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John Benbo wrote:
Quick question to anyone who has run this module for their group- about how long did it take to run through this? I'm assuming a normal group of 4-5 PCs and running the module as is. I just bought this today to run as a one shot when a friend of mine comes home for his yearly visit. It looks like a lot of fun and I want to make sure to block enough time to properly enjoy it. Thanks to anybody who sees this post and answers.

Hi there. I would say that the adventure takes 3 or 4 sessions of 3 hours for the average group, maybe more depending on style. I'm 1.5 sessions in and nearing the halfway mark.


My crafty PC's are using bear traps, a great tactic in my opinion.

I'm just wondering if bear traps can be re-used and also if someone has to make that DC20 strength check to re-open them between uses, if that is the case.

They're just so cheap that it seems like they should only be used once. But in reality, I'm wondering if bear traps get damaged after each use.

2gp for a trap that can be placed nearly anywhere and slow or immobilize a foe, doing 2d6+3 damage if it hits -- seems a bit nasty.


Who might I address my cover letter to?


I was wondering about this as well, but I'm currently playing a level 5 Barbarian/level 1 Rogue and he is not only fun to play, but also very capable in many respects.

I'm going down the elemental rage path, which adds to damage a bit and intimidating glare is very fun because you can intimidate people as a move action. Plus, since he has the thug trait as a rogue, his intimidating glares can actually frighten people at times.

I want to get the knockback rage power along with strength surge for some battlefield control.

Overall, I think the only challenge will be keeping the damage output up at the higher levels. But the fact that my Barbarian can stealth quite well and do some sneak attack damage gives him a bit of an edge.