Verik Vancaskerkin

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So, Carrion Crown has werewolves and necromancers which is where this came up. If you bring a natural lycanthrope back as a juju zombie or skeletal champion, do they retain their lycanthrope abilities? Lets say an annoyed demon or Urgathoa is the one bringing this lycanthrope back, so we don't get into the logistics of how a PC would make this happen.


My PCs have once again handled things in a very interesting manner. After their investigation into Morast, They split their forces and managed to - with lots of gold passing hands to open doors past business hours - track down Vorkstag's connection to Morast prior to the beginning of the Morast portion of the trial.

The situation they created is while one PC registered all their evidence bright and early that morning, the rest wrapped up the Vorkstag trail. This ended with them demanding entry to the Chymic works and Grine telling them to "get lost". The PCs pushed their hand and announced they were working for the court and their investigations lead them to the Chymic Works and they have questions for Master Vorkstag. Grine informed them that proper methods had to be used to work for the court and to come back once they followed them. The PCs retreated to attend the trial and present their evidence. Part of that evidence was that the surgeon's tools belong to Master Vorksag.

The first day of the trial concluded, and the PCs headed off to Hergstag. I'm planning on having Vorkstag and the whole facility ready for the PCs when they get back to him. I'm just curious as to what all others might suggest for problems that could be awaiting the PCs when they do return, as the rumors suggest Vorkstag has friends in high places. As well as any additional fun to be waiting for them in the Chymic Works.


Beckett wrote:

I'm still reading through it all, but I honestly don't remember much undead (besides Vamps in part 5 I think). I might advice adding some back in if thats the case. I kind of get the impression after part 2 that it is mostly to highlight the Witch, (which is a little disappointing if true). Anyway, what I mean is, if your group wants to focus on undead, (in the sense that that what they built their characters for, it may be a wise idea to tailor the AP back along those lines, rather than possibly disappoint them past the midpoint? This is one of the few times that some classes really shine.

Also, just a warning, the moral decision in part 5 might just be a little too stretched with both a Cleric of Pharisma and a Paladin (Undead Slayer and of Imodae. . .), depending on your style of play.

My group has a cleric of Pharasma, and knowing about the moral choice in part 5, I had a chat with the player about moral choices and how he would have his PC act if confronted with one. We talked a bit, and we came to an understanding that sometimes, you have to let the small bad live, so you can kill the big bad. Of course, you can always go back and kill the small bad after the big bad is dealt with. :)


Ice Titan wrote:


+7 and +8 Will versus DC 15~ saves. The cleric in my game used the same spells, but I just passed the DC.

The PCs got lucky on the save roll result. It was a good use of the spell on the cleric's part. Just turned the entire encounter when it happened.

The PCs had busted their butts to try and research everything they could on the 5 main prisoners. It paid off in bundles, so the game still went well. Just lamenting the lost feel of how those scenes were meant to go. :)


I just finished running Haunting of Harrowstone last night, and all went remarkably well. I only encountered two real issues. The first was the use of Ghostbane Dirge on both the Splatter Man and the Lopper. It turned the encounters from something out of horror, into a simple run up and beat them down.

Has anyone else has this problem? If so, how did they keep the encounter challenging? For those who haven't run it, be careful with clerics who take this spell.

The second was my PCs took out the Mosswater Marauder in one shot of Channel Positive Energy. The initial damage killed the three severed heads, whose deaths did enough damage to destroy the haunt itself. I applauded my players for handling it so fast, but I felt a sad pang for a lost chance of a cool encounter.


I'd like Summon Monster and Aug Summon Monster.

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Thanks!