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Rhavin wrote:
I would simply say that it changes the area from a line to a 20ft burst from the point of origin, similar to fireball. Increased damage doesn't make sense to me, they're getting hit with 1000s of watts of electrical energy in either case, water doesn't increase the energy, simply allows it to flow more freely and by doing so spread out more.

Thanks Rhavin. I like your idea, but What I wanted to show was that reflex save for dodging a lightning bolt is not the same on the water.

I like the idea of changing a lightning bolt in a lightning ball on water.
Thanks
Nanmaniac


Hi there, playing with STAP I've found that some of my players asked me about the effect that lightning bolts have on water.
Ok, DMG has its own rules with aquatic combat, but it doesn't say anything about this issue.

I mean, if water is electric conductor material, and the target/s of the spell are swimming or are diving...
They suggested me that if they fail their saving throws, then they'll take empowered damage, and if the'll save the checks, they take normal damage...

I know it's a house rule, but I'd like to know about your suggestions

Thanks in advance

nanmaniac


What about the magazines?
Dragons 348-352 contain The Savage Tiding articles.
Dungeon 114 contains very useful information of the isle of dread (with a huge map)

A question... Does The last adventure use the rules from Heroes of Battle??

Nanmaniac


Jeremy Mac Donald wrote:
Nanmaniac wrote:

We're going to start this saturday... 5 Characters... 1 sorcerer, 1 dwarven battle sorcerer, 1 elf Wee Jas Cleric, 1 suel Psionic Warrior and 1 Focused Evoker!!

Where's the tank in this group?!?! We'll see how they work together
Nanmaniac

If the Psychic Warrior multi-classes and picks up two levels of fighter along the way he'll make a mighty fine tank. A little low on hp but there are a number of powers that can help with that by either raising his AC or giving him temporary hps to work with.

Actually, he's getting the crimson blade evolution (psy warr/fighter). He got the idea from the Splintered Mind society.

Nanmaniac


I have a group plenty of magical users.
First adventure before Savage Tide.
I want them to join together.
Plan: A monthly magical market. Once per month, wizards and merchants sell magical items. THere's a place where you can get a good magical item if you pass a test and pay 5 gp.
It's just a trap, when the character is alone trying to pass the test, a net with a silence spell on it is thrown to the magical user. Then he, incoscious, is left without money or possessions in an alley with the rest of the characters in the group... hihi
Nanmaniac


We're going to start this saturday... 5 Characters... 1 sorcerer, 1 dwarven battle sorcerer, 1 elf Wee Jas Cleric, 1 suel Psionic Warrior and 1 Focused Evoker!!
Where's the tank in this group?!?! We'll see how they work together
Nanmaniac


One million Thanks!!!
I can figure out how to finish these percentages.
Thanks again
Nanmaniac


Hi there,
I've ever liked Greyhawk background and I'm interested in knowing about the percentage of the subhuman races living in Sasserine.
I understand that there should be Olman, Suel and mixed human races.
Any suggestions?
Thanks in advance
Ivan


Nicolas Logue wrote:
I hear there is a pretty kewl article in Dragon #352 (the Savage Tidings for that issue) that offers some interesting Olman type stuff. Just saying.

Wow, let's see if they'll show us some new traits for a human race, new feats or a new race class!!

By the way, is this messageboard about an olman race or an olman weapon? (hehe)
I'd love reading some words about having a wild olman as a Neanderthal race class...
Thanks in advance
Nanmaniac


okok, get it.
If they level up too fast, then they'll get less pxs per encounter, and that level down the party...
Doesn't it?

By the Way... http://personales.ya.com/ivanblanco/Pxs_Calculator.xls
this is my Px Calculator

Nanmaniac


That's ok...

If the players skip part 4 (let's say: they decide not to go down the cave), they will finish with 5662px (3rd lvl).

And well. If they play so well, they have to have some awards!!

Thanks anyway!!

Nanmaniac


hihi, I have a player who wants to be a slave oriented character in this campaign.

I suggested him to play an Olman character. And he told me about the Neanderthals from Frostburn book.

They are humans with some barbarian blood, they are suposed to be in winter-weather places. But I think that they could fit for a wild olman character.

What do u think?

Nanmaniac


Hi there, I'm reading the first installment of this STAP, and I understand that it's designed for four 1st-lvl characters that are supposed to level up till 3rd level.
BUT!!
Counting the number of monsters and the PX awards....
Each of the 4 characters would win 6700pxs!!! (4th level)
Each of the characters would finish with:
562 px (1st lvl) in part II
862 px (1st lvl) in part III
1950 px (2nd lvl) in part IV
6700 px (4th lvl) in part V!!!
Is that correct?!?!
Nanmaniac
PD I have an excel worksheet that calculates the pxs...


What about Mandalay Film? It's a Lars von Trier Film speaking about slaves that just get free...
Nanmaniac


DMFTodd wrote:
What F2K said. True Resurrection works only on a dead body. A magic jar'ed person is not dead.

Ok the situation is that Embril sent body and soul to Wee Jas. Actually he's not dead.

I agree, they cannot true ress him.
Sorry about the st question and thanks anyway


Hi there again...
My party has just finished "Strike on Shatterhorn" and one of the characters has been magic jarred and plane shifted to Carceri. Embril has spoken with Wee Jas and offered the soul of the character with the Smoking eye template as a gift in order to obtain Adimarchus' location...blabla...
Ok, As I read, players can use True Resurrection to bring the soul and the body to life. They do not need anything else.
But, Wee Jas, come'on. Is He/She allowing to loose a soul he/she has? Isn't there any chance to Wee Jas to keep the player's soul prisoner?
As I read, Wee Jas, angrily mooded, would send a minion to revenge this theft. BUt... could Wee Jas turn the soul of the character into an undead in order to prevent true resurrection?
That would pop up a lot of options to play more adventures.
Nanmaniac


walter mcwilliams wrote:


Look in the appendicies in the hard cover and everything you need to start with is there.

Oh men... no way, I've bought all the magazines, but I'm not going to buy such an expensive book!!

I cannot believe, that after following all the SCAP...
Well, what about a cleric of 18th lvl for Jenya... is that correct?
Lower, upper?
What domains...
What possessions...
Can subscribers have acces to a file explaining some missing parts of the SCAP? Like NPCs level progression?
THanks in advance
Nanmaniac


Hi there, my group finally get to the last module!!
The guy who has the somking eye template has been magic-jarred and now I offered to him the choice between Jenya Urikas or NIdrama.
He wants to play Jenya and my problem is... how is Jenya like?
What level? What domains? What possessions? And a long etcetera...
I wonder if there is a description of Jenya Urikas NPC at the thime of Asylum Module.
THanks in advance
Nanmaniac


Hi there again...

There is something I don't like at all about the resolution after the attack to the temple.It's the reaction from the city guards, from the city government.

They are going to look out what happened inside the temple.
I know that the government doesn't want to be revealed any important information. And that they will decide to pay Ike Iverson for all. He didn't follow her headmistress orders, and he paid some assasins to kill the party.

Is it right to say that the party is going to be excluded from this investigation?

Because... What was the motive to contract some assassins? Why did Ike want to kill them?

I'd like to know the answer that the government is going to give to my players.

THanks in advance DMs!!!

Nanmaniac


Hi there,

I'm running "Secrets of the Soul Pillars" with my players and I've reached a very delicated point.

This point is that they've just attacked the Temple of Wee Jas, the most important faith in Cauldron city, and they've just killed everything inside. Everything but Ike Iverson. They've managed to capture him alive!!

They are going to interrogate him and try to get the maximum amount of information from him. It's easy for me to play his role as a character that doesn't matter to die for an unknown cause. He's not going to tell them anything at all, or maybe he could try to guide them to a trap in the soul pillars place. But I think that such an important character as Ike deserves more role-playing.

Furthermore, I know that the players are going to leave him alive (there's an apostol of peace in the group!), probably incarcerating him in the temple of St.Cuthbert...

I'd like to hear any suggestion about the "what to do" with Ike.

Come on DMs...


Before going on with the first adventure, I should specify this:

As I’ve been reading, we have plenty of material about world of Greyhawk (well, it’s the older one!!) and about the kingdom of Nyrond there’s a good history at: http://www.nyrond.org/turbine/page/gazetteer/history.html (The living Greyhawk official site for Nyrond)

I say to play at 586 CY (just after peace of Greyhawk).
I’m trying to choose one of the noble families… (Please some help!)

Summarizing: the known plot is about coming back to Nyrond and finding out what’s going on with that noble family. BUT there is a second plot, only known to the DM…

I was thinking that it’s pretty weird that a noble family from Nyrond has some lands in Lendore Isles. And that’s the point. When the father was young he took a trip there and he adventured for some time. He found in one of those adventures a real weird artifact (or something) with a lot of power, something that was thought to be destroyed.

In some way he hesitated about using it, but he chose to hide it better than before, and keep it away from evil hands.

So, Father owns some lands in Lendore Isles due to those young adventures that gave him some prestige and wealth in that region. For all this time, Father has kept contact with some people there, trusted people. People that would take care of his son in bad times.

AND the second plot is that someone else has found out that the artifact is neither destroyed nor lost. Someone evil wants to own that artifact for himself. Probably, the son has something to do with the location or the way to locate the artifact, something that Son does not know.

THEN we already have the primary plot and the secondary plot… now we have to fill it with details.

Nanmaniac


Kraschyn wrote:


Squid

I like the idea... nanmaniac@yahoo.com

I didnt say anything yet, but i would like to help.

beldoran@aol.com

Kraschyn

The plot line is the following:

There’s a player who is a Nyrond noble’s legitimate son. He was sent to Lendore Isles as a protective measure against the incoming war against the Great Kingdom. His father was afraid that some assassins try to kill him or his family. He sent his son with a tutor.
Now, that war has ended, the son thinks that now is time to come back. When he discusses this issue with his tutor, the following day, the tutor disappears without trace. Anyway, he has a teleport scroll that his father handed to him. When he tries to use the teleport scroll he finds out that this scroll has no magic at all in it.

1st module: Decide which route they must follow to reach Nyrond. That's up to the players. But they have some criteria to follow:
- Keep in mind that they have to travel very secretly, because he’s suspicious about the teleport scroll and the disappearance of his tutor. He thinks that maybe someone who wants him not to come back.
- They may be some spies next to him, or even in near countries.
- Furthermore, if anyone who is not a spy finds out who is, he could be kidnapped.
If they gather information a little bit, they can choose one of these three routes:
1. Aerdi Sea – Lordship of the Isles – Tilva Strait – Densac Gulf – Azure Sea – IronGate – Relmor Bay – Nyrond. Problem: The Scarlet Brotherhood and the pirates. They’d probably finish as slaves rowing in a ship.
2. Aerdi Sea – Kingdom of Sunndi – Kron Hills – IronGate – Relmor Bay – Nyrond. Sunndi, the most trustful and friendly country next to them. The problem is that they are very, very closed and don’t accept foreigners. They are too suspicious of Scarlet Brotherhood. If they try to cross Sunndi, they might show who they are. And that could attract spies or the Scarlet Brotherhood in person.
3. Aerdi Sea – Old Medegia – Thelly River (through Great Kingdom of Ahlissa) – Relmor Bay or Old Almor – Nyrond. Probably, the most direct path. But this route is the second more dangerous. Think that murder and kidnapping are common events in the Old Kingdom. But, it’s a very secretive route, and they would pass unnoticed.
Think that they don’t have to tend towards one of those routes. They can choose, they can be wrong…
Anyway, whatever route they choose they will face a sea travel through The Aerdi Sea … where pirates are very frequent...

Is there anyone reading… I don’t want to waste my time writing no senses...


Dryder wrote:
Amaril wrote:
It's already been noted that maps will now be produced with layers so that one could turn off the DM information layer and print it.
GREAT! I wasn't sure about it. I thought to have heard about it, but couldn't find the threat... Thanx for the info!

YES!YES! I like it, I buy it!!

Nanmaniac


Ok, I know it's out of this point, but I've been thinking in a long-campaign in Greyhawk world.

I know that all of you are know thinking about this great Squid's idea, and I like to participate, but I'd love if you give me some advices about this plot idea:

Setting:
End of Greyhawk Wars.
The Great Kingdom is consumed by internal wars.

A noble family from the Kingdom of Nyrond sent his children out of the war, they were afraid of losing everything (familiy) in the conflict. They teleported his son two years ago to a placement in The lordship of the Isles ( a quiet place to hide, and wait till the conflict ends).

Now that the conflict seems to be ended, the son wants to come back to Nyrond. Problem, he is too young and he has no way to come back (his tutor has died or something similar). He's quite alone (maybe he has some assistants) and has a long way back to Nyrond.

The campaign:

He has to travel through Aerdi Sea till Eastern part of Sunndi. He cannot croos Sunndi, because they are really suspicious of everyone (damned Scarlet Brotherhood). Way to Medegia (now in ruins, a perfect place to run a resident evil module), Great Kingdom of Ahlissa, Old Almor and finally Nyrond.

This campaign is a trip related campaign, so when the party has achieved enough money or experience they can teleport themselves to Nyrond, but the idea is that the party has to be involved in secondary plots that stop them to leave so soon. Somebody is kidnapped, they are captured and slaved, or other ideas...

Besides, they are going to watch some political wars within Ahlissa, and they are going to face a surprise in Nyrond. They won't want him back (a brother or sister...).

I'love to read any comments...

Thanks in advance

Nanmaniac


Squid wrote:

IF YOU ARE INTERESTED IN WORKING ON THIS PROJECT,

(USER CREATED ADVENTURE PATH)

Interested in helping? Leave your email here!

Squid

I like the idea... nanmaniac@yahoo.com

Nanmaniac


Big Jake wrote:
...I think the party driud (by then 20th level) turned herself into a creature ...

Wow!!

A 20th level druid?? How he/she managed to reach 20th level so early?
By the way, I love the idea to dispose the players next to Sasserine when they plane travel.
they've never been there before, and it's a good excuse to leave then there.
Nanmaniac


It's pronounced boo-LAY! wrote:

I posted a longer version of this is the duplicate post, but I'll put it here too :)

I don't think Alakast is underpowered at all. Just put it in the hands of the party rogue, get your flank on, and you're doing 7 dice of damage per hit, 8 if the rogue is 9th level.

Come on... Surabar SPellmason a rogue?? I don't think so... I thought he was an earth elementalist, waasn't he?

Nanmaniac


James Jacobs wrote:

You could switch Alakast to a holy weapon, but that skyrockets its gp value into something that you might not want mid-level characters to possess...

Thanks James,

I was thinking that a holy weapon is a +2 magic bonus instead of the +1 magic bonus of a bane weapon.
James Jacobs wrote:
Still... If I were developing that particular adventure today, I'd probably just give Alakast the good subtype... allowing it to bypass good DR as if it were a holy weapon but without the additional holy weapon damage.

I think that I'm gonna take this path. I mean, a Movanic Deva gave this weapon to Surabar Spellmason in person... I think it deserves it.

Thanks again

Nanmaniac


Hi there...
Alakast is presented like the ultimate and definitive weapon sent by the celestial plane to finish with a Glabrezu demon named Nabthatoron.
Ok, I'm playing it and I've realized that my players are going to find a real bad weapon to fight a demon with.
Alakast is a +1 bane vs. evil outsiders quarterstaff, so it deals an extra 2d6 of damage and it's a +3 weapon against Nabthatoron... BUT NABTHATORON HAS DR 10/good... and Alakast is not good!!!!
I think, that Alakast is presented like a really good weapon, like a present from the gods to a hero, like a weapon needed to kill Nabthotoron.
I really think that this weapon should be Holy instead bane vs evil outsiders...
WHAT DO YOU THINK???

Nanmaniac


Hi there...
Alakast is presented like the ultimate and definitive weapon sent by the celestial plane to finish with a Glabrezu demon named Nabthatoron.
Ok, I'm playing it and I've realized that my players are going to find a real bad weapon to fight a demon.
Alakast is a +1 bane vs. evil outsiders quarterstaff, so it deals an extra 2d6 of damage and it's a +3 weapon against Nabthatoron... BUT NABTHATORON HAS DR 10/good... and Alakast is not good!!!!
I think, that Alakast is presented like a really good weapon, like a present from the gods to a hero, like a weapon needed to kill Nabthotoron. I think that this weapon should be Holy instead bane vs evil outsiders...
WHAT DO YOU THINK???
Nanmaniac


My party is playing The Demonskar Legacy. They are ready to leave RedGorge and find out what's going on with Alek Tercival.
They are 6 players (so I have to adjust each encounter in order to avoid easy encounters). They are a very courios group:
- A female human druid (druid 8th)
- A female human St.Cuthbert Paladine (paladin 8th)
- A female human sorcerer (but with silver dragon-blood feat) (sorcerer 6th/Dragon Disciple 2nd)
- A male beggar (Human parangon 3rd/Cleric of Pelor 5th)
- A male hunter(Mr. bow) (Fighter 5th/Rogue 3rd)
- A thing called "Robin" (cos it's similar to a Robin bird, actually it's a Homunculus (from SS)) (good Necromancer 8th)

As you can see there's no brute force in the group, only a multyclass fighter... so they have to think a lot before enter a combat...
This friday they are going to meet the Gnoll Hunters (they are going to be 9 rangers and a 9th level cleric intead of the 6 original rangers). I'm craving for it!

Nanmaniac


Hi there...
Why don't you let us choose other avatar images?
This is an example...
http://usuarios2.arsystel.com/ivanblanco/Extras/FireElemental.gif
I can make it bigger!!


A bad posibility is that Ike (being a weejas priest) can use wizard scrolls. He could be invisible and he could've cast a Fire trap or other sort of magical trap on the door.
I know that you cannot compare Flame strike with Fire Trap, but he would remain invisible...
Nanmaniac


My party finished TE in one round... THere's an archer (a simple fighter with a bow). He shot his bow with a sleep arrow and TE failed his save roll... a bad dice.
I should say that the party, before entering the kitchen, had scanned all the room with detect evils and listens... they moved very quite.
Nanmaniac


Actually these fingerlins are Dhorlhot's experimental children. A mixture between dragonkin and Kuo-Toa...awful, I know.
Actually I wanted to tell you that my party skipped that part of the adventure and Dhorlhot and her children survive... I wonder if there is anyone else with that situation.
ANYONE sugegst any advancment for the fingerlings...they can grow up!!!

Nanmaniac


Ok, guys.
I've realised how to compute XP in an encounter...It's with the CR not the EL.
Anyway, I've computed the total XPs that an adventure gives with all the encounters for a four players party and they are enough XPs to advance the level described in the adventure introduction. BUT (there's always a BUT) if you compute the total XPs for a six players party they don't get enough experience points to reach the supposed levels.
Ok, it's logical, but step by step the party can confront very hard encounters if they don't have enough level.
I've been trying to change a little bit all the encounters in one adventure to give to the six players the correct amount of XP.

For example, in the Test of The smoking Eye, you have the following encounters and the players of a 4 players group should advance from 10th level to 12th level:

Encounter # CR # Lvl Total Xp/Player
Babaus 3 6 4 10 562,5
Drider 2 7 4 10 1062,5
Succubus 1 7 4 10 1312,5
NobleSalamander 1 10 4 10 2062,5
Trap 1 10 4 10 2812,5
Bebilith 1 10 4 10 3562,5
Basilisk 1 12 4 10 5062,5
Retriever 1 11 4 10 6187,5
Assassins 4 7 4 10 7187,5
Dragon 1 11 4 10 8312,5
Rakshasa 1 10 4 10 9062,5
Fire Giant 1 10 4 10 9812,5
Clay Golem 1 10 4 10 10562,5
Lich 1 13 4 11 12212,5
Test 1 14 4 11 14687,5
Kaurophon 1 14 4 11 17162,5
Mummy Lord 1 15 4 11 20462,5

As you can see each player should earn 20462 xps, a little bit less than 21000 (needed to change from 10th to 12th).

If you tried the same encounters with a six players party, they would only get 14392 Xps, very far away from the 21000 expected points.

I've changed some encounters as descrived here:

Encounter # CR # Lvl Total Xp/Player
Babaus *4 6 6 10 500
Drider *3 7 6 10 1000
*Vrock 3 9 6 10 2000
Succubus 1 7 6 10 2166,666667
NobleSalamander 1 10 6 10 2666,666667
Trap 1 10 6 10 3166,666667
Bebilith 1 10 6 10 3666,666667
Basilisk 1 12 6 10 4666,666667
*Fiendishwyvern 4 7 6 10 5333,333333
Retriever 1 11 6 10 6083,333333
Assassins *6 7 6 10 7083,333333
Dragon 1 11 6 10 7833,333333
Rakshasa 1 10 6 10 8333,333333
Fire Giant 1 10 6 10 8833,333333
Clay Golem 1 10 6 10 9333,333333
Lich 1 13 6 10 10833,33333
*Hezrou 3 11 6 11 12483,33333
*ExtraEncounter 2 13 6 11 14683,33333
Test 1 14 6 11 16333,33333
Kaurophon 1 14 6 11 17983,33333
Mummy Lord 1 15 6 11 20183,33333

What do you think??

I've made some other tables for the others adventures in the adventuer Path.


Hi there,
I'm playing Demonskar Legacy by now, and my players are very interested in finding out who owns to the City Council. Well, I can figure out that there are the Church representatives, the Lord Mayor, some nobles representatives and some merchants representatives. But who are they?
They need names and other things. I fully read "Foundation of Flame" where you can find some members in the City Council, but they only are a few lefting in the city. I think all the "BAD PEOPLE IN COUNCIL" is missing.
Is there any one who can helm with this?
Thanks in Advance.
Nanmaniac


Hi there,

Righ now, I'm playing "the Demonskar Legacy" installment and there's a romour (true rumour) that Cauldron is preparing a invassion to Redgorge to anihilate a conspiracy against the Cauldron govern.

In the next installment ("The test of the smoking eye") there is no clue about this invasion, well everything is developed in another plane, ok. BUT in "Secrets of the Soul pillars" where my party of heroes return to Cauldron... nobody knows about this fact...

DOES ANYBODY KNOW ANYTHING ABOUT IT????

I want to know what I'm going to explain to my players when they reach "secrets of the soul pillars"...

Thanks in advance

Nanmaniac.


Hi there,
I've been mastering for the last 4 months, and my people are really involved in the adventure path.
But I'm having a big problem. I'd thank any help!

There are 6 heroes in my party, so when all of them are 7th lvl we have a party of 10th!! (6x7/4=10.5) Then when I have to calculate the Xp awards from the EL encounters, they are too few!!! I tried to scale the encounters with the "Scaling the adventure" but sometimes is too dangerous to increase a creature because they are only 7th lvl characters.
I've also tried to increase the number of creatures in each encounter instead of increasing their CR... But I cannot adjust the EL for them.

PLEASE, SOME HELP!!!

Nan/


Hi everyone,
I bought 111 dungeon magazine issue last July. Paizo made me pay for it. I don't have it yet... Is there anyone who can tell me what I can do to get my issue.
I'm playing Cauldron campaign throughout the different magazines and I can't go on because I'm missing 111 issue.
I'll thank any assistance on this problem.
Sincerely
Nanmaniac