James Jacobs wrote:
I would quickly buy a book on Monsters as James has described.
James Jacobs wrote:
Add my voice to those who would support you doing this. I realize the contraints you have and only hope that at some point you will be able to tackle this in the manner you want.
Spoiler for Hook Mountain Massacre
The party had fought a grinding battle through the ogres and leaders at Fort Rannick, encountering Lucrecia twice during the early morning assault. She initially was driven off but appeared again with a contingent of ogre reinforcements only to be driven off yet again. The players were hungry to defeat her and were frustrated each time she escaped.
Finally they reached the second floor of the fort and were faced with the final leaders of the ogres. A brutal battle ensued and the party finally claimed victory. Only Lucrecia remained, backed into a corner. Her turn came up. She had one slot remaining for a final dimension door she had saved as her escape. She had done this twice before early in the fight to get away from the party.
She began casting defensively, made her check and was about to disappear and escape to the grounds outside the keep and then away to Hook Mountain. The paladin in the group decided enough was enough - he used a hero point to gain an attack of opportunity even though she had successfully cast defensively. He was already smiting evil against her. The attack was a crit and Lucrecia, who thought she was home free, fell in the end.
The players actually cheered around the table when the paladin's player stated what he wanted to do. As the GM I thought it was a great use of a hero point and was just as excited when it came out so much in the party's favor.
So what I'm hearing is...maybe. Some things might be added in and other things might not me. I don't want to have to go through and reverse engineer all the opponents to see what is added into the stat block or not, but looking through everything it's not always easy to figure out what has been added and what hasn't.
Am I missing something or does that seem accurate enough. I don't think it's a huge deal overall, but it would be nice to know one way or the other.
Not sure if this is addressed anywhere - I couldn't find an answer searching through the boards.
Are the stat blocks in the Anniversary Edition set up as to assume that spell effects are already going as stated in the Tactics section of the NPCs? I just don't want to double up on effects that are already included in the stat blocks (or short my NPCs by not adding in the appropriate modifiers). This would include an NPC that is listed as going into a rage or other characters that have special abilities that will adjust their performance.
James Jacobs wrote:
I love the layout. If you're counting votes then mine is firmly on the side of the new layout.
This is standard practice for hotels. It is not a hidden charge or anything subversive. It is a verification that you can cover any additional charges above and beyond your room & tax amount. This allows you to have an active telephone in the room to make calls. It allows you to go to the bar and charge your drinks back to your room without any trouble, etc. Without this practice in place you would either have to put a cash deposit down or choose to be on what is commonly called a "cash only" basis. This means that you must pay for anything up front or at the time of service. Hotels have found that the majority of their guests find this too much of an inconvenience and use the authorization of a pre-determined amount per night of stay instead.
Skeeter Green wrote:
James Jacobs wrote:
Understandable with your work load.
Well...I was reading it, that's one at least. But I understand if it's not feasible to do.
Hmm, that's not a question.
If there were only a couple people reading the blog would it be worth it to continue?
Skeeter Green wrote:
That's exactly what I was thinking. Thanks for clearing up my mistake! :)
As noted - there are spoilers for The Skinsaw Murders as well as possible other adventures in this path. If you are a player please stop reading now.
That said, I am looking for some advice on what steps to take next. Here is the story thus far:
Party consists of:
Paladin of Erastil 5/Bard 1
We have played through almost all of The Skinsaw Murders. The party has learned all about the cult of Norgorber, infiltrated the sawmill in the dead of night while they were performing a sacrificial ritual and defeated the cultists in a knock-down drag-out fight. Ironbriar escaped during the fight and headed to the clocktower in an attempt to meet up with his "love" and warn her of the PCs.
The party had a couple of cultists that they stabilized and harshly questioned. Through the use of some great Intimidate checks and some creative threats using the still-functioning sawmill equipment they were able to get some vague idea that the clocktower played some part of this whole cult business, though they did not get any information about Xanesha.
They took a short time to turn over the living cultists to the city guard (the paladin in the party has already established a relationship with many of the watch captions so they are on good terms with the guards) and then headed straight for the clocktower.
Using fly spells they completely bypassed the interior of the tower and flew to the top, encountering Xanesha berating Ironbriar for cowardice and leading the PCs to her. Combat in the sky around the tower quickly broke out. The party was able to kill Ironbriar and quickly realized they were outmatched with Xanesha. They wisely retreated with his body as evidence of his corruption. Xanesha chose not to pursue.
The party has exposed everything to the city government and been granted limited authority to investigate further. Xanesha quickly moved her lair to an abandoned warehouse in the vicinity of the clocktower as a temporary solution until she can find a more permanent living space. She brought the Scarecrow with her as a guard. Her plan was to call some extra-planar help using some purchased scrolls, but before she could put her plan into action the party was able to track down her new lair and destroy the Scarecrow. They discovered the beginnings of a binding circle that she had started as well as the information on the cult's targets. I also included a letter from Lucrecia providing a link to Turtleback Ferry as mentioned in a thread Lisa Stevens posted a long while ago. Xanesha herself was not at the warehouse when the party stormed it. I had her out gathering the final items she needed to call in some help.
The party has exposed the cult and silenced it for now. The mayor is on their side and has given them half the indicated reward in the module - he is holding out the other half until Xanesha is destroyed and the cult finally put down for good.
The PCs are planning on doing some cursory investigating around town, but feel that their focus is now on Turtleback Ferry and the further threats they have uncovered. They have only seen Xanesha in her humanoid form - they still do not know what she truly is, though they have some hints and think that she is probably a shapechanger of some sort.
SO...after all that...what would Xanesha do? I would like to keep her as an opponent for the group. Another wrench I can throw in the pot is Tsuto. He was arrested in Sandpoint and sent to Magnimar, but Ironbriar got him out and inducted into the cult. The PCs defeated him a second time and put him back in jail. Maybe she can get him out again and really irritate them with him a third time? Hire some mercenaries to shadow them and hunt them on their trip to Turtleback Ferry?
Any ideas or thoughts are welcome at this point. Thanks for reading and for your time!
Steve Geddes wrote:
+1 to this. I wouldn't be interested in any sort of travel or something along those lines. But some cool extras like those above I can have at the table that make the game even better would be a huge enticement for me.
Valandil Ancalime wrote:
While I agree that see invisibility and glitterdust both remove the miss chance, I've played where see invisibility does not give full details of the opponent. Note what it says near the end of the spell description:
see invisibility wrote:
...such creatures are visible to you as translucent shapes.
The benefit of glitterdust is that everyone in the party can see what is invisible to target it.
I've read through what seems like a billion Spring Attack threads in this forum and found a lot of good information, but not something to answer my question.
Is there anything that prevents a character from ending their movement adjacent to their opponent while Spring Attacking?
I don't see why it wouldn't work, but I'm looking mostly for some sort of consensus. So, a character can start their turn at some point away from their opponent (at least 10 feet to be able to use Spring Attack) and move in without drawing attacks of opportunity, but simply stay next to the opponent to continue attacking in subsequent rounds.
Fine according to the rules as far as I can tell. Anyone say otherwise?
Totally agree with the OP. I used to go straight to the blog to see what's up. Now.... not so much. Especially when I have to scroll, and scroll, and scroll to get past the infuriating fiction they put on it. There is a "Web Fiction" tab right next to the "Blog" tab. Why not just use that instead of having it as blog filler?
My experience is the opposite. I didn't read the web fiction before, but now that it's a regular blog post I find myself reading it and enjoying it.
In fact, I am planning on picking up Death's Heretic because of the fiction that was posted to the blog, and I would not have bought it otherwise.
Just a little backstory for the next one.
I am running the Rise of the Runelords AP and the party has nearly finished the first adventure, Burnt Offerings. I'll spoiler the rest since there may be some spoilers...
Burnt Offerings sub-plot:
The group has attacked Thistletop and encountered Orik and Lyrie fighting together. These two fought a defensive retreat in the complex until Lyrie turned and ran, leaving Orik to his fate. Rain did indeed heal Orik and discovered his story through questioning. She also discovered that he had feelings for Lyrie, but when she was taken captive and also questioned it was clear that she did not return his feelings.
Orik and Lyrie were taken back to Sandpoint as prisoners. The group spoke for Orik and Sherrif Hemlock decided that his crimes could be paid by service to the town. Orik now serves as a provisional town guard, always watched over by a few others to make sure he stays on the straight and narrow path.
Lyrie was unapologetic and has been turned over to Justice Ironbriar in Magnimar for trial and judgement.
I have begun running the Rise of the Runelords adventure path. One of the players has chosen to portray a female elven cleric of Shelyn. Rain, as she is called in the Common Tongue, has taken to wandering around Sandpoint in her off time, chatting with the folk of the town.
In particular she has begun telling the children of the village stories and legends from Shelyn. The player has been sending me these stories in between games as he writes them and I thought it would be fun to post them here. They have nothing to do with the adventure itself, other than the fact that they are great role-playing items and they have helped create a deeper and wider game world for us.
So as he sends me these tales that Rain is passing on to the children of Sandpoint I thought I would share them with the community here as well (with his permission). If they help anyone else's game in any way that would be great, too.
I'll post the first two that I have shortly.
Thanks! All your replies have helped a lot.
The party is not intent on just burning everything for the fun of burning it. They have cleared out the fortress surface level and are ready to retreat, but know that there is still more underground. They basically wanted to inconvenience whatever is downstairs before they go down themselves just in case that would give them an advantage...either that or possibly make whoever is down there think that the goblins managed to catch their fort on fire so that they wouldn't suspect they are being invaded.
I was thinking that it would be a tough place to burn, especially with the goblin's love of fire. The party basically threw some flammable things into the chief's room and tossed in a couple of alchemist fires and left, so they have not put much effort into the idea at all.
I think that I will have the chief's chambers and probably a little of the surrounding rooms end up as burned out shells, but the walls and roof will remain pretty much intact and the rest of the complex will be fine.
I started my own thread asking this question in the Rise of the Runelords forum, but as the author I'm interested in your opinion.
What are your thoughts on how the fortress atop Thistletop would burn? And what kind of effects do you think it would have on the folks below ground if they were unaware of what was transpiring above?
The goblins have been cleared out and the group I'm running the AP for has decided to retreat for now before going underground, but used some alchemist fire before they left to start some of the wooden fort on fire. That's where we ended the session, so I'm trying to figure out what happens to the structure while they are gone.
The PCs in the group that I am running have reached Thistletop. They've fought through the bramble tunnels, driven Gogmurt back to the keep on the island, infiltrated the goblin home itself and methodically defeated everything above ground. The bugbear even chanced to wander upstairs after the battle and encountered the PCs arguing over how best to transport the rescued horse and recovered treasure chest over the rickety rope bridge.
After a short but brutal fight they killed him as he was trying to get back downstairs for reinforcements. So far no one else downstairs is aware of the destruction of the goblin clan above their heads.
The PCs have decided to move back from the island to rest and lick their wounds. They know that there is more below the keep, but not exactly what, and they are not willing to go down in their weakened state after their day of fighting above ground.
So they have tried to burn the keep. They arranged the furniture abd dirty linens in the chief's bedchamber and used alchemist fire to get it started and then left the fire to its own devices.
So...after all that...do you have any advice for me on the results of this action? Do you think that the whole keep will burn? It's made out of scavenged pieces of wood from shipwrecks and (I assume) the surrounding forest. Being so close to the water and taking into account the area that it is in, do you think the wood is too waterlogged and will only smolder and char or will it burn merrily to the ground?
I can definitely come up with some answers on my own, but I'm looking for ideas to help me flesh the whole event out. What do you think will happen to the keep? What about the folks downstairs? Will they even notice? Will it casue a great disturbance for them and drive them out? Is there a chance that the keep will burn so strong that pieces will float across the water to the mainland and start fires there?
Any thoughts or ideas would be greatly appreciated!
Before my question I wanted to say thanks for this thread and your willingness to participate in it. Things such as this are part of the reason I think this company is so good.
Are there any rules or guidelines around that you know of that deal with cleansing shrines, temples, etc. I'm running Rise of the Runelords and we've come to the part where
they have discovered the shrine to Lamashtu below Sandpoint in the first chapter of the AP.
There is a paladin and a cleric in the party and they are both very interested in destroying the shrine, or desecrating it, or something so that any unholy powers it might have are destroyed.
Any thoughts on how to run something like that?
I just started running Rise of the Runelords, so I'll be expecting some content chop chop! ;)
I'm very excited to see what comes down the pipe, no matter what you are focusing on. I haven't been disappointed by any of the names on this list.
Thanks Clark for spearheading this thing, and thanks to all involved in advance for the fun of imagining what lies ahead!
Just to let you know they aren't all bad down here, we're in Georgia and made sure that we had an open bar at our wedding, along with lots of dancing and so on. But I know where you are coming from. My wife used to be an events planner specializing in weddings and some of them are just crazy.
On topic, we picked Bon Jovi's slowed down version of "Born to be my Baby" for our wedding...well, I guess I should say my wife picked it, though I'm happy how it turned out. :)
James Jacobs wrote:
I wish I could say it in person at conventions, but that's unfortunately not going to happen.
So, in place of that I will state here that I would be very happy to see a book such as this for post level 20 play. We are just starting the Rise of the Runelords path, and considering the amount of time it takes us to get through these adventures I suspect that we will be nearing the end right around the time this book will come out (assuming it's going to be in about 3-4 years).
I know the art's already ordered and all done with, so it's just wishful thinking here...
But, I think a full page picture at the end of the book depicting all the iconics in their new, improved undead state would be awesome.
After all, what happens to the characters after being slain by the undead? Rise again!
I intercepted this e-mail of thoughts from a friend that had some thoughts on the summoner. I've not searched through all these threads to try to pick out the answers - I admit, I'm lazily posting this to see what thoughts are out there on these. Really I'm just trying to get some perspective on what the rules say as well as on what other GMs think is reasonable. Thanks for any thoughts...
•Using your Summon Monster SLA is a standard action that immediately ends any previous use of the SLA. You can use this to squeeze out two full attacks in a single round. Have a previously-summoned monster attack, then take your turn, summon another monster (dismissing the old one) and have that attack too.
•While summoning another monster with your SLA dismisses an old one, that doesn't apply to summoning another monster with your spells. If you keep one or two Summon Monsters in your spell list, you can have multiple summons out at once.
•You can have your Summon Monster SLA and your Eidolon out at the same time. Just use the Summon ability, then take 1 minute to call your Eidolon. (The rules say you can't use your Summon ability while your Eidolon is active, but there's nothing stopping you summoning your Eidolon while a Summon is active.) Since your Summon lasts 1 minute/level, this is a great way to double your hitting power if you have some prep time.
•You can even get a summon and your Eidolon out within two rounds! First use your Summon ability, then cast the Summon Eidolon spell. As a nifty bonus, this lets your Eidolon gain +4 to Strength and Constitution if you have the Augment Summoning feat.