Ury Sevenskulls

obernardo's page

Organized Play Member. 57 posts (970 including aliases). No reviews. No lists. No wishlists. 17 aliases.



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Male Resentful Orc (Dayrunner) Paladin 1 Init +1; AC: 19/10/19; Fort +3, Ref +1, Will +0; Perception -2; HP: 12/12

Naught, do your claws deal 1d12? They dish out insane amounts of damage :O


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Spoiler:

I mean, if a group of sods really trust this undead in an evil prison, they should have known better. I am thinking of 1) making the Splatterman a woman (although the name remains, as it was attributed before the Splatterman had an identity); 2) trapping Vesorianna in the basement; 3) having the Splatterman pretend to be Vesorianna (I mean, if he can enter the dreams of people in Ravengro, he can make himself at least visible, but harmless, in Harrowstone) and tell the players everything Vesorianna in the module would, with one exception: the letters must be written in blood in order to empower Vesorianna against the Splatterman, somewhat like a reversal of the Splatterman's modus operandi in that the blood of the "victim" must be done with the blood of animals.

I think it's fun, but... is it very cruel?


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Samy wrote:

Hi,

I've started running CC, and am having some trouble guiding the player to research the Five Prisoners. Both the Whispering Way and Harrowstone are referenced multiple times so that the player started asking about them, but I don't really see very many hooks for the Five Prisoners. As things stand, the most likely scenario to me looks like the player is going to remain in the dark until they find Vesorianna, and then she can just infodump instead of the player doing legwork to research.

Any suggestions how to drop hints about the Five Prisoners?

I am having the same problem. With aid another, guidance, the Harrowstone documents and Kendra's Knowledge (History) you get a +15 bonus to the roll, but the players do not know they can take 10! My fellow players failed the check, so I revealed to them that some documents were missing from the Harrowstone documents from the start (granted that they took every sheet of paper from the offices). These were manifestos for four specific months on the inmates admitted to the prison. (Note, four.) When they look for information in the City Hall, I will probably have them find out some info from the DC 25 automatically, otherwise the story won't go forward.

So, yes, my suggestion essentially does not help :S


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Kirth Gersen wrote:
Heh. I walked into our IT department the other day, dropped my company iPhone on the desk, and announced, "I know you guys aren't supposed to help me with this, and that I'm supposed to have a HelpDesk ticket or something (which I don't), but if you can't make this g%$#+@ thing work right now I'm going to take a hammer to it."

"...have you tried turning it off and on again?"


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10. Cut to the chase

This is complementary to letting the players do whatever they want -- in a sense it means forcing the players to do something at the times you want them to do something.

As a GM I feel I can easily get caught on utterly useless scenes, useless details; I need to pick the scenes and the conflicts that will really enrich the play. Anything can be enriching, but some things are marginally so, and these we should just skip.

I have caused mild discomfort to players by aggressively fast-forwarding to new scenes, but I think overall it creates an interesting pace. But for that you need to constantly keep in mind what are the forks in the story; you really have to think if you are about to get players to make a decision that will have no meaningful impact in the game. I think the most ludicrous example is to ask the players if they will enter the tavern and after they answer saying "Ok, you are in the tavern. What do you do?" -- that just cost you a week.


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Since people are giving opinions on the OP... If the cleric was never really in danger, that should be considered an easy encounter, and be given CR = APL - 1 (note that calculating the APL depends on the party size considered). I would not even worry that I would be giving solo XP on an easy encounter (if he is level 2, his solo APL is 1 and the encounter would be CR 1/2 which would give him 65 XP).

Or you can just realize that the whole party tackled the encounter effectively by being creative and then award XP to the whole party based on the intended CR of the encounter.


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Male Resentful Orc (Dayrunner) Paladin 1 Init +1; AC: 19/10/19; Fort +3, Ref +1, Will +0; Perception -2; HP: 12/12

It's a horror campaign, you shouldn't have high hopes :)


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Male Resentful Orc (Dayrunner) Paladin 1 Init +1; AC: 19/10/19; Fort +3, Ref +1, Will +0; Perception -2; HP: 12/12

In fairness, you also have succeeded in many checks -- Knowledge, saves... -- while enemies have had some failures (Xtabay attacking Naught and Cellawyn), and Naught and Cellawyn managed to evade the collapse of the entrance Foyer for a few rounds.

Were Naught only trying to perceive the door rather than push it, 10 would not be too much to ask, but, then again, it is kind of useless to succeed on a Perception test to notice a visible door right in front of you. Or maybe if she had big arms instead of big ears! Perhaps if an arm-vargouille had scratched her...


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Male Resentful Orc (Dayrunner) Paladin 1 Init +1; AC: 19/10/19; Fort +3, Ref +1, Will +0; Perception -2; HP: 12/12
Aliseya Belododia wrote:
Zelda Lamplighter wrote:
Just keeping the game alive here :)
I'm not going anywhere. And everyone else had better stay around too. :)

The game is on once I come back!


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Recruitment is now closed, but it may be open. Don't talk to me, talk to the other players -- but talk here.