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I can foresee that my players are going to have a problem when they reach the end of Trial of the Beast.

In HoH when the whispering way had a witness who didn't really know what they had done they took great care to eliminate him and even crush his skull so that speak with dead wouldn't function.

In ToB the whispering way leave a leave a witness who knows exactly what they did and even knows their names alive. Yes they expect him to suffer a slow death. Even if his servant didn't keep him alive the PCs could still speak with dead.

If they speak with dead the guards or engineers I can say they were slain from stealth with no clues to leave behind, but Caramarc is a problem.

When my players encounter this they are going to roast me over the inconsistency. I'm considering modifying the end such that they do leave no survivors who can speak. I can have Waxwood give them Vrood's name but I still need a way to send them to the next AP. That seems complex for Waxwood.


In our game we encountered a young dragon and my barbarian was able to single handedly defeat it(ran with <30 hp). In the fight I made use of a net to temporarily disable the beast. However the flimsy net was disentigrated by the breath weapon.

Now my character wants to have a new net made that can withstand a large sized dragon. I looked into the rules for adamantine, mitheral, and went thru the old magic item compendium. The problem is we aren't sure of the resulting price, wieght, and usability of the new net.

The GM suggested that a net made from a metal would probably have the same mass as a chain shirt for a starting point. Ideas?


The cleric channel energy allows a save to reduce damage done by it. The save is based on cleric level and cha mod. The command undead feat allows a use of channel energy to create the effect of the spell control undead. Command undead allows the undead a save based on clerics caster level and cha mod. My wifes multi class cleric has a higher caster level in cleric than levels in cleric. It seems that the save DC for both of these abilities should be the same but its not.

From Core:

Core Rulebook wrote:


Creatures that take damage from
channeled energy receive a Will save to halve the damage.
The DC of this save is equal to 10 + 1/2 the cleric’s level
+ the cleric’s Charisma modifier.
Core Rulebook wrote:


As a standard action, you can use one of your
uses of channel negative energy to enslave undead within 30
feet. Undead receive a Will save to negate the effect. The DC
for this Will save is equal to 10 + 1/2 your caster level + your
Charisma modifier.