now well rested, leveled up and ready to give it another try. This time around I have no doubt that they will prevail. They know what the dragon can do and have seen fector's tactics. I would still like to make it as hard as possible for them. Since fector and the dragon defeated the players I want to up factor’s level to 15. Any ideas on what spells or feats he should take? Also any ideas on what new tactics the two would use against a second barrage from the players?
Jeremy Walker wrote: Stegger wrote: Hi,
I was just wandering if there was going to be a online supplement to issue 122 sometime soon?
It may have been discussed previously, if so, could anyone please direct me towards it?
Cheers,
Stegger It's coming. We have been a little behind as 124 has been eating up all our time. Still, this should be up fairly soon. i'm downloading #123 even while i post this, but i can't seem to find #122. is it still not up yet?? any ideas on when it will be ready? thanks.
I would like to help in any way that I can. Let me know what I can do. I’d like to maybe write one of the adventures or maybe collaborate with someone. This sounds really cool. Sine me up.
ace@myway.com
lordmolay wrote:
Will have to watch out for my patys fighter he can dishout way to much damager and bull strenght and enlarger person are two tacktics my party uses all the time and they will mostlyly have that going on before they get up there...
My party does this also. That’s why I sent the dread wraith after my party’s fighter. Because it’s incorporeal, it can go through armor like it’s not even there (literally). Also if I remember correctly, the fighter has only a 50% chance to hit because it’s incorporeal. Through in spring attack and the fighter will only be able to get in one attack a round because it would have to ready an attack as the dread wraith pops in and out of the floor.
Andorax wrote: Problem being is...that then robs the character of potential effectiveness. A 9 on 2d6 drops to a 5 when distributed and fraction-dropped.
Far better to just stick with first/primary missile having the bonus damage and not over-rationalize the whole thing. In my experience, 9/10 they're all going at one target anyways.
The reason is because I’m going to have Fector target those in the party that didn’t take much damage from his lightning bolts. It there are 2 or 3 PCs that made there saves on the bolts, then he’s going to have multiple targets with his magic missiles.

This is how I ran the battle with Ike in secret of the soulpillers.
Round 1: alerted of battle downstairs, Ike casts pro. Energy (fire), Bone devil casts fly
Round 2: Ike casts air walk, Bone devil casts major image in form of hall way. The illusion will appear as if there is a hallway running north at the top of the stairs in W9 with a door at the end. Ike has zombies line up on both sides of the illusionary wall ready to ambush.
Round 3: Ike casts res. Energy on bone devil, Bone devil readies wall of ice. Ike sends wraith to spy on PC’s
Round 4: Ike casts shield of faith on Bone devil
Round 5: Ike casts shield of faith on self (Quickened) & divine power
Round 6: Ike casts bears endurance
Round 7: Ike casts entropic shield
Round 8: Ike casts death ward, waits for word from wraith of PC’s advancement
Round 9: if PC’s are on there way, Ike casts mirror image
Round 10: Ike casts divine favor (Quickened) & divine favor on bone devil
Round 11: Ike readies flame strike on PC’s when they enter room.
Surprise round: Ike casts flame strike (45 hp), Bone devil casts ice wall to try to separate the worriers in front from the rest of party in back, gray render zombies and dread wraith attack. Wraith attacks with spring attack feat on most heavily armored person
Round 1: Ike casts flame strike (43 hp), Bone devil attacks wizards
Round 2: Ike starts to descend to floor. Casts destruction on rouge, bards, or wizards.
Round 3: Ike casts dispel magic on where it will do the most good and reaches floor
Round 4: Ike casts Inflict Serious wounds, mass
Round 5: Ike casts slay living and moves into combat, try’s to touch someone
Round 6: Ike tries to uses Death touch power
Round 7: Ike attacks
It was a great battle. I scarred the crap out of the party.
PCs: OK, we go up to the door and before we open it we cast all our buff spells.
DM (me): well, before you get a chance to cast your first spells, a column of unholy fire rains down on you, passing through what you now know is an illusionary hallway. Also your flanked on both sides by large zombie (mmm, brainssss).
PCs: OH SHI….
I made some mistakes (forgot to use the dread wraith spring attack feat and had Ike try to cast a spell while in range of the enlarged party’s main fighter). Ike killed the party’s rouge with the destruction spell (she was not happy when she found out later that it was going to take more then the new raise dead scroll she just bought to raise her). The group had a hero’s feast that morning so the bone devil’s fear and poison had no effect. Also the ice wall didn’t work because one of the PCs made there Dex save. Ike got taken down in just one round (attack of opportunity on him and full round attack from main tank of party. Stupid me), but the bone devil escaped. All in all a great fight. I have 7 PCs and one has a cohort so it’s a large party, I try to play the NPCs as smart as possible. Next up is the ice devil with his 6 summoned bone devils.
When I empower a lightning bolt, I have to use up a 5 level spell slot. Is the DC for the empowered bolt two levels higher also, or is it still the same DC for a regular 3 level spell?
Secrets of the soul pillars have a great new feat names Death frost spell that adds 2d6 cold damage to spells. But how does this work with magic missile? If I split up the 5 magic missiles that Fetor is able to cast, does each missile get 2d6 cold? Is the total cold damage split evenly between all missiles? Or is the cold damage for one lucky missile and the rest are just regular missiles? Any ideas?

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Mr. Jacombs, I did a little write up of some of the NPC, sometimes using some text straight from the books, sometimes using some characteristics from the DMG or just making it up my self. It proved quite helpful for me and another DM that I know who is running the AP. I had posted this same info in another thread and got some good feedback. Of course some of the stats change over time. If there is anything here that is helpful, you are more then welcome to use it in the HC. That goes for anyone else that would like to use this info.
Ruphus laro
Human cleric (St. cuthbert) lvl: 3
HP: 16, AC: 14, Init: -1
Ruphus is jenya urikas’s personal assistant. He runs around doing odd jobs for jenya such as delivering messages and running errands. Besides a slight stutter, there is nothing remarkable about him. He secretly has a crush on jenya and thinks by doing what she says; he’ll gain her respect and maybe even her love. He is also grateful to the Adventures for rescuing him from a band of last-laugh thugs and will willingly assist them in any way he can.
Jenya Urikas
Human cleric (St. Cuthbert) lvl: 7
HP 42, AC: 17, Init: -1
Jenya is 30 years old, has brown eyes and likes to wear her gray streaked hair in various elaborate styles. Although she stands only 5’4” tall, she walks tall and confronts evil with merciless resolve. Her good nature belies her fierce convictions, and she freely supports capital punishment for despicable crimes. Jenya had once loved Alek Tercival, but when her affections were not returned, she decided to focus more on the church then her personal life. She still remains good friends with the paladin.
Alek Tercival
Human aristocrat lvl: 5 / paladin lvl: 4
HP: 58, AC: 20, Init: +1
Alek Tercival, heir to one of the city’s greatest families became a paladin after his father’s death left him destitute. With the assistance of his childhood friend Jenya Urikas, Alek joined the church of St. Cuthbert with a strong (if rather flamboyant) passion. Alek’s advancement in the church has been painfully slow, but throughout it all his devotion has remained strong.
Sergeant Skylar Krewis
Human fighter lvl: 4
HP: 30, AC: 17, Init: +1
Krewis is 5’10” with brown hair and a long, thin scar down the left side of his face. He is a loyal and brave young man and although he serves under Terseon Skellerang, he is a fair-minded and understanding soldier. After a brief but fruitful adventuring experience, he started his new career to settle down and marry in Cauldron. Like all soldiers, Krewis must follow orders, but is also even minded. Krewis knows something is not right with the government of the city, but is unwilling to risk doing anything without solid proof.
Jax Belious (proprietor of the slippery eel tavern)
Human commoner lvl: 4
HP: 8, AC: 10, Init: 0
Jax is 5’4”, has light brown hair and a very crooked nose. A long time native of Caldron, few people know he was born in the capital city. He has run the Slippery Eel tavern for many years now and rents out rooms on the second and third floor to those willing to pay and put up with his overly critical observations. Rooms for rent run for 80-gp room and bored.
Halpeen Welvihk (proprietor of the drunken morkoth inn)
Human male expert lvl: 6
HP: 18, AC: 12, Init: +2
Halpeen came to Cauldron 25 years ago to fulfill her dream of opening up a great restaurant. She takes great pride in the drunken morkoth inn and it’s reputation as the best eatery on the west side (her main computation in town is the Coy Nixie on the east side). Halpeen is very well mannered, believing in winning people over with politeness. She is also going blind and is very nearsighted.
Pilok Minuta (proprietor of minuta’s board)
Human Male commoner lvl: 3
HP: 6, AC: 10, Init: 0
Pilok is a very sweaty, 5’5” man who was born poor. Through hard work, he skimped and saved enough to buy a rundown boarding house, which he named after himself. Pilok takes on all boarders so he can make enough money as fast as possible to get him out of the slums.
Rivek Mol (proprietor of the Tipped Tankard)
Human male Rogue1/expert4
HP: 14, AC: 11, Init: +1
Rivek is not only the owner of the Tipped Tankard but also an informant for the last laugh guild. He has a very easy going personality that he uses to make people as comfortable as possible and try to squeeze them for information that would be useful for his guild. He is a tall (6’1”), black man with a shinny baldhead.
Killiken Deldor (Works for Maavu as his money changer)
Gnome male Rogue4/expert4
HP: 27 AC: 18, Init +2
Killiken has worked for Maavu for a number of years and enjoys his job very much to the point that he has had magical reconstruction done on his eyes to help him perform his duties better. In all aspects he appears as a normal gnome except for his eyes, which are huge. His large eyes give him the abilities of a pair of Goggles of Minute Seeing, but with a +10 bonus instead of the standard +5. Killiken is a very efficient and precise in all aspects of life and finds people who think otherwise very annoying.
Phalian Gurnezarn (blacksmith and proprietor of Gurnezarn’s Smithy)
Human male Expert6
HP: 18, AC: 10, Init 0
Phalian is a large, burly man with a close cut beard and a broad smile. He loves to work his forge just as much as he loves to drink and tell stories at the local tavern. Unfortunately he has a very short attention span and needs to be reminded daily (if not more) about the projects he’s working on. Written notes and lists are useless because he cannot read or write.
Vortimax Weer (Alchemist and proprietor of Weer’s Elixirs)
Human male wizard10
HP: 22, AC: 12, Init: 0
Vortimax studded at the renowned magic college of Bigby’s Hall. He is a very civic minded individual and truly believes in the betterment of society through the distribution of magic and alchemy to the common man. Vortimax is always fidgeting with something and talks very fast, sometimes about nothing at all.
Bjellkir Zanathor (proprietor of Zanathor’s Provisions)
Human male commoner3
HP: 6, AC: 9, Init: -1
Bjellkir is getting old in life and spends most of his time in a park near his shop feeding (and talking to) the birds. He hangs a sign in the door telling people that he is there and when people come over to get him, he gives them the impression that there bothering him. Bjellkir has no family and few friends and is slowly becoming bitter with the fact that all he has is his shop. Bjellkir has white, wispy hair and stoops a little from his old age.
Kristof Jurgensen (Cleric at the Shrine of Pelor)
Human male cleric4
HP: 16, AC: 10, Init 0
Kristof, usually an upbeat and optimistic person, has started feeling the pressure of being thrust into the position of head cleric of the shrine of pelor. Kristof only has 2 other clerics to help now and if focused on the survival of the temple above all other things. Kristof is a young man that looks older from the constant stress of his new position. He has also started to drink quite a bit in order to try to get by. The new construction at the temple of Wee Jas has angered him so much that his sermons have taken on a more exasperated tone.
Asfelkir Hranleurt (high priest of the Temple of Lordly Might, Kord)
Half-orc claric9
HP: 45, AC: 20, Init: +4
Asfelkir sees everything in life as a test or computation. This trait brought him to the priesthood of kord and has helped him advance quite rapidly through the ranks. The glory of Kord is his main priority in his life right now and he will let nothing stop him in achieving his goals. Asfrlkir is overbearing and a little bit of a bully. He tries to use his position as high priest and his physical appearance (he’s 6’10”, 380lbs) to intimidate others to do what he wants.
Artus Shemwich (fence, information broker, and cook at Tipped Tankard)
Human male rogue7
HP: 23, AC: 14, Init: +2 (see “Flood Season, p43)
Artus is a fairly nondescript man in his early twenties, but this is mostly an act. He can turn on the charm with ease, and cleans up real nice when he wants to make an impression on an important client. Artus is loosely affiliated with the last laugh and he keeps track of his best customers.
Well I ran this battle on Friday and it lasted all of 3 rounds. Zarik Dhor got off some good hits and tripped a few of my players PC (there are 7 players and one has a cohort), but I made a mistake or two. It was a good encounter, but at these levels it seems that battles just don’t last that long. Oh well. Anyway my party started to loot the body of Zarik Dhor right after the battle was over and of course that is when I had the town guard come in. the game session ended with one of the mercenary half-orcs shoving one of the PC saying that the body and loot was evidence. This pissed off the rouge in the party and she attacked. When next we play, I’m going to have to figure out how to handle the potential of the party going to war with the town guard. All this happening before they even get to the temple of Wee Jas.

This is how I see combat going: round one, charge one of the front line fighters of the party (+13 str, +4 large, +4 imp. Bull rush = +21). At the end of my charge I’ll take my one attack, electing to try to trip someone in my reach (if melee touch attack succeeds, +13 str, +4 imp. Trip, +4 large = +21). If I don’t try to trip the one I charged, then I’ll try to trip one of the other front line tanks. If my trip succeeds, I’ll get an attack because I have imp. Trip. Now I don’t see anywhere where it says that I can’t use this attack to try to disarm and I don’t see where it says I cant try to disarm someone other then the one I just charged. So for my disarm attempt I’ll target a small type person (bonus for difference in size category) that is far enough away so they do not get an AoO on me, (+28 atk, +4 two hand weapon, +8 size, +2 spiked chain = +42). On my next turn I’ll use my full attack to trip and free attack from imp. Trip feat to take down as many people as I can. If I haven’t yet disarmed the main tank of the party, I’ll use one of my attacks for a disarm attempt plus I don’t want to forget about my natural attacks. For my third round I’ll ready an action to try to disrupt any spell casting with in reach (I know my party; they will be casting defensively by this time). As soon as some one try’s to cast a spell I’ll try to trip + attack from imp. Trip feat (hopefully doing enough damage to interrupt the spell, i'll use power attack at full agenst lightly armered people like wizards). After this I’ll just trip + attack and disarm as I see fit. What do you think? did i get the math right?
Zarik Dhor: Male Minotaur Bbn4/Ftr4;
Large Dragon (augmented monstrous humanoid); CR 14;
HD 10d10+4d12+98; hp 190;
Init +3; Spd 40 ft/x4;Fly 60 ft.(avg);
AC 28 (+7 armor, +3 dex, -1 size, +9 natural, +2 deflection, -2 misc), touch 12, flat-footed 28;
Base Atk/Grapple +14/+31;
Full Atk +28/+23/+18 Shock (2d6+22+1d6;20/x2, +1 Spiked Chain), +24 (1d8+6; 20/x2 Gore); +24 (1d8+6; 20/x2 Bite); Backup weapon +26/+21/+16 One-handed (1d6+13;19-20/x2, Dagger);
AL CN; SV Fort +20, Ref +13, Will +12;
Str 36(+13), Dex 16(+3), Con 24(+7), Int 13(+1), Wis 10(+0), Cha 8(-1);
Skills: Intimidate¹ +16, Listen¹ +17, Search¹ +9, Spot¹ +14, Survival¹ +10, Swim¹ +16.
Feats: Combat Expertise, Improved Trip, Combat Reflexes, Exotic Weapon Proficiency(Spiked Chain), Power attack, Weapon Focus(Spiked Chain), Weapon Specialization(Spiked Chain), Multiattack

I dm a group that is about to start Secrets of the Soul Pillars. In it is Zarik Dhor, a half-black dragon Minotaur that uses a spiked chain. Now I know of the “fun” one can have with a spiked chain, but I’ve never played nor have I seen anyone play a PC with one. I would really like to lay into my players and challenge them in this encounter. Could you guys give me some tips on how to play this NPC to his full tripping potential?
Zarik Dhor: Male Minotaur Bbn4/Ftr4;
Large Dragon (augmented monstrous humanoid); CR 14;
HD 10d10+4d12+98; hp 190;
Init +3; Spd 40 ft/x4;Fly 60 ft.(avg);
AC 28 (+7 armor, +3 dex, -1 size, +9 natural, +2 deflection, -2 misc), touch 12, flat-footed 28;
Base Atk/Grapple +14/+31;
Full Atk +28/+23/+18 Shock (2d6+22+1d6;20/x2, +1 Spiked Chain), +26/+21/+16 One-handed (1d6+13;19-20/x2, Dagger);
AL CN; SV Fort +20, Ref +13, Will +14;
Str 36(+13), Dex 16(+3), Con 24(+7), Int 12(+1), Wis 10(+0), Cha 8(-1);
Skills: Intimidate¹ +16, Listen¹ +17, Search¹ +9, Spot¹ +14, Survival¹ +10, Swim¹ +16.
Feats: Combat Reflexes, Exotic Weapon Proficiency(Spiked Chain), Iron Will, Power Attack, Improved Bull Rush, Weapon Focus(Spiked Chain), Weapon Specialization(Spiked Chain), Multiattac
Ps: this is the stats of him when he is raging. I tweaked his spiked chain a little. I took away a +1 and added shock. I also could not account for a +1 to his attack that was in the mag. I think that the author forgot that Zarik Dhor was big and thus gets a -1 to all attacks. I gave him a dagger as a backup weapon. I was thinking about messing around with his feats a little, but could not come up with a better selection.

Maveric28 wrote: Initiative Cards. I have a set of Index cards with each character's basic info on it... Name, gender/race/Class/Levels, Dex & Init. bonus, Hit points, AC (reg., FF, & touch), AL, Saves, and important skills (ones that you might have to roll for them from time to time without constantly asking... listen, spot, search, sense motive, etc.). Whenever a combat comes up, I have the player's roll initiative, and then I record it on the bottom right corner of the card, which are then placed in numerical order. The NPCs/Monsters also get a card (with relevant information or Stat Blocks, if you have time to make that, or just the name and Init. for simplicity's sake) and are placed in the initiative. Then as combat proceeds, I simply call the top card, then place it on the bottom of the pile. It also makes it easy to move a card for delayed or readied actions, and to make quick notes on spell durations & similar things. It really speeds things up, combatwise. this is a great idea that i'm going to steel away. before i was using a grid on a loose leaf piece of paper. this should cut down on time and effert. thanks.
Damn you lazybones! Hodge is one of my favorite characters and Beorna is my least favorite. Now I know that she lasts the next few adventures and that Hodge bites it. In all seriousness though I love your STORY HOUR. It has truly inspired me to play my AP game with more flavor and depth. I check every day for updates. Keep up the good work.
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