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![]() NobodysHome wrote:
With the frequency of the massages I was wondering when he was going to make a move. It will be interesting to see how he cracks/melts/drills through that tough drow force field against intimacy. ![]()
![]() I haven't been able to find anything addressing images and gaze attacks. Wondering what others have done in the past. Would the spell still work as any of the images can be used for the gaze? They are all exact copies. Would it have a % chance based on the number of images? They automatically get the 50% for averting eyes? Plus a second if they actively are doing so. ![]()
![]() Due to his background he's going to get out of the big city quickly, but I do like you idea to use him as a tie to the past. Spoiler: He'll fee back to Sandpoint and be framed by a faceless stalker for continuing the murders. It was over a week of game time between Foxglove's death and the party heading to the Sawmill, plenty of time for X to send a replacement and mess with the party. I plan to have the rogue sitting in jail and he begs the party to clear his name. ![]()
![]() NH I'm sorry for the loss of your beloved kitty. The passing of a four-legged family member is never an easy thing to bear. Secondly I just want to thank you for your amazing write ups that have painted a wonderful adventure. I've borrowed many of your ideas and might have a certain Drow Paladin do a cameo to hear a report from my group's Paladin. They don't read theses boards so it'd just be fun for me to break a stereotype. While my group is much more of the min/max, GM is the enemy kind, you're telling has renewed my desire to throw in more RP opportunities and make the effort to infuse the world with personality. I wish your family and players good tidings in his somber time and look forward to the continued adventure. ![]()
![]() That's right, a near TPK at Seven's Sawmill. It basically was a TPK as the two remaining players were fine re-rolling (one was an addition after Book1, the other wasn't meshing with the group at all). The party(Ranger, Rogue, Cleric, Barbarian, Alchemist) debated how they wanted to investigate the sawmill, one plan was to have someone disguise themselves as Foxglove and try to talk their way in. Option 2, and what they went with, was to scale the building and go for the top down. They had the alchemist levitate to the rookery with a rope and let the others climb up. No one in the mill noticed them, until he creaked open the trapdoor and propped it open with a cross bow bolt. Ironbriar made his perception, closed the trap door and tied it closed. Then left his office to alert the cultists. The PC's wasted a couple rounds getting up to the top of the building and deciding to swing out and break through the window in Ironbriar's office to gain entry. By this time the cultists had donned their robes and grabbed their razors and sent them off to warn each of the floors. The PC's dispatched the first wave easily. Then the buffed Ironbriar came up invisible along with the next wave. That's when things got thick. The alchemist had a bad night and only connected with 2 of his 12 bombs. The 3 from the undermill, alerted by a cultist running outside and down to that level, start climbing the PC's rope to get behind them as Ironbriar start firing with his crossbow. The Rogue and Barbarian head out the window to take out those four cultists and things get worse inside. The cultists were able to get into flank positions and start chewing away at the PC's hitpoints. By the time the Barbarian and Rogue get back into the mix Ironbriar is mostly dead, the Ranger is down and the Cleric is hurting. They manged to get Ironbriar down with just the Rogue and Alchemist standing. (by this point the discussion had turned to a group re-roll) The Rogue fled the city and the Alchemist list the mill on fire before running away. Now I have the fun challenge of getting the new PC's on the trail of the cult. Which leads me here asking for any and all advice and ideas. Spoiler: I'm thinking of having them involved with the city's investigation of the murders and they were able to recover the journal from the remnants of the building. And enough clues to lead them back to Sandpoint were they'll learn all about the previous groups exploits. ![]()
![]() Name of PC: Tad the Magnificent
Tad was Aldrn's wrath obsession. The party was a bit beat up from the goblin ghasts in the room outside. Aldrn managed to paralyze him and survived three attacks of opportunity to do a coup de grace. He was then dispatched the next action by the players after give a long evil laugh. That was about a month ago. Name of PC: Tad the Magnificent / Llewyn / Rufus
The Alchemist goes invisible and levitates up to the rookery, notices the trap door and tries to open it. He gets is open and keeps it open with a crossbow bolt. Ironbriar made his perception roll as he was in his office preparing for that night's ritual. He leaves his office to alert his chaps. There is much shuffling around by the party after tying a rope to the Rookery and having most of the party infiltrate the mill that way. The cultists had plenty of time to gather in the middle of the mill and wait. After the initial group was dispatched at the top level the cultist from the undermill started climbing up the rope and Ironbriat was just waiting to engage. The Barbarian does a lovely grapple on the first cultist on the rope driving him into the ground. The rogue also jumps out the window to handle that threat. Meanwhile the Cleric, Ranger and Alchemist are on the top level with a fresh wave of cultists, three summoned lemurs and Ironbriar who chooses now to open fire. It was a long close fight. The Ranger went down first after going toe to toe with Ironbriar. He was pretty much the only one who could hit him effectively, that and the alchemist rolled a 5 or less on more than 6 bomb attacks. The night ended with Ironbriar dead the rogue and the alchemist splitting the loot and going their separate ways. ![]()
![]() I used the high detail maps found on these forums, but I covered each room and only revealed them as the party moved through the house. I had them roll initiative as they entered the house and stayed in that unless they left the house. I felt it helped add to the tension. The players really enjoyed when one of them saw or was effected by a haunt I handed the description on a piece of paper to the player and had that player react to what they saw. The player(alchemist) who got the worried mother and tried to drag the ranger outside. The player played it up very well and got a hero point for it. I really like the pre-rolling idea, I would have done it for perceptions or just rolled them myself if I were to do it again. |