This was a great battle. I had 5 players. All hell broke loose when the party's alchemist threw a firebomb into the first room off of the courtyard ---- the one filled with crates of alchemists fire --- ya. KABOOM ! That brought V out to the patio to toss a few bombs on the fighters still dealing with the golem hound. So - both grine and vorstag laid in wait inside and then threw everything at my PC's all at once. I added 4 more Mong.Menz as well. It was a tough fight and my players loved it. This was the first real battle that they could sink their teeth into - they were sick of fighting ghosts! My Vorstag made an escape, and the party dropped Grine into negs, tied him up then dropped heals on him so as to drag him into the courtyard. Oh - and there was NO WAY any of my players were getting on the planks between the vats. They saw death in that move from along way off.
I'm finding the trial a day schedule a little taxing. Game feels a little rushed. Foe example, the PC's didnt feel they had time to wait around until night fall to investigate the "night ghosts" - after encountering two of the "children" and investigating the in bed death, they felt they had enough, or were running out of time. Also, they would also be faced with a choice -investigate vorkstags or go to the sanctuary if I didn't delay the trial schedule. If I ran this again I would either stress time and push for all night rides and no sleeping, or space the court dates out by a day or so. As it is, I'm using the mob attack as a reason to delay the 3rd day of trial. Which seemed to make sense, esp. since the party prematurely torched the punishing man.... Overall the players are loving it.
DM aLittleTooQuiet wrote: Yeah, I'll probably have to go with RAW in this case, though if it was a table top game I'd probably rule it was burned away. At MYYYYYY table (haha) I tend to tweak RAW to simulate my conception of reality and impose what I think would be realistic. Think about the physics along with RAW. I don't think a tangle foot bag would hinder a molten chunk of rock. Can you think of any glue that would bond molten surfaces? I cant, and I spec out various crazy strong adhesives as part of my line of work. Even super awesome "magic" glue would have (it seems to me) to interact with the mundane aspects of chemical bonding at some point. In the interest of not upsetting Rules Lawyer type players, I might let the bag hold the creature for a round before the awful stench of the burning glue filled the area. You could even impose a obs. mist type effect, with or without a mild poison effect. Maybe the burning smoke even grants a boon - a rage effect or a competence bonus. But that's just me, and probably dates me back to my 1st ed roots where DMing was more improvisational. Some players really like unpredictable magic outcomes, and off the cuff bits of situational flare, while others want a cut and dry rules system. Bottom line is make it fun for you and your group and you are golden.
Continuing the thread of running large groups (6 - 8) players into "The Trial" here. As with the same thread for HoH - we are looking for experiences and ideas helpful to other DM's running parties that run over the Adv. as written like a SWAT team. ;-) Bear in mind bumping CR's dramatically increases the odds of individual PC death as discussed in the HoH thread and various DMing advice publications. As always more monsters of a given type help to keep the party busy, but in addition to areas where adding more mooks works we are specifically looking for creative rules tweaks, appropriate min/maxing of baddies, and any other off the cuff bits of DM'ing genius from the community. I'm currently bereft of ideas, but will be sure to add to this thread as I get my head into this adv. Looking forward to seeing your brilliant/deviant/nefarious and ultimately FUN ideas here! Discuss..... :-)
Nath - I like your approach to the monster as more of a thinking entity, however I feel there is something in the "child like" aspect of his persona. Perhaps he is a thinking being, capable of reason and logic, but has never been taught the social expectations of society. This coupled with a innate inability to sort through feelings (becomes emotionally overwhelmed and incapable of restraint) might be the ticket. Perhaps the Beast played as intelligent creature, but ruled by emotions and impulse would touch on all bases and provide a more memorable character for your group? I'm leaning toward this rout myself. Starting the adventure this Wed. so I'll check in and let you know how my group reacts to this interpretation.
Oh - forgot to mention - I had a wight hiding under the collapsed porch the first time the party left the prison at 3rd level, followed up by a skele blitz up the stairs from the courtyard. I think this would have been a fun fight, but the party alchemist critted the wight.. one shot drop on the poor ole wight.
Fleanetha - Cheating is not really possible as a DM, it's your game and your decisions about what is going to make the game more challenging and MORE FUN for your players is your own. If your players keep coming back you know you are doing a good job. I maxed out all the common skeletons HP throughout this module and it went over fine, this was not overly lethal in my experience.
Blaaarg - The lopper was pretty tough IMO - I fear your 3 stage idea might be overly fatal - unless you party really works together... Also - if the figure out that he is "affected" by fire, as my party did, they might be able to keep him on the defensive. If you play up his incorporeal-ness and play him somewhat "smart"(flying through bars and letting any bleed effects heal him) I believe he can be a challenge RAW.
I ran the Piper Haunt last night...party of 5.... Threw about 10 skeletons at them, all the stirges (giant and smaller ones)and the Piper. Players were frustrated with the holds and the fear effect, but they just kept firing area burst positive energy until the skeles dropped and the Piper stopped. Breeze....
Maybe the Lopper gets the equiv. of a spiritual weapon spell - same damage and attack bonus as his main weapon? Or maybe a swarm of small handaxes similar to the P-Geist in the hospital room above, giving him more smaller attacks... oh oh - or maybe some beheaded, former victims now in his thrall, to aid him?
Evil, Paul You make a good point - novice GM's be warned - throwing higher level CR monsters at a party increases the odds of PC fatality quite a bit. Theres much written on this including a god example in the Gamemastery Guide. More of the same type of monster specd is a great way to up challenges. Also note - not every fight should tax the PC's to the point of death or rest! These ideas are just for souping up the threats so that a large party dosent just cake walk the whole darn thing!
Hi. I'm running a 6 player game, so the module needs beefing up. Besides "more" creatures in each encounter I've had a few ideas to increase the threat for a big party. I'm interested to hear any other ideas too. Idea #1 ****DIABLO video game like re-gen lake****
Idea #2 ****Entry Gate****
Idea #3 - **** INFARAMRY POLTERGEIST ****
My summoner playing PC retired his character for the AP - citing that the thing was just too over powered. And he's a power gamer. Maybe we were missing something, but our entire group thinks the summoner class is broken. I no longer allow that class in my game, Ustalav or no. Anyone else playing a summoner feel a little Uber powered?
Scythe was no problem for my players - the monk was able to "pin" it to the floor, whilst the rest of the party administered the beat down. Running a large party? I have a group of six, so I decided id do a Diablo esque skeleton re-gen out of the lake on the right of Harrowstone. Had the courtyard gates slam shut and lock too. Threw about 20 skeles at them in two waves of 10 (who's counting I use story award XP...lol) and then backed off. I think if they are having a too easy time I'll just keep having the lake spawn undead - I figure there had to be at least a hundred prisoners in the collapsed section, so the story rationale is there too.
What is the deal with this thread? It's a sticky, so it seems important, but going through it it seems like one threadjack after another - Splatterman tactics, XP accounting, Lorrimors motives.... I mean - a lot of good stuff here, but wouldn't this be more concise and easier to find if there were several threads?
Thanks! I will look into both of these options, although I have a feeling my DM will want to stick with the core PFRPG rules for this first campaign..... I like the necromancer idea the flavor is right - but this would leave the party cleric-less which is always a tough work around from a mechanic point of view.
Hi - My group is switching over tp PFRPG. I want to make a "Voodoo Priestess" build for the upcoming campagin. I'm looking for any suggestions as to background / build that would be along the lines of this type of PC. I had a chance to skim the campagin setting and thought the "sodden lands" may be the best point of orgin for a PC of this type. Probably human (for an extra feat to help bolster energy channeling) or maybe 1/2 elf..... I want to try the new "command undead" feat mechanics - so I'm pretty sure playing a cleric is the only way to go. Perhaps a diety with a nature / divination / curse / necromancy flavor? I dont know the PFRPG panthenon very well yet...... Also want to incorporate poision use somehow (profession or craft skills?) Thanks in advance for any help!
Thanks to all of you graphic design and spreadsheet wizards! You make the world of RPG's a better place! Hello - I downloaded several of these sheets by verious authors, but none contained any area for the CMD total. I suspect CMD came out in the core book and not the beta? Anyway - I would love some of these custom sheets with a sopt for CMD........
Question:
Does my +2 whip have a +2 to make trip attacks? Does my +3 sword resist bieng pried from my hands by someone using the disarm special manuver? Does an item's bonus roll into CMB / CMD? It appears that it dosent but....
Keep the mother ! Why are you thinking of abandoning our mother? My players druid used that spell and wasted her also, but the players had sooo much fun taking her out. There was a huge build up to the battle and when the druid dropped that and iirc a "antiplant shell" type spell the party was so relieved. They thought certain death was upon them. IMHO the path has PLENTY of demons already and the mother just makes sense! I vote for the mother! Hand them the hard fights on the Iod!
Thanks for the ideas. As far as explaining the presence of powerful pirates in the area i think it makes sense that the C Fleet would have some toughs lurking about Scuttlecove or the the other fort (the wreck ? iirrc) I think players might actually find it odd that there are no other ships that can even rival their power, given the scope of the C Fleet. what about an entirely invisible ship? some high level illusion a ala Klingon birds of prey? Also - water and air elemental could GREATLY increase a ships advance / escape / RAMMING SPEED ! Just what would evil demon pirates do to be a naval power?
OK - so I agree with the rules reiteration and the conclusions drawn from them. What I would like to brainstorm about is a NPC ship / naval combat encounter that would challenge the players. I'm talking about a good fight on the seas. The NPC ship could be staffed by a NPC group as well as a bunch of blood thirsty mooks. So - assuiming they:
NPC wizard -
NPC druid -
NPC fighters -
NPC monks -
NPC bards inspire courage too! What I'm saying here is that a group of pirates who live in a dnd universe will have developed PLENTY of ways to be menacing badguys. I'm sure i have just scratched the surface here - i dont have any books here with me. I'm with the OP - I would love to see a truly bad ass and challenging ship to ship fight sometime during this path. Can I get some more ideas from you fine fellows for making up some really nasty and clever pirates?
Ran this last weekend. My players had a good fight in the blood pool room. Heres some on the fly ideas I had that were fun (for me).... Have only 2 of the mates engage the pc's at first. The third can stay invisible and use telekinesis to wrest the players swords away and fling them into the blood pool, dispel magic and summoning to harry the players. Also - once a mate gets beat down to 15 Hp or so - have them teleport into the naga room for healing. Bear in mind the fiends are immune to electricity and that the naga can cast lighting bolt...... I used different minis each time the mates emerged from invis and teleporting - my players thought they were fighting 6 or 7 of them!
Thanks for the input. Keeping O's motivations in mind helps me out somewhat. But even if the motivation is sacrifice; that doesn’t preclude the harem monkeys from going to grab O straightaway. Maybe they don’t want to interrupt his sacrifice of the gnome? And the climbing idea is a great one. I'll use that. And yea - teleporting the PC's across the isle is ridiculous and really not much fun, but the strategy does fall in line with their capabilities. It's right up there with teleporting 2500 feet up, dropping the pc then teleporting back to safety before they hit the ground, leaving the PC to wish Patrick Swayze was below them with a parachute.
OK - So we have some teleporting monkey demons here. I <3 them. I have been thinking about how they might better use their abduction abilities. Help me Rhonda. The adventure as written suggests the demons will abduct PC's to the top level of the blood pool room ( to fight 2 on 1 )and into the shaft below the throne room. No problem.
Now my concern here is twofold -
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