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I'm starting up a Slumbering Tsar campaign and have a question about: Spoiler:
the alignment shifting that can occur if the party rests overnight in Tsar. How disruptive has this been to play? I'm worried about the party having to figure out the problem and then trek over to the crypt that repairs the alignment shifting. Did you find it a problem or did you substitute some other effect? Thanks,
My group is about to move to Thousand Fangs and while it looks like a good module I find it a bit sterile. I'd like to increase the feeling of it being ancient and (more importantly) underground by adding in some of the older monsters. Not to add to the challenge but to add to the flavour. So far I'm thinking of:
Any other suggestions? Thanks in advance for any help.
I've scanned through the rules to see if there is anything on how saving throws are to be altered if multiple creatures use a common ability with no luck. There are two simimlar situations that I've encountered recently. One is the Boggards' terrifying croak and the other is Troglodytes' stench. If a party encounters a group of creatures with the same ability, is making multiple saving throws the only way to address all of those creatures using their ability at the same time? To me, it seams to make more sense for the group of creatures, whether they be croaking or stenching to, in effect, aid each other so that there is one higher DC. However, the Bestiary is written from a single creature perspective for these abilities. This should be moved to homebrew....
I'm expecting a group I'm the GM for to do some exploring underwater. They have access to the spell water breathing and I'm trying to decide how that affects their ability to speak underwater. Has anyone else considered the idea that those under the influence of a water breathing spell would be able to breath water, but not speak in an intelligible manner? Cheers
I'm building some NPC's in HeroLab and the character generator is applying a -1 penalty to attacks using the main/weapon hand when a shield or a buckler is being used. I've looked through the rules and the only instance I can find is that using a buckler with a two-handed weapon results in a -1 attack penalty. Is there something I'm missing or is it a bug in HeroLab? Cheers,
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