Elan

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sorry for the preamble.. I'm nearing the end of Rise of the Runelords, which is to say, my players are traveling through and exploring Xin Shalast. Xin Shalast sits above the 15000 ft mark for altitude.

From the Archives of Nethys: "After each 6-hour period a character spends at an altitude of over 15,000 feet, he must succeed on a Fortitude save (DC 15, +1 per previous check) or take 1 point of damage to all ability scores. Creatures acclimated to high altitude receive a +4 competence bonus on their saving throws to resist high altitude effects and altitude sickness"

So, my acclimated players have spent a couple days up here now. Whenever they need to stop and rest (heal up, replenish spells etc) the local wizard casts Magnificent Mansion, where the air is The atmosphere is clean, fresh, and warm in this extra dimensional space (not the atmosphere outside)

so my question is because I'm a little unclear on this, Does the Fort save DC for altitude sickness reset to 15, because they've just spent a minimum of 8 hours inside the mansion??
and also are they still acclimated?


Making a new character level 3 (using Hero Lab and I know sometimes HL isn't 100% as somethings can be bugged or not implemented yet etc), DM says yes to a half orc scarred witch doctor. one minor confusion on my part.

my level one hex is replaced by the scarshield ability.

my question, at level one, am I still considered to have the Hex class feature?
context. at level one, the feat Extra Hex shows up as a valid option in Hero Lab meaning I have the pre requisite for me to take it, thereby able to acquire a Hex at level 1.
Is HL correct or do I technically still have to grab my first hex at level two?


I've got an encounter with a glabrezu coming up tomorrow and I kind of need things to be clear, for myself and my players, for when I hit them with Reverse Gravity. I have a few questions
I've got a 6 player group, 2 melee, 1 martial ranged, 1 wiz, 1 cleric, 1 bard. The Bard and Wizard can fly out of this.
are concentration checks needed for casting while in the area of effect?
can the ranged fighter still make ranged attacks as normal? How does the change in gravity affect arrows once they leave the AoE, if any? (am I overthinking this?)
because there is a roof, are the melee stuck where they 'landed' or can they theoretically re-orient themselves and walk out of the area and thus fall back to the ground?
any help is appreciated, thanks


not sure where this fit so, if this is in the wrong forum, apologies, can a mod move it if that's the case?

I'm running a Rise of the Runelords game,and without spoiling anything for anyone, my players are about to come up on magical trap, probably next session.
my question is, how do trapfinders perceive magical traps? What are the tells? I'm unsure how to describe something if I don't know exactly what they're looking for if they don't have Detect Magic active.
If I ask for a perception check, rogue makes said check... "you notice a magical trap" that seems pretty vague to me.

How DOES someone disable device a magical trap without something like Dispel Magic?
"I want to use DD on the trap" ok, seems weird to me but ok, but if trap is set off my proximity, where do they go to try and disable and how is this accomplished? is there a on/off switch of some kind?
and wouldn't it stand to reason that if it goes off my proximity, they shouldn't have a chance to disable? and not really be a trap to be disabled but just a feature of a room?

I hope someone understood that
any help is appreciated.
thanks


Hi, I'm not sure if this is the correct forum but customer service seems like the kind of place to ask this question.

I currently have an order pending (pre sale, won't ship until September) and now there's something else I want, Is there a way to combine orders? (basically save on shipping)

thanks.


Advice needed,

I have a group where two of my players have characters that like to booze it up while on adventure (and whenever else they can get themselves to a bar)
I also have a cleric with the Restoration Domain and a paladin who's Mercy removes the condition, sickened.

here's the rub, I'm trying to run a game where character actions have consequences, therefore, if a player wants they're character to drink a bottle of wine, while in a dungeon, I'm going to let them, and, eventually, they're going to get drunk (and maybe even alcoholism few levels down the road)and get slapped with the sickened condition. Alternatively here, I have a cleric and a pally who get annoyed with said drunken characters and use their class abilities to rid them of being "sickened".

Where's the consequences? characters can drink willy nilly and basically nothing happens.
Can I do anything? Should I intervene?
is there something I'm not thinking of that can get around this?
Thanks


I was curious if there were any existing maps of Cassomir's Locker and maybe route leading to Corgunbier?

need to be at least a little prepared in case my players bite on the hook I plan on dangling in front of them.


My order has been pending for over a month now.
I see now that two of the mini's that I had ordered are now listed as unavailable, is there a way that I can edit this order so it can finally ship? or can you just cancel it and I'll start over? (I don't remember my CC being charged yet, although I'll have to go back and check to make sure)

thanks


I know it's not really optimal to play a Dwarven Bard, but I'm going to give it a go, and I need some help if you'd be so kind.
I am joining a group that is around level 9-10 in the next couple weeks and not super sure on group composition, but I'm building to 10, I can easily cut back a level if need be. I'm going to try for a melee bard, singing/telling drinking songs/stories for inspiration.. not going to be very dexterous, because... he's a dwarf :P
Anyway, here's what I've got so far: 25 pt buy with racial mods
STR 16
DEX 12
CON 16
INT 13
WIS 10
CHR 13 (+2 level 4/8 stat boosts)

L1 - Lingering Performance (will probably retrain out of this once I have sufficient rounds, any suggestions)
L3 - Weapon Focus (battleaxe)
L5 - Arcane Strike
L7 - Intimidating Performance
L9 - ???
L11 - Discordant Voice

not sure on traits
Diety - Cayden Cailean

alternatively I'm thinking of adding 2 levels of Fighter
not sure exactly what the group
What do you think? am I missing anything?
is this going to be completely useless as I've built him? any must have gear?

any help is greatly appreciated, thanks.


I'm currently running my group through a module, Dragon's Demand and after they were done, I was thinking of running an Adventure Path, from the start, with the same characters.
Granted this means, a little more work on my part bumping up all the encounters (but with HeroLab, I don't think it'd be that hard, few more HD here, class level or two there, etc etc)
currently my group is at level 4, but after today's session, they'll have a bit of downtime in-game in which I'll be letting them do what they want, if they want to stick around for the auction... we'll continue with DD, but if they decide they get bored and want to move on, well, I'm going to have to have something else ready for next week...

advisable or not?
or sneak them into book 2 of something...
I seek your collected wisdom
thanks, Crumb


OK, so, I DM for a group that just started Burnt Offerings a few sessions ago... and already they're a little off course, but I don't want to be one of those DM's that say, no, you can't go there yet, you're not high enough level... so here's what happened...

Party gets to Glassworks, fights with Tsuto and his goblins, but Tsuto escapes via smuggler tunnels.. to my surprise, my players don't give chase along the dark tunnels as he is already out of sight when they follow him down there. they hear the muffled cries of Ameiko, find Tsuto's journal, and take the time to block off the tunnels.
after reading Tsuto's journal, they decide to go to Thistletop, bypassing via stealth all the encounters in the bushy tunnels, get to the fort, clear out the goblins on the first level and then head back to Sandpoint to rest (I was lenient on them to get back, as it was the end of the night, I had just decided that all the goblins/dogs decided to hide and let them pass)

that's where we are now. I'm pretty sure they're going to want to go back to Thistletop to finish up, but should I create some sort of distraction that will hopefully divert their attention down into the Catacombs of Wrath?
or have all the goblins that they skipped, move into the fort under a new leader, and have them prepped that the PC's will come back?

do they need to do CoW? what are the consequences of NOT doing it? other than missed XP.

thanks in advance


hey, new poster and DM for that matter
here's my question, as the subject line suggests, Can I jump into Giantslayer at book 2?

I'm a newbie DM, and I ran my first adventure, Book 1 of Rise of the Runelords, but for reasons I shan't type out at this time, I've decided to abandon it in favour of an Adventure Path that none of my group has not done before (well, I guess there's the reason I won't be running the rest of RotRL)... should I get them reroll/make new characters for Giantslayer and start on Book 1... or keep the same characters and they'll just find themselves taking over for a "previous group" sort of excuse?
do I need the set up of book 1?

and part of the reason I'm choosing Giantslayer is because all of the encounters are in HeroLab, so for the newb that I am, it'll just make it that much easier for me.

what say you?
thanks in advance