Joey Virtue wrote:
hey joey you posted the stats for ironbriar instead of the summoned kyton rules. could you please post the right stats for the kyton? thanks a lot ;)
thanks for your ideas. that leads me to the next thing I didn't get yet: why are the two stalkers living in a boarded house? If they leave the building during the day and were seen by somebody who recognizes the Foxglove couple, should that person not start asking suspiciously questions? I mean, why would that couple live in there, if they we're the real couple?
Ckorik wrote:
you say to increase HP by 50% for every full BAB dude over 1. but with how many HP do you start. let's say the monster has the following HP stats: 7d8+30 (72HP average). would you go for
Sorry to bother again. I got two new players in my party (half elf babarian and human druid) and I’m struggeling with incorporating them into the plot. Just to remember: my party broke into foxglove manor in Magnimar and they’re going in again (almost 100% sure). So any suggestions? I was thinking of a relative of one of the two chars being slayed by the skinsaw cult and their going to investigate a little? But it would be nice to find a hook, to bring the two partys together, just next to the foxglove house.
Quick question concerning B7 and Ironbar. My party arrived in Magnimar broke into Foxglove townhouse (only two chars, but they were invisible). Aldern and Iesha did notice them and literally ran into them, landing som hits on the invis PCs. The faceless stalkers revealed their true appereance. Than the PCs managed to escape invis, and one stalker just closed the door again (they didn’t follow the PCs into the yard). The party retreated and are planning to break into the house again at night.
My party didn’t speak to any officials in Magnimar so far. They’re also planning to report this “incident” to the guards. What should happen if they do? This seems a very crucial point in the plot, IMHO. So some advices would be great.
blowing some dust from this thread. first of all: pretty nice guide, thanks for that one! I have a question as well concerning favoured class bonus of aasimars. it says: "Aasimar Choose one bardic performance; treat the bard as +½ level higher when determining the effects of that performance." <<< in the guide (page 19) it is written, the inspire bonus is +4 for a LVL9 aasimar bard. if I do the math, I end up differently. 1/2xLVL9 = 4.5 = 4 so the bard should be counted as a LVL9+4 = LVL13 bard. this means inspire courage +3, not +4. could someone clarify that problem for me? would be nice.
Ckorik wrote:
so having 2 BAB in the party means 150% HP and max. HP? Ckorik wrote: That being said remember that players can't move through an enemy without an acrobatics check - failure means they can't make the move - the fight with Nualia has the ability to use the tight hallway to her advantage - I'd use that if possible to keep the players from surrounding her. (well the moment is over now but...) the setup was like this: O O O
O = empty square
the ranger walked into that square above Nualia, so both (YH & Nu) had an AoO. both missed. the ranger hit her for some HP. than dwarfs turn. he stepped between YH & Nu, no more AoO left. he critted the crap out of Nu. Ckorik wrote: Oh yeah - honestly unless you find it really something you can't swallow - start your bad guys off buffed up. You'll never get to swing at the players if they spend the first 'x' rounds buffing. At the very least in this case she was warned and should have had time to buff up. Nualia was buffed. she used her suprise round for activating the Sihedrone amulett (false life). Tangent101 wrote: Use this alternative rule for Critical Hits - the only thing multiplied by a critical is the number of dice rolled. In short, a Critical Hit acts like Vital Strike. You roll the dice for the weapon and the critical and only then add modifiers for Strength, Feats, and magic. sounds good to me. otherwise this dwarf will crit his way through the AP. his dices are ridicolous. Anubis2406 wrote: They're going to rest in the observatory. what should I do? just to remind: the hound bayed and the goblins from level 1 were warned by Gogmurt (but Ripnugged and his mooks already died). I guess I'll send the 3 shadows from E6 there, because they should her the bay. how about the NPCs from dungeon LVL1 (e.g. Orik, Bruthazmus & Co.)? Should they hear the bay and rush downstairs as well?
my party (lvl 4) went to thistletop last time. it consists of: - human dual-wielding rapier ranger
all chars made with PB25. so the party went straight to Lyrie and almost killed her, so she bargained. she offered a shortcut to Nualia for 20 gold pieces. party paid, she opened the secret door. they went to the L-shaped room. meanwhile Lyrie sneaked to Nualia and warned her. party entered the OBSERVATION DECK (E4). rogue opened the door. surprise round: nulia used her sihedron amulett (false life). lyrie fired magic missile at the rogue. yeth hound bayed (no one affected). round 1: ranger walked behind Nualia. Nualia and the hound missed ther AoO. dwarf attacked Nualia, confirmed power attack crit. we use the crit deck, so he made 4x damage and 2 STR damage. rolled 69! damage to 75HP Nulia. She used sanctuary on herself and tried to escape. she ended up in the same spot like the halfling. 2nd round the halfling killed her. Lyrie was killed after she missiled the dwarf to -4 HP. dog was killed also. 3 rounds encounter, all NPC had max HP like in the suggestions on top. so far the party uses fast track advancement, but I guess that's to much. probably the leave Thistletop at lvl 5. They're going to rest in the observatory. what should I do? just to remind: the hound bayed and the goblins from level 1 were warned by Gogmurt (but Ripnugged and his mooks already died). |