Search Posts
The party came up with a clever way of sneaking into Jorgenfist. After the raid on Sandpoint, one of the players decided to use Flesh Puppet Horde to zombify Longtooth, Terakinus, and 1 or 2 other stone giant grunts. After they found out about the invasion and Jorgenfist, they decided to use the zombies and pretend that Terakinus is returning with some of his crew and some new recruits (the rest of the party) with the stone. They managed to use this tactic to get into underground part and met with Conna. That's where the session left off. For the next session, I figured their trick will work on the guard to get to the library floor, but I'm not sure how to handle it after that. Would the guards down there give them treat them as intruders or as friendlies? From my understanding, Mokmurian's people are allowed down there, but don't go because it's dangerous. This kind of leads me to think that everyone but Mokmurian and maybe the lamias are treated as intruders, but I'm not sure. Any help would be appreciated. Thank you.
I'm hoping you guys can help me with creating monster. Here's a little backstory first. I'm DMing an AP and a few sessions ago, the party entered a bathroom on the second floor of a house that was "trapped". The floor was so rotten that the additional weight of a medium creature for a 3 rounds was enough to cause the floor to give and drop the player/s and bathtub into the bathroom directly below it on the first floor. The trap got triggered and the bathtub fell. The party had never checked the bathroom on the first floor before going to the second floor. In the bathtub on the first floor was supposed to be a diseased rat, but since they checked it after the incident with the upstairs bathroom, I determined that the upstairs bathtub fell on the first one and crushed the rat. When the party checked the bathroom and saw what happened, the druid in the party said something about it being the circle of life or the way of nature. Somebody responded with "Yes, the natural predator of the rat is the bathtub". This evolved into a set of jokes from everyone about how bathtubs are the apex predator of the wild and they're known to climb trees to drop on their unsuspecting prey and how there are different varieties, like the Jaquezei, which is a fire type. This gave me the idea of creating a bathtub monster to toss at them at some point when they're travelling. I haven't sat down and tried to make this yet and I've never created a custom monster before. Does anyone have any helpful tips for creating a monster or ideas on some neat abilities to give the dreaded bathtub?
I'm hoping you guys can help me with creating monster. Here's a little backstory first. I'm DMing an AP and a few sessions ago, the party entered a bathroom on the second floor of a house that was "trapped". The floor was so rotten that the additional weight of a medium creature for a 3 rounds was enough to cause the floor to give and drop the player/s and bathtub into the bathroom directly below it on the first floor. The trap got triggered and the bathtub fell. The party had never checked the bathroom on the first floor before going to the second floor. In the bathtub on the first floor was supposed to be a diseased rat, but since they checked it after the incident with the upstairs bathroom, I determined that the upstairs bathtub fell on the first one and crushed the rat. When the party checked the bathroom and saw what happened, the druid in the party said something about it being the circle of life or the way of nature. Somebody responded with "Yes, the natural predator of the rat is the bathtub". This evolved into a set of jokes from everyone about how bathtubs are the apex predator of the wild and they're known to climb trees to drop on their unsuspecting prey and how there are different varieties, like the Jaquezei, which is a fire type. This gave me the idea of creating a bathtub monster to toss at them at some point when they're travelling. I haven't sat down and tried to make this yet and I've never created a custom monster before. Does anyone have any helpful tips for creating a monster or ideas on some neat abilities to give the dreaded bathtub?
I have a player who is a Shadow Dancer and has a Shadow. We're playing Rise of the Reliefs and they are about to fight somebody that has Shadow Evocation. Since the spell uses energy from the Plane of Shadows and the Shadow is an incorporeal from there, would it effect the Shadow any differently? Thanks for an responses.
My party just finished Jorgenfist. When they got to the first lower level they took Conna's advice and went the long way around, so they never met the Lamias or other things on that side. After defeating Mokmurian, they cut off his head and gave it to Conna to use as proof that he was killed for her to get everyone to go home. They then went back to Magnimar for some rest and shopping and came back to do research a few days later. I figured that since it's been a few days, everybody would've cleared out. I'm wondering though, what should I do with the Lamias and others that were in that side of fort?
Hi. I have a few questions about Wind Walk that I'm not sure how to handle. First, here's the description of the spell: You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently. Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like. A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others. For the last minute of the spell's duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end. My party is trying to sneak into a fort and decided to use Wind Walk to get there. They're doing it at night to make it harder to be seen. The fort has 4 watch towers with 1 Stone Giant in each. They want to go to each watch tower, transform back to normal form and get a surprise round on the Stone Giant to kill it before it has a chance to raise alarms. I'm not really sure on how this should be handled. Would the giant automatically notice them in cloud form once they get within 60ft or should it do some kind of perception check? If it needs to do a perception check, would it have to do it when they get there and each round of transformation back to normal? Also, the description for Gaseous form says that you can't cast spells with verbal components. Does this mean that while in mist form you can't talk? Thanks for any help you can give me.
I have a party that's on their way to Jorgenfist. Going over the book for the area, I got stuck on the Anathema Archive. I'm still somewhat new and this is the first artifact that I've come across. What would the party need to do to identify what the item is and what it does? I know that Spellcraft is used to figure out what it does, but would that also tell them what it is or give them the full information on it? Should I have them do a Knowledge (History/Arcana) to know what it is specifically?
The last thing I'm wondering is how to go about selling it. There's only one caster in the party and she's a basic cleric with the fire and healing domains. She doesn't really have points in UMD, so it'll be hard for her to cast from the scroll. I'm pretty sure once they find out about the negatives, they won't want to use it and will want to try to sell it. Does anyone have any advice on how to handle this?
I have a few questions about how golems work. My understanding of them from the rules is that they are pretty much mindless robots that just follow the orders of their creator. This lead me to a few questions. 1. What happens to the golem if the creator dies without any lingering orders given? Does it just go into a standby mode only responding if attacked? 2. Is there a way to take over control of a golem without it being transferred over to you by the creator? If the above scenario happens and you come across the golem, is there a way to take control of it?
I have a 7th level half-orc with a +1 orc double axe and the two weapon fighting and improved two weapon fighting feats.
I'd like some clarification on how the attack would work to make sure I'm doing it ok. Will a full round attack be 11/11/8/6 (1d8+8)?
I'm also not entirely sure about the damage as well. I'm guessing that since it's a two-handed double weapon, both primary and off-hand attacks get the 1.5xSTR bonus. Don't know if the if the off-hand half STR applies to this. Thanks for any help ^__~ b
Hi. I'm a first time GM (first time player in any tabletop RPG for matter). I was looking for some ideas/advice on the Runelords game I'm running. My party is in the Skinsaw Murders portion of Runelords. I ran the Dawn of the Scarlet Sun module shortly after they got to Magnimar (I couldn't resist. There's a cleric of Serenrae in the party and she wanted to visit the abandoned temple and pay her respects). The succubus, Avalexi, survived and got away. I'm not sure on what to do with her now. When would be a good time to bring her back? The party right now is about to head over to the sawmill. Thanks for any help. |