I know that when I level up I don´t have to chose a Conjuration spell. But what are the rules when I prepare my spells?
"Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot."
Why I ask is in Hero Lab you must prepare a Cojuration spell in the bonus slot, but is seems to me that the rules say "can" and not "must".
Our 3 level party have discovered several spellbooks, ranging from level 1 up to level 5. I´m playing a wizard with INT 17, and I thinking about copying some spells.
The party have just started book 2, and we have a new player (huzzah!). I'm aware that I have to add some more monsters and max hp, and all that stuff, but how do you calculate xp with an extra player?
I have to give out xp at the end of each session (the players wants it), but I don't want them to be dragging behind the xp progression.
Tonight my players will fight a Chuul: lets say that the Chuul grapples a party member and transfer him or her to its paralytic tentacles.
We are playing tonight, so I jump right into it; (this is somewhat long, sorry about that)
The problem is as follows: the didn´t kill Iramine, the subdued her and took the key (the amulet) and left the city. They also knew that she and Egarthis has a way to teleport (this a side quest that isn´t written into the module, it´s a part from "The Looking Glass Deep" module which I used to bridge the players from Masks of the Living God to City of Golden Death, which includes a minor artifact called "the Key of the Way").
So of course she wont stop until she has the amulet again. The party has given one of the parts to Reginar, and the other two parts will be transported back to Crypt of Everflame. The party failed to tell Reginar that both Iramine and Egarthis is alive, and other influencial Razmirans from the destroyed temple as well, Rennec is one of them.
We are now on a timer: the talk with Reginar occured early in the morning, at lunch he´s informed that Iramine is spotted in Tamran. He sends runners to gather the party for a new meeting at dinner.
At the same time one of the party members is approached by a man that informs her that the Razmirans has her sister, husband and their newborn child as hostage (What the party don´t know is that her sister and husband are followers of the cult).
They will be released when the party hands over the amulet, or else there will be problems. Reginar will not part with his part of the amulet at any cost.
I´ll set up a meeting with this contact later the same evening at a tavern, where they need to show that they are willing to cooperate.
My problem is that I feel that I don´t have any back-up plan. Iramine will not kill valuable members of the cult, on the other hand she´s willing to take some risks to get as many parts of the amulet as possible.
I really can´t visualize how this works according to the text and the map.
We are - I think - nearing the end and I´m not sure when we are
I´ve a cg elf in my campaign. We are currently running Mad God´s Key in Greyhawk. They have been fighting the Green Daggers, and when he downs a rogue he always CDG:s them on the next round. He has done that at least 3 times.
First of all let me say that I´m new to 3.5 and trying to catch up on the rules, coming from 3.0.
I´ve finally found some players and going to run this adventure for them,wich I hope will be enjoyable, bot for me and the players.
This will be long, so grab Dungeon #114 and get started!
First of all: is Irontusk stats correct? He´s a 2 lvl Bbn with a Jump check at 12. I don´t know how it´s possible, perhpas I´ve missed something?
Since the adventure states that "Irontusk´s Jump check is high enough that he automatically makes jumps of 5 ft or less."
If we assume that we start the encounter at D2 ( wich I find horrible rail-roady btw - why couldn´t the players just as likely search for Irontusk from the other two roads that leads to Barge End? )the chance that Irontusk will be surprised must be very small beacuse of Solnia (D3) watching out for him.Irontusk also have Improved Initiative so he will most likely go first.
If we assume that Irontusk goes first and with a speed of 40 ft/round in light armor and he doesn´t need to make any Jump checks and taking a double move I just can´t see how the party ever could catch up with him( The game I was referring to earlier, this exact thing happened: he just easily slipped away with his boat and was gone).The only thing that can stop him as I see is that he gets incredible unlucky at D5 or D7.
I´m looking at the entry for Marek and Flegon - both War1 - (page 22 of Dungeon 114): it says "HD 1 d8+4; hp 10".