Lukher Stinnison

Malovec's page

Organized Play Member. 124 posts (166 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.




Would Tracer Bullets shot at a target with Spell Resistance have to force a caster level check for the Fairie Fire spell contained on them to have an effect?


I'm making a Wyrwood who possibly has existed long enough to have seen everything in Ustalav's time line and it looked like a great read for that.

Before I do though I wanted to check.


This is the start of Session 1 for book 3.

Some things to note:

If you could keep this thread clean and ask me questions in:

http://paizo.com/products/btpy8tmq/discuss&page=11?Way-of-the-Wicked-Bo ok-3-Tears-of-the-Blessed

I will answer them.

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Also my group uses my edited version of the Organization rules. See them here.

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This is our party:

Level 11 Human Inquisitor named Span’ish (Spahn-eesh)

Level 11 Tiefling Warpriest named Maldrake (Mal-drake)

Level 11 Human Dread Necromancer named Naomi (Nay-oh-mee)

Level 11 Gathlain Druid w/Monster Companion Minotaur named Aramath and Rakkun Thunerslash Respectively. (Air-ah-math) (Rack-kune)

Level 11 Drow Noble Arcanist named Elkraen (El-kreen)

Level 11 Elf Sorcerer named Dardala (Dar-dah-la)

Level 5 Firbolg Barbarian named Tiny (Tie-nee)

The Beginning

The story begins on the Seventh Voyage taken from Traya’s Raiders in book 2. They receive 30k in emeralds from Tiadora, The Tears of Achlys, and Thorn's Note.

With only 4x Teleport spells available from Elkraen, they decide the following to get everyone and their minions to Ghastenhall. Elkraen had previous been to the city when he was much younger (teens) and had a familiarity with the area.

They had:

Grumblejack

Artephius the Alchemical Golem

Trik

Posca the priest

two npcs Tsabo and Gerard (level 3 torture inquisitors)

Carnitheria Rex the nightmare

Rocket a former familiar Imp from a slain player

a hellhound

He transported one Large creature, and a Maldrake (who refused to travel is such ridiculous states, Normally. They used two portable holes to stick everyone else in and stopped a the farmlands to the east of the city.

MONDAY
Gastenhall Day 1 –
Dardala

Dardala - She started by going to Scarpers and along the way was approached by fortune teller. (I had a stack of magic the gathering cards that had specific names/artwork)

First she began talking about the vale. How it provided food, inspiration, and harvest! (Bounty of the Hunt, Invigorate, Harrow)

"How I love giving great fortunes as much as I love seeing you get them!"

Second she talked about King Marcadian along side the power of Mitra to strike down the bugbears to the north. (Castle, Karmic Justice, Goblin War Drums)

"See, Mitra blesses us and the king!"

Third she talked about the righteous cause of Mitra along side the legendary Phoenix which watches over the vale. She was truly happy after this series of cards. (Righteous Cause, Kuldotha Phoenix, Safe Haven)

"Oh yes, how the Phoenix watches over the vale. I've never seen it myself but I believe it is there!"

Fourth she talked about how gloomy even the Angel's mitra can get during winter. (Tundra, Gloom, Angel of Salvation)

"Fear not young one, even mitra's chosen dislike the winters of the vale!"

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At this point, I asked for a sense motive check. With no ranks but a +2 naturally, she rolled well and still was able to tell that this Fortune Teller was happy and truthful in her fortune. She believed what she as saying!
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Fifth she was thrown off guard. A startling set of cards appeared and she weeped a bit and apologized. (Unspeakable Symbol, Dread Statuary, Dark Ritual)

"This must be a simple cross planed mistake. My fortunes have never done this before! Besides there is only one unspeakable symbol and *whispers* we do not speak his name."

Sixth she was trying to recompose her self shaking only slightly at this point. (Extinction, Bane of the Living, Desolation)

"OH NO! NO! NO! IT CAN'T BE. WHAT IS THIS! NO THIS MUST BE WRONG!"

Seventh she was visibly upset and shaking horribly. So badly in fact that she dropped the cards onto the table. (Contamination, Contagion, Pestilence)

"WHAT IS THIS! WHAT IS THIS! Could it be that Ghastenhall is a city on death's door? I must be going."

At this point, she rushes off and closed the curtains to her tent. I play an audio of a crying woman.

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Dardala -- Heads over to Downerly to which I read the typical entry from the book and she then goes to Saltsquarter.

She hears about the rumors of Iris of Ghastenhall and tries some Blood Rum and some meat. She remarks of how spicy it all is.

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Gastenhall Day 1 – Maldrake
Maldrake travels directly to Priest’s quarter and is approached by two nut bags who scream out they are here to take over the militia and vanquish evil. Before he arrived however, he caught a rumor from a local outside café.
Rumor of a medusa in the north.

He agrees and says ”Take me to the blacksmith, and we shall get weapons for the cause!” this riles up the crackpots and they start to lead him. They don’t get much farther than the Library of Ghaster before they start fighting with each other over the armor they should be getting and Maldrake quickly realizes this is pointless and slips away.

He asks a local guard “Where can one go about buying housing here?” the guard tells him he is very close the Library of Ghaster where he can fill out the required form and get a company with the Duke to decide where he would be able to purchase.

He goes to the Library and pays his entry fee and gets a form for housing. He then proceeds and is approached by a friendly old fellow who asks what he needs. Maldake asks to see the section to learn about Medusas and perhaps the history of that medusa.

The nice old man introduces himself as Brother Barnibus Thrane and if he needs anything else to just ask. However since Maldrake chose Aasimar as the form to disguise himself as, Barnibus detected magic on him. Barnibus whispered, “Careful with such magic around here”.

Maldrake asks him whom he serves and gets only knowledge in return and agrees to come to the symposium tomorrow night.

Gastenhall Day 1 – The rest of the party.
After leaving the farmlands they go right to Lasthome the manor on the edge of the city. They remove the lock and the doors are barred. Aramath Turns his Minotaur into a small statue the size of his hand and slipped him under the door and touch him to return him to his size. Rakkun lifted the bar and let the party in.
At his point Aramath and Naomi lost interest with the Manor and went on further into the city.
Tiny, who was turned down to smash the door down instead went to the Red Quarter.

Gastenhall Day 1 – Span’ish

Span’ish scouted the Manor, using survival to track footprints of first child sized dwarven footpits, into drag marks, and they vanished. Upstairs he found a dumbwaiter and sent his mithral cobra gauntlet (some magic item he has) and scouted all the way down to the basement where it found the secret cave.

Span’ish sent his mitral cobra down the cave and it ran into two Druegar. Though he didn’t know that’s what these were. They threw the cobra back out the entrance and hid.

Span’ish turned invisible and stealthed by the invisible Druegar. And when his invisibility wore off he just kept walking. He went for almost two hours until I told him to roll a wisdom check. I advised him eventually Span’ish is wise enough to know he needs to report this back to the party. He agreed.

He discovered no creatures but knew there was at least three caves to go down.

Ghastenhall Day 1 – Aramath and Naomi

Aramath and Naomi take a trip to the area called Gold Quarter. When they arrive they are approached by a Human selling a coupon for Mr. Vex’s arena fight’s entry fee. 50g for Half off the price! Naomi doesn’t buy into it, but Aramath did. Aramath decides this strange city is too much for him and goes back to the Manor at the edge of town instead. Aramath did seem to be pleased with is purchase.

Before they both departed the mysterious man said “ Did you hear about the new magic item salesman? It’s said that Murdo’s Magnificent Magical Menagerie has wonders beyond count! But it is closed right now! ” They both could hear the man under his breath as he was leaving “Fools” and was gone.

Naomi went to this Murdo’s Magnificent anyway and found it to be open and there was a gnome in there. He offered her a monocle that for 3 hours a day at midnight you could see anything! Only 300gp! Naomi said “Why don’t we wait until midnight then?”

Quickly Murdo replied, “Oh no, that cannot be I already have a buyer by then so sorry! ”

Naomi simply said goodbye and turned out to find that fake they talked to earlier. It did not take long. She found a person trying to sell things but not piece of paper. She asked if he had seen this human that scammed Aramath. With a very great perception check she noticed that his human’s shabby disguise was coming apart as though it was hastily put together and might even be magical.

Naomi reveals her dread face and causes the fraud to be paralyzed for 1 round and takes his pouch filled with 50g exactly from today’s scam and a stack of similar coupons. She whispers to him, “Do not scam anyone of my friends again. “ And walks off. Naomi starts dishing the coupons out to people and gives Aramath his money back. Naomi says “Watch your gold more closely.

Ghastenhall Day 1 – Tiny

Tiny had a short but busy day. He went first to the Red Quarter and did not disguise himself, he only reduced person. Which means he was a medium Firbolg holding a large Nodachi. He was still wearing his mithril armor and it stood out. He soon noticed he was being followed and went to an alley with a dead end. These two large sized humanoids (giant templated humans) threatened him and he simply put on his Enlarge Person Circlet (always on) and removed his reduce person and became his normal size of almost 32 Feet Tall and 3 tons. The two ran off. He returned back to his normal state.

Tiny went to a near by bar and with some quick banter paid the Bartender some gold asking about any gladiator fighting. He introduced him to Mr. Vex. Mr.Vex was doubtful of this normal sized person. He said Why should I consider you?

At this point Tiny returns to his Huge state. Mr.Vex grabs a ladder and leans it up against the Tiny. He puts an arm on his shoulder and says “You will be great I’ll call you THE BARBARIAN!”

Tiny returns back and causes Mr.Vex to fall off the ladder. He goes over the details and Tiny Agrees and he will be back on Saturday.

Ghastenhall Day 1 – Elkraen
Elkraen was the last to take an notice to Ghastenhall. He only explored a couple streets. He ran into a small boy around Old Weatherby Lane and the boy asked if he was part of the Militia. The Drow Noble simple rebuffed him and said “No, what a ridiculous question. ” The boy with a sad face and a broken shortsword simply started to sulk away.

Elkraen put a hand on the boy and handed him a silver piece and asked for information. With excitement he exclaimed “W,w,w,ell what do you want to know?! Um, there are strange beings in the Saltsquarter things like Lizardfolk and Minotaurs! And and and and um, the Red quarter is a dangerous place. But not as dangerous the bogey man! Prince Gaius Vestromo! He is a VAMPIRE!”

With a roll of his eyes Elkraen simply said to the children ”Leave me, I do not have time for your childish rants!” He felt great about hurting the kids feelings.
The child said “O --- K-----BYYYEEEE and weeps away. Elkraen smiles.
Meet up at the Lasthome Manor

The group reunited and told each other about the rumors they learned. (At this point every one of them in the book and half the interesting places in the book have been revealed)
They have decided to meet with Thrane tomorrow night.

The party doesn’t know that they were almost scouted. But due to overwhelming forces, they didn’t.
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Ghastenhall Day 2 – Breakdown

Maldrake went to the Library of Ghaster and began to study the legend of this Medusa.

Tiny after hearing about this famous spicy soup, he ordered 8 Scarper’s Stew to test his limits. After the fifth I started making him roll fortitude saves. He failed three and after the other three the DC was getting worse. He simply passed out with nausea, vomit, and crapped himself. The bar tender took 2g and they wheeled his large and stinky self out.

Naomi also joined Tiny but used prestidigitation to remove the spiciness in homes of taunting Tiny a bit. It worked but also didn’t. She still had to make saves and stopped much sooner than Tiny and was only nauseated for a couple hours every 15 mins.
Naomi then intrigued by the boy Elkraen, searched for him and found him quiet easily and convinced him to come with her. Bluffed and convinced the boy that she was part of the militia.

Elkraen – Went to the Library of Ghaster to begin to understand the true power of the Tears.

Dardala Span’ish Aramath chose to go with Maldrake.

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The meeting with Thrane
Queue “The Trial” from the Chrono Trigger Sound Track
- They learn about their new villa.
- They party does aggravate Thrane enough to have to prove himself to them.
- They learn about the Vampire. Elkraen says “So it wasn’t just a tall tale”
- They give him the tears and get their gems.
- They learn a little about the Medusa. Thrane apologizes for not going into detail in person he had to keep up appearances. He tells them the tale of Izevel. But is not sure where her ruins are.

- They learn a little more about the Vale.

“The Vale of Valtaerna? Of course I know the place. I have made the pilgrimage several times and even held audience with the head of the Order of Saint Macarius Earnan MacCathlain. The Vale is a beautiful place but too placid for my tastes. The residents of that Vale are so locked in tradition and orthodoxy that it takes a dozen prayers and a week of consultation with the Lord-Abbot for them to change the color of their socks. What would you like to know about the Vale?”

- In asking about where medusa may be, he says where ever she is you will have to go to the vale.

“There is a contingent of holy warriors commanded by the Captain of the Watchtower. At least fifty men I think. There are also two strange statues in the causeway. I have never seen them move, but it is persistently rumored that they are some sort of golem. I know not the truth of this.”

“It is difficult to be sure. I believe there were once more than five hundred plus a contingent of dwarves. But I think it likely some of them have been called to the war. How many are there today? I cannot say. But it is not the soldiers that should worry you. There are rumors of all sorts of celestial beings from the higher realms that reside in that place. Those are your true enemies.”

Before they go, he tells the party:

“There is one more thing. Something I came across in one of my tomes. Saint Macarius founded the order that bears his name but he wasn’t the only saint that order produced. Saint Angelo called the Wise was perhaps the greatest devil hunter this island ever produced. Though long dead, it is said he captured many artifacts of Father’s faith. Those that he could destroy, he did. But a few – and this is where it caught my attention – a few he could not destroy. Those he had placed within a great vault and hidden from the world. My source does not say where the vault is. I’m not even completely sure it is in Valtaerna. But I do know this – Saint Angelo commanded these evil artifacts placed where the “Sun never Sets”. That could be a poetic way of referring to the Vale with its eternal flames.”

The Villa
Excited with the new-found house they start taking their places.
THE VILLA
Naomi – Puts the child into the west wing of the 3rd floor. Bluffs him into staying instead of going back to his parents. Said that she would let his parents know of him joining the militia.
Span’ish – Asks the first servant he meets to rub his feet.
Otherwise nothing else much happens.

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The Creation of The Claw

The Claw is the name of the Council of the Wicked the party created.

Ruthless 4
Secrecy 4
Survivability 3
Connections 2
Espionage 4
Loyalty 2

Are their starting scores.

General 1 Grumblejack
General 2 Rocket
General 3 Artephius, Alchemical Golem
General 4 Titus “Trik” Rackburn
General 5 Carnatheria Rex
General 6 Gerard the Sickener
General 7 Tsabo the Shaker
General 8 Posca the Merchant
General 9 Hellhound

Are their Starting Generals.

Span’ish send Tsabo and Gerard for a legit enterprise with a DC of 15.

Maldrake sent Possca in convert any hopefuls from the Spread Disinformation of Elkraen with a DC of 12.

Tiny took a big risk by sending Carnetheria Rex and Hellhound to steal spell components with a DC of 13

Naomi sent Rocket out to scout for a possible Heist. DC 15

Elkraen sent Titus to spread disinformation about a new Militia starting to take down the evil plague of bugbears! DC 16

Aramath sent Grumblejack out to Hunt Beast DC 8.

Dardala sent the Golem with specific instructs to scout the tunnels in the Lasthome manor, split the week in half use half to explore and the other half to return. Kill anything that tries to stop you and bring the bodies to us.

Is the first week’s actions taken.

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Before meeting the Prince

The party did similar things as to yesterday, using the library and such. The only two who stepped out were Maldrake and Tiny, who went to the Priest quarter and Red Quarter respectively. Tiny went to ask more details about the fighting pit and Maldrake found the same crackpots talking about a new mission! To shut down the golden palace.

Maldrake played along and followed them as they crashed into the Golden Palace entry way as Tiny was talking to Mr Vex. Tiny dealt enough Non-lethal damage to these two idiots that he left them almost death. Maldrake and Tiny picked them up and brought them back to the villa.
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The meeting with Vestromo

The Party was SOOO READY to do this. Though they were on the road of, we’re going to get HIM to become a general. (I’ll admit it, I laughed to myself a little).

They take some knowledge checks to get a rough understanding of Vampires.
I tell them:
- Some can be quite proper
- Some can be arrogant
- Some can be charismatic
- Vampires are undead
- Vampires are averse to sunlight, garlic, holy symbols
- They cannot enter to a domain without a person of authority allowing them to do so.
- They can create spawn

After that, they proceed. It isn’t a great challenge of course this is his home. After only about 15 mins going into a mausoleum they are stopped by a swirling patch of leaves and dust and within only an instant ----

Prince Gaius Appears.

Vestromo: Vestromo: “ Vell, Vell, Vell. What do Ve have herrre? It quite extrrraorrrdinarrry to see zis prrrincipal meal be so audacious and enter my domain Parrrdon me. Ourrr domain. ”

*Vestromo looks to the left, and looks to the right. 12 Vampire spawn appear around him..

“Since you have kome all zis vay. Please Amuse us. I kan tell you arrre not herrre forrr trrrophy. If I find yourrr intrrrusion amusing I may allow you to leave and live.”

Everyone bowed, Naomi made the child bow to the vampire.

Maldrake – Served as pretty much party leader here. Though Span’ish took charge with most of the discussion who also has the lowest Charisma. Maldrake obtained quite a lot of info about Iris of Ghastenall. He offered the two crackpots he caught earlier who stormed into the red quarter. He agreed to get an angel and his chalice for the great Vestromo

Also he sensed the motive of Vestromoand detected that he was getting visible upset over Dardala’s bumbling after already being angered by Tiny’s misspeak.

Dardala – Kept quiet until spoke too. Once done she merely said I think you are awesome and cool. Vestromo replied “What is cool? Why do you state odd facts to me? I am undead of course I am always cold.”

Aramath Kept quite only when spoke to and even then was brief to say along the lines of “We will take your aid and thank you and get you what you ask.

Elkraen Kept quite only when spoke to and only spoke along the lines to say “Our aid is yours and yours ours. We shall retrieve what you ask. Vestromo smiles and warns Careful around my city my Dark Skinned friend.

Naomi “I bring you a gift. And pushes the child towards him. The boy screams only a moment and is dominated into silence and commanded to sit and drop his sword. He does so.

Vestromo asks to Naomi ”While I appreciate the gift I must ask are you new here? Have you never heard of my Blood Tax? Let me explain. I feed on the poor and the criminal. This boy as far as I know is neither. Did you deal with his parents? What do they know of his fate? I cannot accept such a risk. ”

Naomi watches as Vestromo command one of his Vampire Spawn to escort the boy out of the Cemetery and that he is to be unharmed. The boy has wet himself profusely at this point.

Naomi continues “So you do not feed on the enemy of the father? The Mitran’s get a pass?”

Vestromo laughs at the thought of gods and devils. ”I have an agreement in my City and I am a man of my word. Feel free to destroy all you like in the vale.”

Naomi begins to Detect Undead and learns that it would be unwise to anger these 12 spawn or the great Prince. ”Very well, thank you for you help”

Tiny did not have a lot to say because he only got a few words out ”We plan to take over the city ”

With no effort or warning Vestromo flies into his face and his 12 spawn are upon him. ”WHAT DID YOU SAY ABOUT MY CITY?!”

Maldrake interjects, he misspoke. We care not about doing harm to your city. We mean to strike the Vale!” Maldrake rolls a diplomacy check and smooths that interaction over enough to not get anyone killed.

Vestromo orders his spawn to surround Tiny and if he speaks again he dies.

Span’ish Begins by bantering with the great prince over the aid of only 10 minions. He wants the Prince himself to fight with them and join them. Vestromo is not having it and is increasingly become more annoyed with this Human. Span’ish with his bumbling social skills mentioned that he could join him and be a part of his family. Vestromo misunderstanding Span’ish intentions confused it as a request to join the Vestromo family.

Vestromo “You have to do more for me if you want to be a part of MY family. You must get me the blood of an angel, a living angel!”

Span’ish continues by trying to dicker with the price and offered just any old celestial.
Vestromo looks over to his spawn and starts to indicate them to move away from Tiny. Quick on his thinking Maldrake Senses his motives once more and interjects. ”Span’ish and Tiny, why don’t you go get our crack pot guests for our good Prince, yes?”

They agree and take leave. Maldrake closes the conversation with a polite recap and everyone rolls a diplomacy check and narrowly passes and gets the aid of the all powerful

Prince Gaius Vestromo, Vampire Prince of Ghastenhall


So my players are about to embark on this adventure. I only have one original party member left from book 1, and we're salvaging this play group fairly well.

The party is level 11 at this point,and a party of Seven players - but I have a few questions, some thoughts, and anything you want to add.

Maps

Why are their no player maps!?! (More a question for Gary)

Timeline -

I believe this takes place late summer and will possibly last until the very last day of winter. Just verifying on that.

Minions -

(Question for Gary, but anyone really)

And the battle of saint's bridge. It refers to minions a lot which I did read means things that are not core supporters. Grumblejack, Trik, medusa. But are these battle supposed to be the PCs AND NPCs such as GJ, Trik, Vampires? I keep thinking these are the minions but the book explains in different places that they are separate.

I was going to run this as the player's as one group, commanding bug bear leaders, the vamps, duergar, the ogres, medusa, trik, golem and other's

But if these are not considered minions, what are you to do with them? If they are considered minions, I have a hard time believing that Both ogres, medusa, and the vamps as a team could not wipe out some of these encounters. I know some of this is suppose to be railroad play which is fine.

Battle of SB continued:

How did your party handle it? Did you have to expand the number of creatures? Did you have the minions/MINIONS come with them?

Minions extra:

What do they do the rest of the time? Do you let them come with the Players? Say to fight the Phoenix? I had not planned on it.

As of right now this is who is considered "trusted"

Grumblejack
Rocket (ex imp familiar from another character death)
Posca the Merchant (they converted him)
Artephius, Alchemical Golem
Titus “Trik” Rackburn
Carnatheria Rex
hellhound

A couple level 3 torture master archtype inqusistor's (through clever roleplaying) they managed to convert/train while in the horn.

Dessister

They don't have the hounds except 1, I was considering letting them get an advanced Nightmare - Carnatheria Rex, Cauchemar

a nessian hound

and advancing Rocket the imp, with advanced tempalte, demon contract template, and making him a consular.

Did anyone turn him down?

The arena -

I'm banning clear magic use, and I've upped the the CR of some of these monsters. I was going to add a little flavor of the healing cleric detecting magic and using more magic to laugh at the pc who still has the circlet on, a subtle hint of it's true nature.

Sidebar Quests -

Anyone actually use these? Besides the arena? I've got mini adventure in the making for

spellbook I made:

Evil Spell Book Price 35,698gp
This infernal and aged looking tome contains the following arcane spells:

Level 1 - Undine's Curse
Level 3- Excruciating Deformation
Level 4 - Infernal Healing, Greater, Contagion, Fleshworm Infestation
Level 5 - Hellfire Ray
Level 6 - Genius Avaricious, Hellfire Ray
Level 7 - Tomb Legion
Level 8 - Summon Meladaemon, Tomb Legion
Level 9 - Scourge of the Horsemen, Summon Derghodaemon, Summon Greater Demon, Summon Erodaemon, Summon Thanadaemon

The Organization rules:

I have added a lot more to this, because frankly the default version is lacking imo and doesn't scale well.

https://docs.google.com/document/d/1uwL3fOom-6FIWTrYX542aKxkbsK-iG07B_zNAHF nFeQ/edit?usp=sharing

Thoughts? Anyone else change this up or just get rid of it?

Medusa -

How did you party go about "collecting" her.

Iris of Ghastenhall

What did your player's choose?

Vampirism

Did anyone in your party take this option? What happened?

Storm Giant

I was planning on jumping them near the first attempt of coming at the garden. I was going to circle them with the ROCs and have the giant leap down onto them and smash their little boat (if they take one to the place) and start the battle in the water. Only way I could think of Balancing a possible 9 vs 3 battle.

Maze/garden

Since we use roll 20, I'm going to let them literally start walking through it and blank it out and move their characters around just to give it that extra "lost" feeling.

Catherdral questions -

cleric encounter:

I've changed the Cleric's spell list because it seemed like he was not that prepared.

(Some of the changes are already reflected in his stat block I'm trying to prepare him for when they arrive to this point)

Earnan MacCathlain, Lord-Abbot of the Order of St. Macarius CR 14
XP 38,400
Male human cleric 15
LG Large humanoid
Init +6; Senses Perception +20
DEFENSE
AC 25, touch 11, flat-footed 23 (+6 armor, +2 Dex, +2 shield, -1 Size, +6 Natural Armor)
hp 97 (15d8)
Fort +9, Ref +8, Will +14
DR 10/Magic , SR 17, Frightful Aura (Shaken 30ft, strike you frightened 1d4 rounds)
OFFENSE
Speed 20 ft.
Melee longsword +14/+9/+4 (1d8+2/19-20)
Special Attacks channel positive energy 7/day (DC 21, 8d6), divine
presence 15 rounds/day (DC 21), holy lance 2/day (7 rounds)
Domain Spell-Like Abilities (CL 15 th ; concentration +19) touch of
glory 7/day, touch of good 7/day
Cleric Spells Prepared (CL 15 th ; concentration +19)
8 th —frightful aspect, holy aura D
7 th — Summon Monster 7 (4x azata) holy word D (DC 21), Repulsion
6 th —blade barrier D (DC 20), greater dispel magic, heal (2)
5 th —dispel evil (DC 19), flame strike (2) (DC 19), Wall of Blindness (1), true seeing, Summon Monster 5 (2x hound archons) (1) right
eous might D
4 th — freedom of movement, holy smite D (DC 18), Calamitous Flailing (3), Blessing of Fervor (1)
3 rd —Wrathful Mantle, dispel magic, magic circle against evil D , prayer, protection from energy, searing light
2 nd —aid, align weapon, bless weapon D , lesser restoration, shield other, spear of purity (DC 16)
1 st —bless, comprehend languages, detect evil (2), divine favor, protection from evil D , shield of faith
0 (at will)—detect magic, light, read magic, stabilize
D domain spell; Domains Glory, Good
TACTICS
During Combat The Lord-Abbot is first and foremost a spellcaster. He carries a largely ceremonial longsword and he isn’t bad with it but almost never uses it in a serious fight. He has a
high perception and likely will hear the PCs coming from a mile away. That means he will be ready for them. He casts frightful aspect, true seeing and his scroll of greater spell immunity on himself. He uses holy word in the first round of combat and then uses powerful attack spells like blade barrier and flame
strike to great effect. He spares no resources. He will use everything in his power to win this fight. If wounded, he is quick to restore his own wounds using heal. He will not retreat from this chamber nor flee the battle. The ritual he is conducting has to be done here. If the tomb of Saint Macarius is desecrated, all his work will have been for naught. If our villains retreat, the Lord-Abbot will not follow. He returns immediately to his work. He realizes that they will almost certainly come back but he cannot help that. Morale Lord-Abbot MacCathlain fights to the death.

STATISTICS
Str 20, Dex 14, Con 14, Int 14, Wis 20, Cha 14
Base Atk +14/+8/+3; CMB +17; CMD 30
Feats Channel Smite, Combat Cast, Extra Channel, Improved Channel, Improved Initiative, Leadership, Selective Channeling, Turn Undead, Weapon Focus (longsword)
Skills Diplomacy +20, Heal +23, Knowledge (religion) +19, Sense Motive +23, Perception +20, Spellcraft +19
Languages Celestial, Common
SQ aura
Gear Scroll of flame strike (2), scroll of greater spell immunity Ot er Gear breastplate, healer’s kit, heavy steel shield, wooden
holy symbol of St. Macarius, longsword, headband of mental
prowess +2 (intelligence and wisdom, perception skill), key to
his room (2-4) and the treasury (1-19)


So I have a player who has chosen this spell. I’ve seen very little about clarifications and what I have read is not in any common agreement and I would like your opinions of some changes I wanted to make just to clarify the spell but not endanger it.

http://www.d20pfsrd.com/magic/all-spells/b/battlemind-link/

You fuse your thoughts with an ally’s, allowing the two of you to fight in tandem, perfectly coordinated. If not in combat you and target ally each roll 1d20 and you take the higher roll as well the higher of the initiative modifiers. This will result in both of you having the same initiative. Use standard initiative rules to resolve that tie. If this is a tie with another creature in combat, use the same rules but you both move as one to determine your order in initiative.

However, during the heat of battle whoever has the lower initiative score increase it to the others and will be placed next to other. This will result in both player’s having the same initiative. Use standard initiative rules to resolve the tie. If this is a tie with another creature in combat, use the same rules but you both move as one to determine your order in initiative. This has three effects

Melee: If you both make melee attacks against the same creature, you both make attack rolls and use the higher result for that attack roll. Continue this up to the number of attacks you can make with one full round action.

Ranged If you both make ranged attacks against the same creature, you both make attack rolls and use the higher of the two dice for either attack rolls. Continue this up to the number of attacks you can make with one full round action.

Spell: If you both cast spells and target the same area or same creature, affected creatures take a -2 penalty on their saving through against the spell. Continue this up to the number of spells you can cast with one full round action.

If an effect changes an initiative score, you can’t see each other, or either of you is unconscious or helpless the benefits are lost.

So that’s what I got. I’m sure there may be some holes in it still but I tried my best to keep it a decent spell and make it understandable. If there is a different way to rewrite it please reply. I’d like to present this to my player next week.


No matter how many times I start a session, am in one, not part of one and someone asks I never full understand what the costs of this stuff is.

In today's example we're trying to determine the cost of a + 1 Chain Shirt of Spell Storing.

In the other example we're trying to determine the cost of a +1 Corrosive Burst Great Axe

What is the cost of such an item and how do you get to that price?


So my players are on day 4 of week 8. They just handed Traya's group their hind ends and let them all live and have effectively recruited them. I apologize this is going to be very long winded and I hope you'll stick through to give your input.

So to give some background here:

If you have played this book as the GM or the players through, you know on week 5 you know it says:

Event Three: Vengeance by Night (Week Five)
After the ritual begins, the Horn reeks of evil. It is this very reek that draws a pair of moon dogs out of the deeper Caer Bryr. Bethaniel and Darus Dandra are children of the Prince of the Moon.

These sisters and self-appointed vanquishers of evil keep their own counsel and bow to no authority on this plane of existence. These enigmatic creatures have long stalked the endless forests of the Caer Bryr cleansing it of any corruption they may find. They are in their own way crusaders dedicated to seeing the forest remain unsullied and pristine. When they sensed the doings at the Horn of Abaddon, the sisters knew that this was their calling.

The moon dogs are stealthy and cunning. They know that a frontal assault against so evil a bastion is folly. Instead, it is the sisters’ hope to infiltrate the Horn and begin picking off the underlings.

So, I have been RPing these Dogs as it describes as very cunning beings. Unfortunately for the players, they had a former player that turned NPC (he left the group) and left his character in the room that drives you insane. So as this NPC started killing people, the Hounds Were also doing some of their work.

It was not until into week 6 that they learned of the NPCs doing and killed him but are now on constant watch for the moon dogs.

With their Non-Detection and Invisibility and Shades SLA they have really been trying to cause trouble.

During week 5: They stealthed about, learning the people of the horn, what they look like, what their plans are and so forth. Ezra the wraiths know about it at this point but care to do nothing. Their agreement with the party was more along the lines of don't kill us and we will give you souls. Raw deal but they were weakened when they met Ezra and didn't want to die.

Their only first real attempt at messing with the party was after the leader of the players commanded everyone move to the 2nd floor temple (they have around 70 npcs here doing work) and the moon dogs used they bay ability and scared all but the party (something I expected since they all have good saves). Then they summoned a slew of invisible stalkers but called them back only after a couple rounds of attacking just to mess with the party.

Week 6: At this point the Moon Dogs have learned the ins and outs of the place and who the high ranking people are. Since the NPC has been killed they start causing trouble. No front attacks just trouble -- That is why on level 2 in the temple area the Dogs summoned through shades -> summon monster 6 - 1d4 + 1 (each) Huge Earth Elementals.

The rolls were in my favor and there were 7 of them summoned. To give you some context:

A huge earth elemental is 32 feet long and weighs 48,000 pounds and there are seven of them summoned. They were ordered to jump up and down and pound their fist. That was mostly for fluff because it left seven holes in the 2nd floor and this leaving the 1st floor area difficult terrain.

Ok, pretty good so far. They almost got caught but the Elemental really deterred the party from doing anything.

Middle of week 6 - Week 7: The party is all level 7 now, and three of them picked leadership and created an organization.

Between the invitation to the baron's ball, and week 7 starting, I used one of the player's cohorts story be connected to the boggards and one-eye in week ten.

Not going to go into all of that but basically the party left to help this cohort get his spell book, easily killed one-eye and were on their way back.

While gone, the moon dogs pulled one hell of a whopper on the party.

One of the dogs via summon monster fooled the golem with creature that could cast major image and made it look like three of the players and it fell for it, so it was ordered to protect the boggard village and of course it massacred some of them.

The other boggard summoned lilends to charm Grumblejack who has since transformed, and thus commanded him to tell all of his minions in this complex to leave at once and go rebuild the church in Farholde that was burnt down (yeah my players are busy)

So as they left for the barons birthday, they knew they were light on protection and didn't want something bad happening. They planned on chasing down the 60+ minions that have left and have them return back.

This meant asking the help of Ezra who at this time has 8 wraiths now. I let the players actually fight the moon dogs as the wraiths. The moondogs were taken by surprise but as the morale and rping tips say for Ezra I ruled they would not sneak up on these dogs, they are too over confident for that.

It was a weird fight. The moon dogs summoned lightning elementals and skated out with thier lives.

This protection was done in trade for an action of the week getting peasents and ezra got 4 more souls. lol

Week 8:

The dogs have not attacked since the wraith. Traya's band is defeated.

As something I forgot to mention the first floor is actually flooding from the fountain because the party rigged a funneling of logs that spread the water all over the lower part and too moon dogs that is bad news. It is unholy water.

------

Here is what I was thinking of doing.

The Dogs are smart. They now know that the party is there, what they can do, and that the wraiths are on their side now or at least attacked them and are worried about what could happen next.

They know that if the party + the wraiths caught them even with their expanse of Summon Monster spells via shades (seems to be the best option) it would be very difficult to beat them. Yet, they do not want to give this up.

I was thinking Since week 8 is done early and traya and her group is caught, week 9 is a dead week, as is week 10 because one eye is dead, and since week 11 is dead because it is just a warning message about a dragon to:

have the moon dogs use Alter Self and get to the sisters of saint celeste and throught he aid of Abigail (level 9 cleric) try to get her to send nuns to fight with them (maybe something like 2d4 + 5 non magical ones or 1d4 + 1 magical ones) or even Abigail her self to help.

The Dog have made such an interesting twist I would really hate to waste basically a month of in game time on doing nothing. Sure the players can keep themselves occupied but it would be a boring ordeal.

What do you think?


I don't see it listed here, but when you make an action that doesn't have a relevant score to add to the d20 roll, what do you choose? Anything you want?

See here:

Abduct Peasants (violent action): You need peasants
(lvl 1-3 commoners) for your gruesome experiments or
perhaps as monster chow. Roll a Ruthless Check.
Success: You abduct 2d6 Peasants
Failure: You abduct no one.
Natural 1: Failure and -1 to Secrecy.
Natural 20: Success and +1 Ruthless.

As you can see that calls out that you must use a ruthless check.

But this:

Grave-Robbing (skilled action): Your organization
violates graves to acquire corpses and skeletons for you.
Success: 2d6 corpses or skeletons are acquired.
Failure: You are revealed. -1 to Secrecy
Natural 20: 4d6 are acquired instead.
Natural 1: As failure, but a number of minions
are caught and hanged. -1 to Survivability.

Doesn't say anything.


Are these guys when using Animate Dead (or similar spells) limited by HD or are they just required to meet Diplomacy checks?


I've seen a lot of threads on this topic but not exactly the scenario that I as the DM will be putting my characters through.

In this particular adventure, they are being tormented by a couple of moon dogs. They sneak around invisible killing guards and the moment they hear anyone coming to check on them they simply stealth (the place they have taken over is not well lit in all places) and use telepathy (no speaking) to know what they are thinking, where they are going.

Well, in response to the last murder, they gathered 72 of their assorted workers, and themselves and went into one giant room. The moon dogs made an appearance but didn't have to go invisible because the doors to the room are closed but the walls are not terribly thick and the doors are just wood.

They activate an 80ft radius howl, and none of the workers passed, and went running to the farthest back part of the room. And now the group is waiting at the door for something to come through, a knowledge check (planes) did reveal that they are dealing with moon dogs.

What I plan on doing next is, both will use Shades to cast summon monster 8, (choosing to do 1d4+1 invisible stalkers) and leave the area but not before commanding their troops to go in through the door and start attacking.

Now, this is only going to last for 9 rounds (1rd a level = 9hd = 9 rounds), but that is enough time for the moon dogs to leave undetected, and the party will have to engage these stalkers (and of course assume these are what were causing the problem after all)

Do you award XP do these summons? Would you?


So I have a lot of miniatures collected over the years and just about anything my players want to be I can give them something close to use. But the Trox is one thing I just can't find anything for.

Any clues?


I made a thread a while back but my character has changed so much from that, so I figured I would start again with just the basics.

Stats:

16-----17-----16----14----18-----13

Str -- Dex -- Con -- Int -- Wis -- Cha

Alignment Either L/G or L/N, leaning L/G now.

Race: Trying to narrow down between Dwarf, Oread, or Samsarans

Class break down options i was thinking of.

ZA 3//WP 17

ZA 4//WP 16

ZA 6//WP 14

The Blessing I was considering, due to the main threat of undead, and that is the kind of shtick I was going for, (undead slayer while being archer yada yada) would be Good and Lawful. Though this is not really solid yet for me. I just like the idea of being able to have as much damage added to my shots as possible.

That's what I got so far at this point now. I'd like to keep it with in the constraints of warpriest and zen archer.

But I'd like to hear what the community has to offer on the possible mixing and matching of the build.


1 person marked this as FAQ candidate.

It reads:

Pummeling Style (Combat, Style) You collect all your power into a single vicious and debilitating punch.
Prerequisites: Improved Unarmed Strike; base attack bonus +6, brawler’s flurry class feature, or flurry of blows class feature.
Benefit: As a full-round action, you can pool all your attack potential in one devastating punch. Make a number of rolls equal to the number of attacks you can make with a full attack or a f lurry of blows (your choice) with the normal attack bonus for each attack. For each roll that is a hit, you deal the normal amount of damage, adding it to any damage the attack has already dealt from previous rolls (if any). If any of the attack rolls are critical threats, make one confirmation roll for the entire attack at your highest base attack bonus. If it succeeds, the entire attack is a confirmed critical hit.

So, lets say I am a level 1 monk, through abilities, I end up having a +3/+3 when I use my flurry of blows.

Does this mean I go to attack and if I roll, on the first hit I deal 4 damage, and on the second hit, I roll again and get 3 damage, does the second hit actually deal 7 damage? And if I had a third hit, and it dealt 2 damage, I would then add the previous 7 damage to that, for 9.

Meaning I would have deal 4+7+9 damage?

I'm just having a hard time understanding why this feat is useful if it doesn't work that way. Why would you purposely take a feat that only gives you one chance to crit even at your highest attack, for no other benefit.


I'm trying to build a cohort but I need a native outsider, but I was trying to use a mephit from my adventure path.

Is this possible?


4 people marked this as a favorite.

I would like to state first something for want of a better word a disclaimer.

This feat gets a lot of heat attached to it, and I understand that. I noticed one of my players took a trait that gave a bonus to leadership, and since this is the first 100% PF sessions we are running, I told him, I'll allow it but lets talk it out.

He is also a GM, we usually take turns every 6-7 months or so running different sessions. So here is what we came up with, just want to know if you think it's fair.

+ The feat itself remains unchanged.

+ Cohorts will always use Heroic Array.

+ Followers will always use Standard.

+ Player controls mechanics and combat of cohorts, GM controls everything else.

+ Player controls everything else in regards to followers for purposes of skills and mechanics, and combat should they bring it, GM controls everything else.

+ Experience is handled as per feat.

+ Treasure is split between Cohort and Player, but player must be the one to bring it up with the group should they want their Cohort taking a share of the money. GM may also monitor this, if the Cohort seems to be getting neglected.

+ When a player says they want to take Leadership, GM will ask what role do you want this cohort to full-fill and was their a particular race?

+ GM creates NPC from scratch, and shows it to player, and player has 1 veto to have the GM go back and change it, proving the player gives helpful suggestions. Just saying no is not enough. (Example, Player was interested in attracting a ranged archer character, and DM provides monk, but player offers suggestion of fighter because he too is a fighter and is not as disciplined as a monk.)

+ From there, when a cohort levels, the player levels the cohort up.

+ Upon taking the leadership feat, GM is expect to have a cohort ready to go, before the player meets his or her next levels after taking the feat.

+ Should the Cohort die, and is not revived, New cohort is chosen with out regard to player interest, and must be provided by the GM before the player reaches the same spot in her next level. So if Cohort died half way to level 10, GM must provide new cohort before player reaches half way to level 11.


When you move diagonally, do you have to continue the 1-2-1-2 movement if you have started new series of diagonal movements?

Even though this question should be very easy to answer, explaining it always seems very difficult, so I am just going to link a picture and ask if it is right or not.

Picture to better illustrate what I am asking.


So for a mummy's mask adventure I got my Zen Archer figured out. Going to level three and branching off.

After really digging into it, and reading over the Samsaran, I'm going to go full blown into eradicating undead in anyway possible. What archetypes, feats, spells, domains, traits, or anything would you choose to achieve this?


In our Mummy's Mask group, we have an Ifrit sorcerer, elemental fire blood line. We're choosing spells, but is there an easier way to find all the ones that are fire based?


I like the race, but I love my story telling and when I make a character I go very deep into detail of it.

But the Advanced Race Guide is rather lacking. Is there any other information out there to read?


Hey Everyone,

So I'm pretty much finished with my Zen Archer and just wanted some over all thoughts about it on a couple fronts.

1. How my first level choices look overall.

2. How I can better myself against the undead.

Starting Level: 1

Ability Scores: (in common order str, dex, con, int, wis, cha) (24d6 dice pool with 4d6 assigned to each roll, we rerolled ones)

16-19-16-14-19-10

Race: Vanara

Alignment: L/N (at least until I feel Zen Archer no longer aids me in my task and I may start to lean more N/G)

Feats: Perfect Strike (B), Precise Shot, and Tree Hanger.

Traits + Drawbacks:

- Rich Parents Start with 900gp
- Doubt: You lack confidence in your abilities or confidence in the universe at large. Whenever you fail a skill or ability check, you take a —4 penalty on that type of skill or ability check for the next hour.

Trap Finder: (+1 to disable device, makes it class skill, and I can disable traps like a rogue)

Wisdom in the Flesh (Irori) [Disable Device]: Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own. Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you.

Languages: common, vanaran, goblin, sylvan

Items: 3x Sacks and a backpack masterwork

Sack 1 hold my hammock, Spare quiver of arrows, the other two spare sacks, hooded lantern, 2x pints of oil, 6 days of trail rations.

Masterwork backpack : in this is my canteen with water, it holds my 10ft pole strapped to it, master work thieves tools, chalk x10, flint+steel, 1x torch.

All money is spent.

Weapons:

MW Composite Longbow Mighty 3

Temple Sword (exotic counts as monk weapon according to ultimate equipment)

Clothes

Monk outfit, nothing else.

Current load is almost 40 lbs just a bit under half of my total light load.

..................................................
..................................................
..................................................

Now, as far as the undead aspect, this is from the GM. He has shown us the Player's Guide for this setting and after reading it screams Undead.

(I don't want to know if this is true or not)

Since we are supposed to be locals, I think it is a fair assumption to make. Now, typically archers or rather piecing weapons, take the biggest hit in damage against most undead.

If I wanted to be able to excel at dealing with Undead but not let it consume my characters every waking moment, what would you suggest?


Or can one cherry pick what they want made?

Like if I am able to walk into a shop and order a Bane Cross bow.


I posted this is the 3rd party publisher area and I think that was a mistake, I think that is where 3rd party publishers go to post things. So sorry for the double post, I'm still new to these forums a bit. With that said:

Way of the Wicked is an adventure path created by Fire Mountain Games.
http://www.firemountaingames.com/products.html

My group just started on May 24th with this AP, and thus far are absolutely in love with it. I have created a blog dedicated to trying to fantasize or journal their adventure.

http://d20evil.blogspot.com/

I'm trying to keep as much crunch out of it as I can and stick to the fluff and flavor for your reading. However if you want to know anything about the classes/archetypes/races just ask I will post about it on here :).

Entry 1: The Escape

Entry 2: First Blood

Entry 3: Hell Inside of Hell

Entry 4: The Final Trek

Next session is on June 7th, so stay tuned for that. :)


1 person marked this as a favorite.

Way of the Wicked is an adventure path created by Fire Mountain Games.
Fire Mountain Products

My group just started on May 24th with this AP, and thus far are absolutely in love with it. I have created a blog dedicated to trying to fantasize or journal their adventure.

d20evil.blogspot.com

I'm trying to keep as much crunch out of it as I can and stick to the fluff and flavor for your reading. However if you want to know anything about the classes/archetypes/races just ask I will post about it on here :).

Entry 1: The Escape

Entry 2: First Blood

Entry 3: Hell Inside of Hell

Entry 4: The Final Trek

Next session is on June 7th, so stay tuned for that. :)


This month I start a brand new adventure in the Way of the Wicked series, a pathfinder compatible adventure path that lets the players be evil. The setting of this adventure is a world that is almost completely at peace and a predominantly lawful good. Further more the adventure path's setup makes a few points very clear.

1. They have been branded (literally) "F" for "Forsaken". Apparently this is very bad and a very clear sign you are one bad dude.

2. The overall goal is to destroy the realm's structure of peace and instill your own law under the power of Asmodeus.

3. That teamwork is an absolute need. (pushed by the fact the adventure path bans all good alignments and chaotic alignments)

Books Allowed: Advanced Race Guide, Advance Class Guide, Advanced Player's Guide, Core Rule Book, Ultimate Combat, Magic, and Equipment, and all psionic book published thus far by Dream Scarred Press.

Now, this is the team as it stands and a small blip about the possible build and player and possible optimization.

LE Half-Elf Fighter
(Has DM'd before, fairly experienced in 3.0/3.5 - making this a ranged build)

LE Half-Elf Slayer
(Friend of Half-Elf Fighter, knows 3.0 and 3.5 rules well - making a ranged/melee hybrid)

NE Catfolk Fighter
(Very quite person, very much a ROLL-player, like chucking dice and not much more - Ranged only)

LE Teifling Magus
(Very outspoken person, has about 10 sessions under her belt, played as wizard, psion, and a wizard again, wants to really push the Magus to as far as she can get it)

NE Teifling Cleric
(Easily the oldest person and most experienced by far. Been playing D&D since the early 80s)

NE Goblin Alchemist
(Played about 6 sessions with us, but his parents (he's only 14) are huge rpg and board game players so catches on real fast)

Let me preface that my players want xp based progression. They do not like me handing out levels.

Because pathfinder has three different speeds to level up, and after doing some basic math to see the module I believe has the party leveling up somewhere between Fast and Medium progressions (this is based on six people, I bet with four, it is a solid fast progression). Because I'm 95% sure these players are highly competent enough to work together and overcome, and because there are six of them that their action economy is going to edge them out in most battles I think I may set the level progression to slow.

My thought process is, it's going to create a disparaging effect between what they are put up against vs the level they are. It should make them have to work together even more so than they do. I kind of feel since we've been playing 3.5 for over a couple years now, they have relied a lot more on their brute numbers and actions rather than each other and I'd like to change that dynamic and set that standard going into Pathfinder. They won't know of course the levels of the monsters they are fighting, but they all will know their own limitations and treat each encounter as though it could be their last. I want them to feel like out laws, I want the world to really feel like it is against them and the struggles they face will be immense because they are trying to take on a good world starting from literally nothing. (they start in prison with nada)

Is this going to accomplish it or at least aid in my vision?


Do the alternate racial traits count towards the limit given on page 326 of the advance player's guide traits? like if a dwarve takes ancient enmity, can they still take Armor Expert from combat and Birthmark from faith traits if the max traits allowed were two as the book says is recommended?


I am curious what the thoughts of the pathfinder community are on the subject.

Epic Level play has become some what of a forgotten aspect of many games which is a shame.

What are the reasons?

Almost everything that previously was 3.5 D&D seems to have translated well enough, but Epic Level play is still left behind.

Is there anything good that can be salvaged from it?

Would it be best to have a brand new system to build from?


I'm working with my current d&d group to slowly try out pathfinder with a module we want to do, and I'd like to keep it purely pathfinder.

I have a player who was very interested in the hexblade. Do you know any class that best represents this?


I'm going to start running the way of the wicked module, with straight pathfinder rules.

I've not played any thing related to pathfinder, only allowed my players to use feats/characters and such in my Dungeons and Dragons 3.5 Games.

When you have a monster that says it is a CR 3 but also says XP 800.

Is that an alternate way to give xp, or is the xp listed the calculated amount of given experience for that CR.

This probably sounds like a really stupid question, but in D&D 3.5, they don't give you the experience points right on the monster block, they make you have to figure it up based on the CR.


Does the Positive Energy Aura of a Vivacious creature stack for someone if they standing within two or more Positive Energy Auras?

For Reference:

Positive Energy Aura (Su): Any living creature within 10 feet of a vivacious creature gains 1 hit point per round due to the aura of positive energy surrounding it. Creatures that exceed their full normal hit points from this effect need to make Fortitude saves as if in a positive-dominant environment. Creatures with immunity to positive energy effects, as well as other vivacious creatures, are not affected by this aura. If conscious, a vivacious creature can suppress this aura as a standard action, but the creature takes 1 point of Strength damage for each full minute that the aura is inactive. The aura always functions while the creature is unconscious.


I made the mistake of starting off Age of Worms with a group of level 5 adventures, who were half way to level 6. I scaled Whispering Cairn as best I could, they still waxed it and I did a little better with Filge.

The rest has taken some explination. So I will go over it. I hope you'll read it and bear with me.

So here we are. Dourstone Mine. They managed to beat Filge into submission and took him as a companion with them. However, I've establishd a small twist, Balabar and his cronies have taken hostage a Barbarian/Fighter/Beastmaster in the group, killed his three animal companions, and left the following note for the group after advising them of what they need to do, to get their friend back.

======================================================
Hey chumps. I hope your night was rough! I figured it has been about a day since we last spoke and I am quite sure you are ready to begin. You know what is at risk. My comrade Filge is keeping me updated with messages of your lack of progress magically. Every 12 hours that goes by and I have not gotten a positive report from Filge, your mouthy young barbarian friend s being magically drained by a good friend of mine. Chop chop!

Cheers suckers,

---Balabar
=======================================================

I did this part because the Barbarian is actually my sons character he's 8 and basically got in trouble so he was grounded from d&d, and because I feel his character has gotten out of hand, with how much he can handle (it and three animal companions due to beastmaster/wild cohort/bought riding dog) I needed to bring it down so he can start again. When it is all done I am going to leave him back at Barbarian 2/Fighter 2. Keep this in mind, I'll get to it in a moment :).

Now, here is the group as it currently exists.

In party
Level 6 Cleric
Level 6 Rogue
Level 6 Wizard
Level 6 Barbarian (not the one above)
Level 6 Ranger
Level 7 Wizard (Filge after I scaled him)

Out of Party
Level 5 Fighter/Level 1 Stonlord - This character has left while the rest of the party is going to the mine. He is in the Tomb of Zosiel under ground to fulfill his stone lord quest.

Level 2 Barbarian/Level 2 Fighter (the one above)

I read over the scaling and it just isn't going to cut it for this party, I can already see they will blow it away as is and even with the slight incrases the module suggests.

I am going to suprise the rest of the party during the Ebon Aspect fight, when Tordek and Termod (the two out of the party at the moment) return to aid the party in a Last Stand against the aspect. I'm going to explain this turn of events by informing Tordek that his fasting time for stonelord was sped up because the tomb of zosiel has a different effect on time, and when he was finished, since they befriended the rival adventures earlier when they arrived they helped him break termod free.

So that's what I'm dealing with. Filge is going to be tray the party but not until the ebon aspect fight.

Any ideas overall?


So I am in the age of worms campaign. We are almost finished with the Whispering Cairn, and will be going into the final resting place, we killed the wind warriors, and soon will confront Filge.

My issue is, I started this campaign, after I already got them, into a small adventure of my own, a dungeon, that left them at level 4 and some change, and a ship ride that took two weeks, and caused them to get to level 5.

Well, we enter the whispering cairn at with 6 level 5s, a flesh raker animal companion, a wild cohort wolf, a swindlespitter animal companion, a riding dog, and a bear that was reared as a cub and is (due to a funky system we homebrewed up) a medium critter, with stats between a wolf/flesh raker. not nearly as agressive and potent, but has a few d4 attacks. Eventually it'll get to be the same as the monster manual version.

Anyway, when we complete this dungeon, They thrashed everything I had thrown at them, and that with the adjustments they suggested in the little "scaling the dungeon" side bar things, and even with my own additions. Like if they said to add an extra this or that, I would add one more extra of this or that, and then ramp up the HD to as high as I could.

The Wind Warriors at the end were both 18HD creatures, and through just bad rolls, we taken down. I guess I could have just sat there and floated over the darkness and sonic blast them until they all died, but I didn't want to cheese out the entire fight.

So here we come to Filge....

There are a few different encounters but clearly they were meant for a low level party probably at this point level 2s or 3s and only 3-4 people. We have almost TWICE this many bodies, and though you are not suppose to count animal companions and animal cohorts, and handle animal things, I'm finding it increasingly more difficult to ignore them in the course of building encounters.

See, at first, I was a nice dm, a kind dm, one that would make challenges interesting, and fun, and I stilll want to do that, but it's time for them to actually face CHALLENGES. I read in the DMG you should use up about 10-15% or something of their resources with each battle, but they just keep on trucking.

As I'm mentioned in another thread, we got a ranger, a cleric, a rogue, 2x barbarians, and a fighter, and as above 5 other animals. I joke alot that they have a zoo. This is all well and good.

Anyway, onto Filge, the due has a small observatory, that has some undead here and there. As default it is:

1 Tomb Mote
3 Skeletons with cross bows (plain jane ones from the MM)
9 useless zombies that are only there for a magical show, they don't fight
then the boss which is:

A level 3 Wizard (Necromancer)
He has 4 zombies in tanks that will break out on his command, 3x trogs and a bugbear.
He has a plain jane skeleton who walks with him.

Now here are the potential changes I am thinking of doing:

4x tomb motes, all max hd possible, as they find the one in a broom closet 5x5, I figured why not 4, they can fit right?

Now the skeletons are going to be absolute pushovers, this I know, so they only thing I could think of, because this observatory is soooo damn small, that I would give them poison bolts with Purple Worm Poison. Most of my group is fighter based, so fort saves are pretty hard to beat.

The on the boss, I have him set up as a 7th level focused specalist wizard that takes spell focus, and greater spell focus. he has aburation and trans banned according to the module. But the room it self, is lik maybe 35x35? and his work area is in a 5ft stepped in part that you take stairs to get to.

I originally attempted to use ogre zombies or miniotaur zombies, while keeping the wizard at like a level 4 or 5, it was just so crowed it was impossible.

Maybe I'm just over looking some tools a dm could use, but the cr ratings and what should be powerful and what actually IS powerful is really messing with this module, at least until the module finally catches up to the players level, which I fear won't be until maybe another 2 magazines.