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![]() Chapter 2 the heist doesn’t seem fitting for me if the PC's muck up the heist it seems there's no ramification for it just glossed over and just having the PC’s to act like criminals doesn't seem in the spirit of the book. So looking at having the PC's being hired as security for the gala or night or could be sent by starwatch to keep an eye on the place due an informant gave some info of shady stuff going down on the night of gala, was looking to run it the evening in two parts On the run up to the Gala night could still look recruiting other officers to help and which could give bonuses on certain checks to overcome some of the random event’s i'm planning Explosive devices hidden around the lucky nimbus and few issue's need to handle, something like a total of six devices in the casino but the PC’s will only find three, and the other three will go off to set up for the carnage and hostage situation in the vault for part two. All this is cover to give Scathka to get into the vault Part one Firstly, few of the bouncers and staff have become seriously ill so it kinda forces PC's to be in the spotlight and be more involved around the casino. Can use D22 location on the map as a staff room which PC's can investigate on the day of the gala locate poisoned drink/food to suspect something is afoot. Using skills to locate the devices around the casino and to overcome obstacles similar to the dock chase.
Subsequently if the device has been removed then the kitchen backdoor could be used as safe passage to get people out, if not then would need debris/fire cleared to be used in part 2. And if the offending employees are not discovered they draw weapons and start fight against PC/bouncers during part two Part two Hostage situation around the vault area, PC's have x turns to get there otherwise hostages will be killed or could start at wounded 1 For some carnage before the PC's can head to the vault need to deal with a few random events people trapped under debris, social skill to clam to people to move safety, stop someone from being mugged etc Just a rough idea to changing it up and few ideas thought of on a whim which needs some more fleshing out on my side, looking for thoughts or suggestions ![]()
![]() So starting the game Friday pretty excited for it sure got everything lined up expect one thing I want to add in is games if the players want to explore the festival. I can't seem to find it but wasn't there a spreadsheet filled with games and rules posted before, I know it's a bit vague but if someone has a link to it or even a thread with a bunch of games in that would be amazing. ![]()
![]() Has anyone come across a community map pack for the book, shot myself in the foot got excited and bought the physical copy plus find it much nicer to read than a PDF. But due to this I dont have any maps I can use, as covid has restricted to how we play and need to use roll20 to run my games. Thanks ![]()
![]() Smoagendash II wrote:
That's pretty intresting, I usually like to read all the AP's in advance so I can make references like this to link into another AP but I won't get the chance this time round. Going with that you said about Neil Gaiman, could be hook to use or not use in the future never thought about the use of the hooks like that. ![]()
![]() Kasoh wrote:
Well the party isn't really quiet just some are better at it than others so want allow each person to take the lead, give them each a chance to experience a room to themselves. RP is usually done quickly 5 mins tops so we wouldn't get bogged down by the affair. But yes the teleportation bit of a gimmick, maybe something else ill have a ponder. Thanks thou ![]()
![]() Hi guys, Just putting some prep work into the first AP and coming across the house of planes which is a pretty intresting area looks like fun RP to be had. Now with the PCs I've got there are a couple of dominant people will try to do most of the talking but want I to give everyone an equal chance to RP. So looking for a little bit of advice on this idea, when they arrive at the boneyard and finish challenge with the room and get their information (just so they know how what to roughly expect in each of the rooms) I would then proceed with the "judgements" and teleport each of the PC to one of the remaining rooms expect the Hell room. Allowing each of the PC to experience a room in their own way, once room completed PC would be brought back to the bonyard, once the party is back together i'd have the Pharasma Impersonator reveal the room Hoff is in if it's brought up and allow them to explore the other rooms or revsist one if they so wished to. ![]()
![]() Hey guys I’m currently building an investigator for strange of aeons, currently undecided on which archetype to take between empiricist or physic detective bard in the party which will have most skills covered but don’t like the idea of single point of failure. 20 point buy also using world is square rules variant, taken first level as a swash buckler to bring my character online earlier in terms of dealing damage
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![]() Hey guys, So my party have just killed the fire giant king in a honorable duel. They left ashpeak to get re-supplied etc, so i've got a few questions how you dealt with a few things Firsty doesn't give a time scale, but I assumne that when/if the group is spotted by the tower in the crater where the keep is, that is when the colossal scorpion goes to work on cutting the chains? Secondly, if the party kill all the mobs in the crater how long does it take until Voltus does the emergency take off? Thirdly if he does take off when the party are in the keep how fast does it travel and where does it travel to? If you can let me know what pages these are in the book be very grateful so I can read around them, it's possible i've missed this information when reading the book. ![]()
![]() Think of 5-foot movement like a free action. But once you have done a 5-foot movement in a turn you won't be able to take any other form of movement action that turn. Quote:
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![]() Ok so the party have left the tomb, and killed everything including the decapitated lord. Was wondering as the tomb giant still up and the Oracle still being alive, would it be wrong to make use of their abilities and bring back few of the creatures back into the dungeon, like the Baelmourn and could make it bit stronger using the body parts from the meat locker. Going on the bases that an occupant has patrolled the tomb and seen the dead bodies, so knowing that someone has been in the tomb so would need to bolster the defences and defend Skirkatla from future intruders ![]()
![]() As for being cured and infectious to others that's an interesting on, as it doesn't say either way. If I was on the DM side of it, I would go with that you still have the disease in you as you've already contracted before being immune and could possibly spread to others, could be fun on the RP side of things ![]()
![]() Divine Health (Ex)
Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A creature that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect. Looking under the immunity ruling, as you are being effected from the disease then any that disease's you had prior you are immune to now as they can't harm you ![]()
![]() Currently the party is coming to part 3 of book 4 about to enter the tomb, I've read over it couple of times and can't see to find out if the PC's can locate any information on about completely destroying Skirkatla, can someone point it out which page it on or best way to incorporate this kind of information into the game? Maybe get them on the path to find information about Skirkatla in a library or something similar? ![]()
![]() Confusion is the biggest pain so far to manage as the other party members just sit back and let the giants just nail each most of the time then mop which is fine if that's the way they want to play it but getting the feeling it's getting bit boring. But thank you for the suggestions, we currently on AP 3 which is just giants with the odd exception encounter. I'll add efw orgekin see how they go, party has a charger and a slayer also which between them do huge amount of damage ![]()
![]() As the title says, currently running my first adventure and we on book 3 one of the party members has brought in a new character a enchantment Sorcerer. The Sorcerer has been built to pretty much max everything in enchantment so the DC's are pretty high and giants have a pretty poor will save. So my question is how can I balance out the fights to make it bit more even? Possible giving every giant iron will to give them more of a chance to save? |