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My group is having five players. They have done well, maybe some encounters are bit too easy. Some encounters will need hardening. But it so dependable from party form up.


Are wrote:

Dragotha has a Fort save modifier of +25, so a DC of 23 won't exactly be a major problem :)

Not in my dungeon magazine, unless there is some error?


Eltanin wrote:
Are you a player or a DM?

DM here.


Hey just a thought...

Spoiler:

Anyone used greater arrows of undead slaying against dragotha? Arrows have fort save DC:23, so they got pretty good chance drop him with single hit. And hitting isnt problem if archer has true strike.


Small town, Finland, Northern Europe :)


So anyone developed this idea further? Or anyone in Paizo considering this idea? I am thinking this would suit well to Ravenloft as well...

-Gildur


Hi

Several years ago, I watched movie Groundhog day. It would be cool to see adventure, which would be related to idea of movie. Maybe could add three part adveture, where are three days :)

Basic idea is, you live same day again and again...

-Gildur


Addax wrote:
Cheapest way to make an epic weapon is to have a +1 Bane(vs whatever you need an epic weapon for) weapon. At this level if you have a spell caster that can cast greater magic weapon, bingo you have an epic weapon.

Or in case of undeads, undead bane weapon spell from spell compedium. :)


Just a couple thoughts:

- Find and Destroy powerful artifact (maybe there are some other groups/unique beings who want same artifact).
- Help Epic level character with his ascension to god.
- return of Labyrint of Madness (Old Monte cook's adventure 1995)

I am fan of epic adventures as long as its not simple go and kill big monster. However, dragon lairs are always fun.

-Gildur


My group just finished Lolr, and I ruled them lost items which they used (arrows/potions). So I was curious, if you have done same. Wall of Force/mass fly seemed to be good spell compo for ground control.

-Gildur


Hey

I just wonder, when PCs drink from fountain and they battle against army of Kuyss. After battle they will be restored back (getting healer,true rezzed). Do they lose items like potions, etc if they using them in battle??


Since Kuyss have decent SR, it seems pretty easy to lower with assay spell resitance spell from spell compedium. Does access to spell compedium make end of adventure path too easy??

-Gildur


I am currently running CB and party was cruising first battle quite easily. I fear that second battle will be more easier since they are opposing two warriors with low will saves. Those dwarves will be holded, blind and even dominated before they get chance to say hello.

One question, what is distance between teams in second battle?


Hi

I don't have issue which has dragotha or Kyuss. I was thinking how cleric with hierophant prc, could cast two heals in round to opponent (undeads). Dealing 150 dmg per heal. Since hierophant get reach spell, it could be casted from 30ft? How to cast two heals per round..easy with divine metamagic quicken spell. I am not sure bout their SR bout with certain feats/spells you could breach SR quite easily.

-Gildur


Talion09 wrote:
Darkjoy wrote:


Those more numerous, but lower level, PCs won't have the abilities that the adventure's writer assumes.

Which means the fighter will have less BAB and HP than expected. The Rogue will have a lower skill point maximum, and might miss out on the nice synergy bonuses and sneak attack dice as well. And everyone is going to be missing out on Saving Throw bonuses, which become critically important at higher levels.

That was exactly what I was thinking about. I might add some extra monsters if they get proper levels and maybe some extra loot, since sharing loot to 6PCs doesn't work to me (since loot is generated to 4 PCs). So far body count has been quite normal. 3FOE was killer adventure. Few of my players are realy min/maxing their characters, so probably even lower level won't be big problem. Like Talion wrote before, save,bab and skills are crucial in certain points of AP.

-Gildur


Hi

Heh..topic is bit weird, but I want to know if DMs got knowledge how larger than 4 parties XP will be shared. After blackwall keep most players werent even near of level 7. We are playing with party of 5 and there will be additional member so soon we will have 6th PC. Should I add some monsters or just give some extra xp from encounters? What are your options about it. My party tries avoid conflicts at few times, so they likely miss some XP.

-Gildur


Lilith wrote:

Just because they're immune to the effect, doesn't mean you can't make the players feel ill with some clever descriptive text. A good description might include things like "the sulfuric scent that fills the room leaves a cloying layer on your tongue and suffuses your every sense" - no actual game effect, but it might make your player swallow and try to get the "taste" off of their tongue.

And as was mentioned, a little good feeling for the players' preparedness isn't bad - just make sure to bust it all over Maure Castle with an unexpected resident.

Yup, there is nothing wrong if you prepare. Group contains five 14th level characters:

14 level sorcerer (spells heightened stinking cloud, heightened grease, wall of force, disintegrate, greater invisibility).Using prying eyes to explore complex.
14 level cleric(AC:32, 160 hitpoints with heroes feast temp hp, divine favour,divine power, righteous might, greater magic weapon added to spiked chain)+ some heals).
14 level paladin/fighter/roque with greatsword (power attack,good strenght,smite evil, see invisibility)
14 level ranger/fighter. He is archer with greater magic weapon bow.
14 level druid augment summoner, barkskin +5

This party is at level 3 in maure castle, heading to big fight with Kerzit. Point is that there should be a challenge and maybe Kerzit can offer it.


We are using that natural 20 always hit (of course concealment might affect this). We are also using system, if you roll natural 20 to hit and natural 20 for confirm, you get automatically maxium damage.

-Gildur


Quote:

" Me too, and don't think I'm not sick about it. How will they appreciate the glory of the Terrible Iron Golem without that poison save? Oh well.

But while you shouldn't penalize your players for taking proper precautions, the Room 107 mist seems a combination of poison and curse — and Heroes' Feast doesn't protect against curses. I'd give them immunity to the nausea effect but make the rest function as is.

"

I was thinking same way about room, it doesnt protect against curse. On the other way, you could disturb feast by bringing any monster there.

-Gildur


There is poisonous fumes in room. My party wont be hampered in room because everytime if cleric has access to 6th level spells, they will consume heroes feast at first thing of morning. Immune to poison usually ruins lots of dangerous traps and monsters. Some of PC's are also reservered against dispell magic or greater dispell via ring of counterspells.

-Gildur


Those rules seems to apply only for 2nd edition. Deities and Demigods good introduces Wee Jas herself (alignment LN) and she got spells create undead, create greater undead. Also Death domain contains those spells+ animate dead. My further question is, if cleric is casting her domain spells, what happens her alingment?

-Gildur


I got slight different picture of Wee Jas from here:
http://www.wizards.com/default.asp?x=dnd/cc/20030222a

Specially this part:
"Emboldened by her success, Grenex embarked on several adventures of her own to raise money, gain knowledge, and discover items of power. She returned once more to the burnt-down manor so that she could rebuild it. She raised an army of undead to augment the mercenaries that she hired from outside the realm, including another band of bugbears that had assumed the power vacuum left behind by her former tribe. To gain control, Grenex had to engage in combat with the leader of the tribe, whom she killed and then raised to act as an enforcer of her will."

-Gildur


Hey

What do you think using summon undead (or other evil spells) with cleric of Wee Jas, who is TN? If caster using evil spell will he turned to evil...?

-Gildur


Maybe a story of evil drow. Cunning plans, praying Lolth, views of different houses. City of spider queen would be nice example. Maybe hundered years exiled drow comes back home...

That was just my quick thought ;)
-Gildur


How bout true neutral. TN would likely be selfish, if he wants, maybe other time he is unselfish, depending on situation. In my option, selfish people is more away from good.

-Gildur


Hey

So far party of five has reached level 3 and only symbol of death has killed one member. We are running Greyhawk campaing without prestige classes, and extra spells (only PHB). However I gave Revifify spell from miniatures book (or spell compedium) to players, which have saved two times from certain death.
Party consist:
14 level Druid
14 level Sorcerer (mostly using wall of force/glitterdust spells)
13 level cleric with Spiked chain (item creator of party)
13 level ranger/fighter with bow
14 level fighter/paladin/rogue with great sword + power attack

-Gildur


James Jacobs wrote:
Gildur wrote:
Just a quick question. Will it be for levels 17+, So I can run antiques first...?
I'm not sure. It's going to be a lower level than Antiquities, so I would assume it's for 18th or 19th level characters.

Thank's for information James. My party is soon reaching last level at Castle.


Just a quick question. Will it be for levels 17+, So I can run antiques first...?


Excelent idea...and maybe those who lost PC, got new character at garrison :). So paladin and those fresh rolled characters join to cavalry. PC who escaped, broke elevator so they gonna be hard time :)
Theldrick is likely retreat to temple of Erynthul. Since he is only one alive at temple. Other rule thing which caused confusion was that two sides tried to control undeads (PC cleric of wee jas) and Theldrick...rules doesn't tell how it supposed to be work??


Heya

Session in Hextor temple: Two party members died in great battle against Theldrick and his allies. One managed to escape outside of mine. Two were left (one uncouncious) inside mine. Escaped one want to go garrison and report of danger (they already found both texts from Theldricks room). What you think that garrioson should do? They haven't been at Erythul's place at all and they have visited Vecna's place briefly. If garrison comes they can quite easily raid the place.

About Syrus Regol

Male human sorcerer 2
CN Medium humanoid (human)
Init +4; Senses Perception +3

DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 17 (2d6+7)
Fort +1, Ref +3, Will +3

OFFENSE
Speed 30 ft.
Melee dagger +4 (1d4/19-20)
Ranged light crossbow +4 (1d8/19-20)
Sorcerer Spell-Like Abilities
6/day-acidic ray
Sorcerer Spells Known (CL 2nd; concentration +6)
1st (5/day)-mage armor, magic missile
0 (at will)-detect magic, ghost sound (DC 13), light, message, read magic
Bloodline aberrant

STATISTICS
Str 10, Dex 16, Con 12, Int 11, Wis 10, Cha 17;
Base Atk +1; CMB +1; CMD 14
Feats Aberrant Tumor, Alertness, Eschew Materials, Weapon Finesse
Skills Intimidate +7, Knowledge (arcana) +4, Spellcraft +4
Languages Common
SQ bloodline arcana (+50% to duration of polymorph spells), tumor familiar (toad named Wart)
Traits Arcane Temper, Careful Combatant
Gear dagger, light crossbow with 20 bolts, backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, soap, torches (10), trail rations (5 days), waterskin
Funds 73 gp

Background:
As a Regol, Syrus was expected to carry on the family’s legacy of sages, in service of Cyre. Unfortunately for him, he had no talent for wizardry. He was an arcane scion - his magic flowed through his veins. It was wild, unpredictable, and ultimately, considered shameful by his father. For years he was left to his own devices, his father’s attention directed towards his more promising siblings. He was forced to deal with his burgeoning magical “talent” himself, harboring some futile hope that if he learned to control it, he could earn his father’s good graces. In the meantime, the Last War continued to rage on in the background.

As the war reached its climax years later, an opportunity presented itself. His sorcery having long become common knowledge, Syrus was conscripted by the Cyran military. He went willingly, happy that his magic was being acknowledged as an asset, and eager to finally prove his worth to his father. The next few months however, did not go quite as expected. Syrus was given only the most rudimentary of arcane training, being taught to turn his magical power into a crude weapon of war. Not even a year had passed before he was deemed ready to fight on the front lines, along with the few other mages that shared his predicament.

None of Syrus’ training had prepared him for his first day of battle. Several of his fellow sorcerers - some of whom he had become friends with - met their untimely ends. Syrus got away with just an arrow to his shoulder, but what little he had experienced was enough to startle him into a revelation. He already knew that Cyre was on the brink of collapse. But his conscription he realized, was nothing more than a futile gesture, a desperate attempt to hold the enemy off - he and his fellow novices were all cannon fodder. Above all of that was the suspicion that his father had let him go willingly, and that he expected him to die. In the dead of night Syrus deserted, after failing to convince his surviving friends to do the same.

Syrus’ timing could not be more impeccable. After days of running with no one in pursuit, he crossed the Brelish border with no real destination in mind. His escape from Cyre coincided with the Day of Mourning. From where he stood, he could see his homeland being ravaged by a horrific maelstrom of fire and magic, wiping out everything he had ever known. The city he was born in was destroyed, the battlefield he had deserted was obliterated, and his cruel bastard of a father, he had no doubt, was dead. His cowardice had saved his life. Wracked by a tremendous bout of laughter, Syrus walked away unscathed. But not, as he would later learn, untainted.

In time, Syrus came upon a band of Cyran refugees that, with some reluctance, he traveled with for a time. For a while he feared retribution for his desertion, but none ever came. Indeed, he soon realized that they were likely deserters themselves. Any sense of comfort this might have brought him was wiped away when he first met the group's leader, Dentor Shythe. The man's violent, unscrupulous demeanor reminded him of the war zone somehow. For as long as he could he hid his magical abilities, none of which he had used since the war ended. But as the change started to take a hold of him, it started to become more and more difficult to hide to the fact. Fearing that Shythe might have use of his abilities, he deserted his group in the dead of night once more, and ran for his life. This time, there was no catastrophe at his back.

He eventually found himself in the village of Haltwhistle, on the brink of starvation. By then, the treaty had long been signed - the war was over. Though he was once an enemy, after the utter devastation of his homeland, few were willing to turn away a Cyran refugee. One particularly "kind" soul even offered him a place to live. With nowhere else to go, no one to turn to, Syrus graciously obliged. Over the next year he spent most of his time in his small home, quickly gaining a reputation as a recluse. Most simply assumed that the war had taken its toll on him, and left him in peace. They were correct, but not just in the way they thought.

Though he had not been obliterated by the cataclysmic magical event, he had been close enough for it to change him. Its power resonated with his magical blood, mutating it into something bizarre, something alien. And slowly but surely, his body was changing along with it. Clumps of hair began to fall out, his limbs grew gangly, his back started to hunch ever so slightly, and strangest of all, a strange bump appeared on the back of his left shoulder. A bump that would move of its own volition. All of this might have been positively maddening to Syrus, if it were not for the fact that his mind was changing as well. His sanity remained intact, and so did his regrets. Convinced that his new shape was retribution for his cowardice, he has sworn to somehow use his power for good. Now, if only he could step out of his front door...

Familiar:

Wart
N Diminutive magical beast
Init +1; Senses Perception +5

DEFENSE
AC 16, touch 15, flat-footed 15 (+1 Dex, +1 natural, +4 size)
hp 8
Fort +0, Ref +3, Will +5

OFFENSE
Speed 5 ft.
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1, Dex 12, Con 6, Int 6, Wis 15, Cha 4;
Base Atk +1; CMB +1; CMD 14
Feats Skill Focus (Perception)
Skills Perception +5, Stealth +21; Racial Modifiers +4 Stealth
SQ improved evasion, share spells, empathic link