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I was curious how GMs who have run this picked the passengers and how they handled the drama event.

I also let my players spend the money before the beginning of chapter 1 to save time, so they don't have 50 GP between the four of them for tickets. Did anyone else run into this?


Thanks


So Retrieval Prism says:

Quote:

This triangular prism showing swirling black patterns inside constantly moves around on your armor, no matter where you affix it. As part of the process of Affixing this Talisman, you attune it to a single item of 1 Bulk or less. When you activate this talisman, the attuned item immediately teleports into your hand.

The retrieval prism can't retrieve an item that's not on your plane, including one that's in an extradimensional space like a bag of holding. If you haven't expended the talisman, you can attune it to a different item by Affixing the Talisman again.
(Arcana, Nature, Occultism or Religion) DC 27

You don’t need to attune the prism. It can retrieve any item in your possession of 1 Bulk or less, chosen when you activate the prism.

Dragonbone Arrowhead says:
Quote:
This arrowhead, carved from dragon bone, hangs off the shaft of your weapon. When you activate this talisman, until the end of the current turn, the affixed weapon gains the thrown 20 feet weapon trait, and when you make a thrown Strike with it, it flies back to your hand after the Strike completes. If your hands are full when the weapon returns, it falls to the ground in your space.

Couldn't I just use the Retrieval Prism to do what the Dragonbone Arrowhead does?


I'm curious how other groups did against the ice devil. Looking at the stats for it compared to my group's I didn't think they could take it and skipped it (I just said that they saw it fly away after causing some mayhem and praising Nidal). The ice devil seems pretty brutal and unless I'm missing something most martial characters have less than 50% chance to hit it on their first strike (10 for level + 4 for proficiency + 4 or +5 for stats + 1 or +2 from runes = +19 to +21 vs 34 AC).


I'm workshopping a campaign idea that the party has to make a dreamcatcher made of weird occult parts to stop some night hags (maybe to go fight them in the dream world or trap them there or prevent them from messing with dreams of someone important. It's still loose). I want to use some unusual creatures as things they have to kill to make this weird horrible dreamcatcher, things that they might not know about and would have to some investigating.

I've got a few ideas, but I could be persuaded to do something else. So far I'm thinking of:

1. Ether Spider silk (Bestiary 155)
2. Holy water blessed by a priest of Desna
3. Wood from a Gulthias Tree (maybe use corrupted Dryads, Nymphs, or Druids as the enemies)
4. Claws of a Nilith (Bestiary 245)
5. Night Mare leather (it seems a little too on the nose)

Any suggestions for other creatures?


My party is going towards the Fortress of Sorrow with a few dragon totems still. I'm a little confused about how Dahak's Shell works. The Shell doesn't have a routine listed. Does that mean it can shoot 3 beams a turn? It would seem kind of weird if up to 8 totems would still only shoot once a turn.


My group might be in a bit of pickle. I've got 2 short bow wielding Rangers, A two-handed weapon fighter (who may start using a shield after a very very close brush with death), and a divine goblin sorcerer that has an obsession with spiders (player is revisiting an infested goblin oracle with a life/healing focus they played in 1E).

Everything has been going pretty good. Until I noticed something that could possibly kill all of them, It's Ralldar.

I don't know how much is spoiling so more for caution:

When they arrived at the goblin-blood caves they bluffed their way in. One of the ranger's dice were on fire and after several critical successes, I let them convince Voz and Dmiri that Breachill slighted them and they brought news that other adventures had found the tunnel and killed all the Cinderclaws at the citadel. They wanted to "help" Voz so I told them to help look for a stowaway from their recent trip using the Huntergate (Renali). I had Dmiri escort into the cave where they met Ralldar. the ranger that has been acting as face has his luck run out. He offers Ralldar a gift of 1sp "that was stolen from another god".Critical Failure.

Ralldar has resistance 10 to non-magic weapons. They didn't loot the crypts in the citadel and were escorted directly to Ralldar (I was expecting them to ambush Dmiri once she was alone but didn't and didn't put the hunting spiders in because they would have killed those since Voz can't parlay like with the Tixitog) so they only magic weapon they have is the battle-axe from the gelatinous cube.

Any suggestions? I was debating on having Renali drop a magic weapon to the spider obsessed goblin while hanging from the cave ceiling. Or have Renali send in the spiders because I remember reading something that Voz says Renali can control spiders "like I control undead".