Adam Mitchell's page

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I received a message on Tuesday to say that my order 2917402 has partially shipped. Can you update me in regard to the rest of it please? I did send an e-mail asking about it but haven't yet received a response (albeit you probably have a lot of catching up to do after the holidays!)Thanks for your help.


Hi,

My players are about to start this module and I have some questions regarding the Abyssal Harvester, which I don't think the previous posts have covered. In the notes it describes this creature as having the ability to re-grow it's lost tentacles. However, nowhere is it explained how many HP a tentacle has to take in the first place in order to be destroyed, whether this counts agains the creatures overall hp,or what the tentacle AC is (is it the same as the monsters AC or different). Also the Far Reaching ability describes how the creature can, as a move action, extend 'a' tentacle across the dimensions or withdraw 'it's tentacles' on it's next turn. Exactly how many of it's tentacles can it extend as a move action - one of them, all of them, or some other number? I suppose that potentially it could just plane shift into the material plane, but all the build up to this encounter, along with the 'during combat' notes, which describes it's eyes peering through the dimensions, seems to imply that it's normal tactic is to stay in the abyss and extend it's tentacles across the dimensions.

One final, and more general point, if the pc's de-activate the glyphs in the correct order they should do renewal (guarded by the harvester) first then vigilance (guarded by the mouldering emperor)second. It seems to me that these two monsters considerabley more powerful than the other guardians, and it seems a bit odd that the pc's have to face the toughest monsters first - or am I missing something? Any advice or comments would be welcome!


Lazaro wrote:

Welcome to the boards Plop Goldfish.

Seltyiel, will be the "iconic" multi-class fighter/wizard.

As for the task of disabling traps and opening locks. You don't really need a rogue for that job. Any character can use those skills, the rogue is the only one who can disable/search a magic trap though.

OK, thanks for that - and thanks for the welcome Sharoth :-)

Looking forward to contributing more to the posts in future, but for now I am gonna have to go as (assuming you are on US time) I am about 5 hours ahead of you over here in the UK.