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I'm looking for ways to enrich the Alushinyrra experience for my group. I'll use the Battlebliss and Rapture of Rapture "encouters" plus some more combat encounters (some random combat of the "hey, who are these good guys?" type plus a confrontation with a local slave lord or "crime" boss in order to raise notoriety). Still... I want more than combat. So, I'm looking for ideas for non-combat encounters that could lead to making the PCs notorious in Alushinyrra. Any ideas are most welcome!
So, I'm playing a rather succesful reach trip character and at this point I'm not certain how should I evolve him best! He's a Dwarven Fighter 4 (Polearm Master) / Barbarian 2 (Brutal Pugilist / Urban Barbarian) / Alchemist 4 (Vivisectionist / Internal Alchemist). Obviously I'm all for having options, so... give me options! :) Featwise he's got Combat Expertise, Improved Trip, Greater Trip, Combat Reflexes, Felling Smash, Power Attack, Iron Will, Improved Critical and Steel Soul. The campaign (Kingmaker) will (most probably) last till the 15th lvl and I'm thinking on continuing with Fighter levels, therefore I'm looking at 5 more feats (any reason to continue otherwise?). So... what feats would you suggest I go for? I'm thinking of... ... the Vital Strike line which could lead to 12d6 damage standard attacks with VS and IVS (using an Enlarged Dwarven Longhammer of Impact) possibly maximised with Furious Finish. ... raising my attack bonus with Weapon Focus, Greater Weapon Focus, Fury's Fall and even Furious Focus. ... getting generic feats such as Improved Initiative, Lunge, Improved Iron Will, Lightning Reflexes, etc. ... ??? As always, your insight is appreciated!
Now, don't get me wrong, 6 part Adventure Paths are excellent, my group is having a blast going through them! Yet... many times I've seen the authors trying to fit lots of interesting stuff in some adventure only to have them reduced in scope or suppressed somehow or even cut out entirely due to page count limitations. Worse, sometimes this affects the entire Adventure Plot, leading to plotholes and "weird" shortcuts. Thus my request for a 12 part Adventure Path. Paizo has proved time and again that they can pioneer excellent innovations, the very concept of an Advenure Path being, most probably, one such (weren't the APs posted in Dungeon the very first ones ever created for D&D?). Why not tear down one more limitation? If there's anyone out there who can actually create a beautiful, masterpiece 12 part Adventure Path, well, it's Paizo. What do you people think?
The Brutal Pugilist's Savage Grapple ability allows the barbarian to make attacks of opportunity when someone tries to grapple him even if that someone possesses Improved Grapple or using the grab special attack. It further says that if the AOO succeeds, the barbarian gains a +2 to his CMD versus the grapple attempt. My question is and excuse me if I sound silly, does the AOO deal damage normally as well? Or does it only confer that +2 bonus to CMD? Thanks a lot in advance for your insight!
So... my group is nearing Drezen and I just realised that the city is rather... empty! I mean, sure, it's supposed to be ruined, but, hey, there are hundreds of human and tiefling troops stationed there and many more were there as well before Aponavicius decided to move the bulk of her forces south. That bears the question then. What do these troops eat? The food and water reclaimed by the PC army would last only for a few days so there must be a way for them to resupply! Who repairs their weapons and armor? Where? Who provides mundane items? How do these troops entertain themselves? Who pays them and how do they spent their ill-earned wages? Isn't there absolutely no kind of market / business in Drezen? I'm not expecting civilians, of course, but there must be some kind of infrastructure or else Drezen would collapse, in my opinion at least. What is there for the PCs to conquer? Just a citadel and an empty shell of a city? Help me flesh out Drezen!
Concerning the Polearm Master Fighter archetype, which weapons are considered polearms? Is there some special ability the weapon must have? Reach? Brace? Something else? I'm specifically interested in the Dwarven Longhammer, an exotic large warhammer with reach. Can I use it with the aforementioned archetype?
It seems there's an error in the description of the Resistance Power. The description says you can use the scale to cast Resist Elements, only there is no such spell, right? I think it should read Endure Elements or Resist Energy. Which one is correct? And if the latter, isn't it overpowering, giving resist 30 vs cold / electricity at 1st lvl? Way more powerful than the other scales! Can we have an official response?
Hello all! Don't get me wrong, I really like Paizo's adventures, after all, if I didn't I wouldn't be here, but there are some things they keep repeating that really get on my nerves. One of those, fortunately few, things is the insistence of using letters from villains to subordinates which explain crucial secrets / give essential pointers, as methods of forwarding the adventure to its next stage. Now, some times this may be logical. I mean, not all villains are smart, right? Or maybe the hints lie hidden in the midst of some other type of information that the subordinate had to keep or didn't even have but the PCs acquired through other means. Some times, though, as is the case of "Worldwound Incursion - Handout 1", it's plainly ridiculous. Is there any reason for a cult's cell leader to send a letter to his subordinate containing all the necessary information (locations, passphrase) for the authorities to uproot his cult? And even if there is, why did the subordinate keep the letter and not destroy it? Why was the information not encoded somehow? I can understand the reasons for Paizo doing that (adventure page space, some players might have difficulties following subtler hints, etc.), still... Anyway... my question, thus, is: How would you approach the "Worldwound Incursion - Handout 1" situation, without giving the PCs all those blatant information? How would you point them to the right direction, using subtler methods? Maybe they could encounter cultists above, in Kenabres, and follow them towards one of the safe houses? Or might they find something in Hossila's things that they could relate to some specific place or person? Or... ??? So... what would you do? As always, your insight is appreciated!
Well, subject says it all! A mithral heavy shield weighs 5 lbs and, quoting the PRD, PRD wrote: is much lighter than a standard steel shield. It has a 5% arcane spell failure chance and no armor check penalty Compare this to a standard light steel shield which weighs 6 lbs and has a -1 armor check penalty. It seems obvious that the light steel shield is heavier (6 lbs vs 5 lbs) and more awkward (-1 armor check penalty vs 0 armor check penalty) than the mithral heavy shield. Rules as interpreted by James Jacobs allow casting spells with somatic and material components while wielding a one-handed weapon and a light shield (such as a light steel shield). As far as I know there is no rule concerning what I'm asking but there sure is a rule that mithral armor is considered one category lighter than it's specification. So, even if it isn't RAW, would you think it would be logical to houserule that mithral heavy shields to be considered light? Thanks a lot in advance!
So, we're about to start a new campaign (Kingmaker to be specific) and somehow, even though it won't be an evil party campaign (just no LG characters), I ended up playing a LE cleric of Asmodeus (could be LN as well, but I think it will be much more fun to be LE). I was going to be a proud member of the Asmodean clergy. mostly stressing the Lawful aspects of my alignment and the Cheliaxian way of thinking, but then the GM saw that I had elected the Trickery domain and promptly declared "You shall hide your identity from the party - do it well and you shall be rewarded", the "... or else!" didn't even have to be voiced! ;) So, anyway, how can I hide the fact that I'm an Asmodean cleric when I'm supposed to cast spells? I can get away for some time doing roguish things, but in the end I'll have to cast some spell or to channel energy or ... well, you know, I'm supposed to be a cleric!!! Any ideas? Your insight, as always, is extremely appreciated!
Hi! I was wandering... is there some equivalent action to running using other types of movement, i.e. flying / swimming? In other words, can a creature use a full-round action to move more than double its movement rate using some form of movement other than walking? Please assume that the creature has a listed speed in this form of movement. Thanks in advance for your insight!
Quoting the PRD: PRD wrote: If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell. So, when is someone forcing the barrier against a creature? Suppose a PC, having a Magic Circle vs Evil cast on him, is trying to move in a 10' wide corridor. At some point of the corridor stands a medium-sized evil-aligned summoned creature. If the PC tries to pass beside said creature will he be considered as "forcing the protection from evil barrier" against it and thereby breaking the spell? In other words, does the barrier spell collapse whenever the recipient tries to move near a creature he's warded from? (and by near I mean closer than the barrier's range of course)
Hi! My party is about to fight some Hangman Trees and it's quite certain that the PCs will try to cut the vines grabbing them. I think I should use the sunder rules for this, but what stats (hardness, hp)should I use for the vines? Any other suggestions as to how should I deal with this situation?
Hello people! A Paladin's Smite Evil ability bypasses any DR that the target creature might possess (as long as said creature is evil of course). Does the same apply to the Smite Evil ability of other creatures? For example, the Smite Evil ability of Celestial creatures summoned using Summon Monster spells? Thanks a lot in advance!
Hello people! My wizard just acquired the Wall of Force spell and it occurred to me that several interesting things might happen after casting in a battlefield full of unsuspecting creatures. The spell creates an invisible wall of pure force which would mean that creatures unable to see invisible objects would not be able to detect it, right? Thus, it might try to charge or cast a spell through it... How would rule these cases? Would it stun someone trying to charge through for example (failing a fortitude save maybe)? Would the spell effect take place as if centered on the wall of force (and not expanding to the other side)? Any other ideas? Looking forward to hearing your thoughts! Marios
Hello people, just checking that beastie before I run the encounter and it occured to me that this flying beastie with a reach of 15 ft and a speed of 50 ft could easily spring in range of a character, Vital Strike for 12d6 with a *touch* attack, then fly back above the party's heads and taunt the miserable PCs who wouldn't be able to hit it with anything other range weapons (spells being mostly useless - there are some which could damage the beastie but precious few...). And then, being incorporeal, range damage would be minimal, since the party's ranger doesn't own any Ghost Touch Bow or Arrows... Force vulnerability is a plus, but then again, how many force spells does my party carry? To the best of my knowledge other than Mage Armor and a couple of Magic Missiles, none... (btw, Mage Armor would apply against its touch attack, but would it be possible to negate it?) Am I looking at a serious threat to my party's health or am I missing something? Is there some reason for which Vital Strike wouldn't work? Thanks a lot for your insight!
Hello people! I'm about to run the Illmarsh encounters tonight and I've just realised that even though most of the villagers, the sheriff included (especially him!), are described as devout Dagon followers, there don't seem to be any repercussions to the PCs for trashing the Temple of the Indomitable Sea! Surely somebody should respond to that, right? At least the sheriff, he's a 9th lvl fighter and shouldn't shirk from combat! How would you handle this situation? Thanks a lot in advance! P.S.: BTW, any idea why the Perception DC to notice the slugspawn in Event 4 is so high? Base DC is 16 plus whatever bonus thw slugspawn would get for being hidden, but a total of 31? Isn't that a bit exaggerated?
Hello, confused GM calling, in need of assistance! Page 433 of the CRB contains a table with the adjustments for underwater combat. Everything seems clear until one checks the table's last line concerning "None of the above" that is when one fails a swimming check and has neither magic to help, nor a swimming speed or firm footing. In this case the table lists the adjustment to movement as "normal". I can't possibly believe that this can be correct, right? So... what is the correct adjustment? I'd say "no movement at all", but... Furthermore, what modifiers would you suggest to CMB and CMD when underwater? The above mentioned table states a -2 to grapple checks, but no more than that. Any further ideas? As always, your insight is appreciated!
Hello, confused GM calling, in need of assistance! Page 433 of the CRB contains a table with the adjustments for underwater combat. Everything seems clear until one checks the table's last line concerning "None of the above" that is when one fails a swimming check and has neither magic to help, nor a swimming speed or firm footing. In this case the table lists the adjustment to movement as "normal". I can't possibly believe that this can be correct, right? So... what is the correct adjustment? I'd say "no movement at all", but... As always, your insight is appreciated!
Hello! I'm about to buy some Item Cards that are on sale now during Paizo's Tenth Anniversary Sale and I was wondering if anyone knows if there are common (reused) cards between the decks. For example, I'm interested in buying the Elements of Power deck, the Dragon's Trove Deck and a couple of other ones as well, but I wouldn't want to get the same cards twice! Well, I wouldn't mind a few, but... you know what I mean! So... anyone?
Hello, last night in my gaming session arose the question of wether SR takes effect against Glitterdust. I was certain that it should since the spell directly affected the creature but my players pointed out the spell entry which stated "Spell Resistance No". Checking the "When Spell Resistance Applies" paragraph, it states under effect spells Quote: Effect Spells: Most effect spells summon or create something and are not subject to spell resistance. Sometimes, however, spell resistance applies to effect spells, usually to those that act upon a creature more or less directly, such as web. So, a caster trying to Web a creature must defeat its spell resistance first, right? Yet, Web's spell entry states "Spell Resistance No". So...what's going on here? Does this simply mean, that the effect spell in general is not subject to spell resistance, but spell resistance still applies if there is a creature with SR in the area of the effect (and it applies for that creature only) or am I missing something? Thanks a lot for your insight!
Hi, the description for rust monsters states that "Any metal touched by the rust monster's delicate antennae or armored hide corrodes and falls to dust within seconds". In the stat block though there's only reference to the monster's antennae for the use of the ability to rust. So, does striking the beastie with a metal item (weapon or whatever) cause it to rust (per the antennae's rust ability rules) or not? Thanka a lot for your insight!
Hello! Quick question! When a monster's attack says, for example, "Bite +8 (1d6 + 6 plus trip), does it mean that whenever the monster scores a hit it automatically trips its opponent or does it still have to succeed on a CMB check? Does it provoke an AOO by trying to trip this way? I think not, but, still had to ask! Thanks a lot for your insight!
Hello! Looking for advice for my character! My intentions were to create a mobile, hard-hitting character and I came up with a few thoughts, but I’m not sure as to how should I proceed, hence my request. So, without further ado, I’m presenting you Reemeus van der Valle (currently 5th level)! Reemeus van der Valle
Skills: Perception and Intimidate are maxed out, other skill points spread to various skills Feats: Power Attack, Furious Focus (1st lvl), Cleave (2nd lvl), Iron Will, Step Up (3rd lvl), Weapon Focus (Greatsword), Weapon Specialization (Greatsword) and retraining Cleave to Extra Rage (5th lvl) Items of note: Mithral Breastplace +1, Greatsword +1, Ring of Protection +2, Cloak of Resistance +1, Mask of Fear (or something, gives +5 to Intimidate) Stat point taken at 4th lvl went to Wisdom (13 -> 14), quite possibly this was a mistake as I later realized that Combat Reflexes and the other feats in the Step Up line require Dex 13. Please note that the character won’t go over 15th lvl. Also note that due to personal distaste anything even remotely oriental plus gunslingers are out of consideration. So… suggestions? How should I proceed? Would taking one more Barbarian level for Uncanny Dodge be worthwhile? How about taking a cleric level (note that the party currently does not have a cleric and that RP-wise the character is a Gorum zealot)? Looking forward to hearing from you all!
Hello all, can somebody clarifiy the following for me? Ability score bonuses conferred by magic items are considered permanent after the item is worn for 24 hours, right? Does this mean that they count towards feat prerequisites? For example, can a character having Int 12 take Combat Expertise after wearing a Headband of Vast Intelligence (+2) for more than 24 hours (and assuming he's eligible for taking a feat)? Thanks a lot for your insight!
So, consider the following situation: A fighter is next to a hostile spellcaster and readies an action to "Attack if he tries to cast a spell". Possible scenarios would be: a) The spellcaster tries to cast a spell and is subject to two attacks (an AoO for casting a spell and one from triggering the readied action b) The spellcaster tries to cast a spell defensively and triggers the readied action c) The spellcaster tries to take a 5-foot step away, then cast a spell, in which case the fighter may follow and trigger the readied action (since, quoting the rules for readied actions) Quote: You can take a 5-foot step as part of your readied action, but only if you don't otherwise move any distance during the round If (c) happens c.1) Will the spellcaster provoke an AoO as well if he does not cast defensively?c.2) Would the fighter be able to follow the spellcaster's 5-foot step even if he had moved prior in his round if he had the Step Up feat? (meaning, does taking an immediate action mess up with a readied action?) As always, your insight is appreciated!
I guess it has happened to each of us. At some point or another there would be a horde of weak (relatively to the PC) enemies who, really, have no option other than to try and pile upon the PC in hopes of dragging him down. Right? How does it work though? The rules state that only the first creature to initiate the grapple makes a grapple check, all others roll an Aid Another check (which would be their CMB vs CMD 10, right?) to grant a +2 bonus to the grapple check. Does this imply that all creatures play at the same initiative? What if they did not originally have the same initiative? Do they have to delay? Suppose that the grapple is succesful. In the next round the original grappler rolls to maintain the grapple. All his helpers roll again to aid him, right? Suppose that they maintain the grapple. How many of them are allowed to perform actions afterwards? Only the initial grappler or all of them? I'd say the former, but... What happens when the grappled creature tries to break the grapple? Does the original grappler get some bonus from his friends? Thanks a lot for your insight!
Hello community! In my game's next session my players are about to fight a manticore. I was thinking of having the beast making fly-by attacks in order to minimise the danger to itself, when the following occured to me: a) Fly-by attacks provoke attacks of opportunity (because the attacker leaves threatened space) b) If the AOO is succesful the attacker must succeed in DC 10 Fly check or lose 10 ft of altitude (per the fly skill), which would actually mean to avoid crash-landing as the attacker has already descended to 5 ft in order to make the fly-by attack c) Should the fly-by attack provoke two AOOs (because, for example, there was another enemy standing beside the attack's target) and assuming that both succeed, does the attacker need to succeed twice in the DC 10 Fly check in order to avoid crash-landing? Since, in my case, the manticore has a -3 to its Fly skill and only 17 AC, doesn't Fly-by attack seem rather dangerous? On another subject, any idea what is the requirement for a flying beast in order to snatch and carry a small / medium target in its claws? Thanks a lot for your insight!
Hello community! I'm about to run ToTB and I've stumbled upon the following (do note that I really want things to "make sense"): In the scenario description concerning Hergstag (pg. 22) it is mentioned that the children-turned-wraith spawns lured other children to Brother Swarm's lair to the hill to be turned into spawns as well. Yet, how is this possible? Pg. 24 clearly states that the "wraith spawn "children" wander within a 150-foot-radius of their respective houses", and the hill is way beyond this radius. Furthermore, even if we assume that what really happened was that Brother Swarm laid in ambush near the house of a wraith spawn and used it to lure other children to him, we still have to face the problem that wraith spawns and wraiths are staggered under sunlight, therefore whatever happened should have happened during the night, right? What parents, in their right minds, would allow their children to roam outside after sundown, especially after the first 1-2 disappearances? (Note here that the respective ability of wraiths and wraith spawns is "sunlight powerlessness" and not "daylight powerlessness". Might this mean that they could be active during a cloudy day?). Lastly, is it possible that Hergstag becomes a death trap for the party? There are 6 CR4 and 1 CR5 monster all of which are incorporeal (therefore mostly take half damage) and deal Con drain damage (which requires Restoration to be healed and which most probably is not available in the field to a 4th lvl party). Sure, they don't have to fight all the monsters but they will most definitely have to fight at least one before facing Brother Swarm, who, most definitely, will be at the company of a wraith spawn (or even two in the cases of Maarten-Karin or Allen-Ellsa - ouch, ok, this would be *mean*). So, how did you people deal with the above situations? Thanks a lot for your insight!
Hello all! I was wondering, does the above ability provoke attacks of opportunity? Furthermore, does it have to be used as described in the Bestiary, meaning shift from Ethereal to Material, perform standard action then shift back as a move action or can the Phase Spider stay in the Material plane for some time before shifting back to Ethereal? Is it me or is the Phase Spider an extremely deadly adversary for a 4th level party? (note that it is a CR 5 monster) Thanks a lot for your insight!
Hello all! Per the rules the cost to create a magic item is directly associated to the creator's caster level, right? For example, the cost to create a potion is 25 gp x spell level x caster level while for a fully charged wand the cost would be 375 gp x spell level x caster level, etc. The above seems to imply that if a, say, 10th lvl cleric wants to create a potion of Cure Moderate Wounds at his normal ability, he'd have to pay 25 x 2 x 10 = 500 gp, while if he wants to make it at the minimum ability he'd have to pay 25 x 2 x 3 = 150 gp. Am I right? And if I am, does it make sense? Why pay more than 3 times the cost when you're actually casting the same spell? What, do you need so much more expensive material components? I understand why a better spellcaster would charge more for his items, but why would they cost him so much more to create? Am I missing something? P.S.: The thought arose to me because my party just finished the Haunting of Harrowstone and the village cleric decided to gift them a potion of CMW each. I decided that he'd make the best potions he could (he's 7th level) and then realised that the cost for him would be tremendous!
Hello all! The PHB under "Standard Actions - Attack" states that "A character who can make more than one attack per round must use the full-attack action (see Full-Round Actions) in order to get more than one attack." Why is there explicit reference to characters in this sentence? Do monsters get more attacks per standard action (e.g. if having many natural attacks)? Thanks a lot for the insight!
Hello all! So... subject says it all, right? My party consists of 5 PCs, therefore, unless I upgrade the encounters in the AP's adventures to reflect this, they'd be one level below the expected (by the AP) level for as much as half the AP. Since my players are rather, hmmm.... how should I put this... well, less than competent combat-wise (albeit great role players!), I'd prefer to leave the encounters as they are. So, I'm looking for modules / pathfinder society scenarios to run between the AP's adventures... My requirements are the following: a) The adventure should be set either in Ustalav or somewhere that's really "nowhere" so that I can easily fit it (anywhere) in Ustalav b) The adventure theme would be nice to revolve around Tar Baphon / The Shining Crusade / whatever might fit nicely in an Ustalavic Campaign c) The adventure should not revolve around themes that are found in the AP. It should avoid undead as much as possible. It goes without saying that I do not mind some altering, especially plot-wise, so that the adventure fits better in my campaign. I did my homework and came up with the following: - The Feast of Ravenmoor to be set somewhere between Ravengro and Lepidstad (would probably set it on the other side of lake Lias, across from Ravengro) - City of Golden Death, where they would reach the Isle of Terror via a magical portal located in the vicinity of Schloss Caromarc, in pursuit of agents of the Whispering Way - The Harrowing, after they defeat Auren Vrood What do you people think? Any suggestion will be highly appreciated!
I've read everything I could find on Haunts but I didn't find an answer to my question, so here it goes! How often can a non-suppressed haunt re-trigger? Does it have to wait for its reset time regardless of the fact that it is not suppressed or can it trigger again as soon as its trigger condition is met (as long as it is not suppressed of course)? For example, if the Mourning Maiden triggers when the party gets near it and the party remains in its location (maybe the targeted PC made the initial save and they never realised there's a haunt in the room). When can it trigger again? Immediately (since its trigger is proximity)? After its reset period? Something entirely different which complete eludes my grasp? Thanks a lot for any insight!
The following most probably constitute spoilers... considered yourselves warned! My group is about to enter Harrowstone so I went through all the possible threats they might encounter so that I become familiarised with them before I actually run the game and I came accross a few things I'm not so certain about. So... Concerning Gurtis Vortch (pg. 44): a) Since he's blind he should be denied his Dex bonus to his AC (and it seems to be the case). Shouldn't he be denied the Dodge bonus to his AC as well? Furthermore, two of his feats, Dodge and Mobility, are negated due to his blindness. Is this a deliberate action so that to weaken him? b) If (a) is not correct due to his Blind-Fight feat (interpreting the feat description as "since he's blind everyone is invisible to him"), shouldn't he retain his Dex bonus to his AC? c) Does he need to concentrate in order to use Deathwatch? The spell description does not mention anything like this, but if not, why is there a concentration value for him? Does this imply that it can be disrupted? d) Lastly, how can he get the Weapon Specialisation feat when he's only 3rd-level fighter (feat prerequisite is 4th-level fighter)? Concerning the Mourning Maiden (pg. 49):
Concerning the Splatter Man (pg. 52):
b) Am I correct in assuming that he cannot use his Metamagic Mastery ability on either Empower or Maximize spell (since he only has 1 use of the ability per day)? Thanks a lot for any insight on the above!
Hi, the rules for haunts state that their XP value "is the amount of XP to award the PCs for surviving the haunt, as determined by its CR", as quoted from http://www.d20pfsrd.com/gamemastering/haunts. Yet, what does "surviving" mean? Let's assume that the party encounters a haunt and reduce it to 0 hp, but without actually destroying it. Will they get the listed XP? What if the next day the party must cross the same place, the haunt manifests again, only to be reduced to 0 hp again. Will the part get XP again? I'd say no, but the party did spend resources! If you kill two orcs in a place one day and then kill two more at the same place the next day, you'd get XP for defeating 4 orcs not 2! On the other hand, yielding XP again and again for the same haunt? Hmmm... I'm thinking on awarding full XP for the first time my party defeats a haunt, half that amount for the second time, half again for the third and so on, up to a point when they'd get no XP at all. Does this sound as too much? Furthermore, there seems to be no XP value assosiated with permanently laying a haunt to rest. I understand that this should be mostly tied to what they need to do in order to permanently destroy the haunt, but i guess the haunt's CR should set a hard cap to this, shouldn't it? Thanks a lot in advance for your insight!
Hello, I've just realised that there's a mismatch to Gibs Hephenus's stats and i was wandering what stats did you choose when you run the module... Spoiler: In page 21 where we have Gibs's full stat block he's referenced as human warrior 4 while in page 63, in the article about Ravengro, he's referenced as commoner 2. I understand that most would go for the first choice, but I think I like the second one better, makes him much more vulnerable and thus the moral choice of what to do with him that much harder, at least in my opinion! |