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One modification I'm doing with my group that's working *wonders* for the over-arching ticking-time-bomb effect is I'm spreading the Pall across the world once the citadel returns. 5-7 days per global alignment shift. Just a few days in and all the pure good hearts in the world have been corrupted, and just a scant few hours all the neutral hearts will turn evil (further restricting which replacement heroes can enter the campaign). It's really making them stop and think, "Do we really need to rest? I mean, really?" I also setup the Architect's area to be filled with an anti-magic field that could be turned off via lever so they would have to deal with a couple challenges in a mundane way (no +5 cloak of resistances for you!), and that was a quite fun and memorable (difficult in the moment) modification. They have yet to find the method of stopping/reversing the pall, but building materials have been produced at exceptionally high velocities and infighting has begun already. This will be a campaign they will speak of in years to come. ![]()
I think that there is a non-trivial group of people who are like me - if you make a 1e AP compliation (like rise and curse of the crimson throne) we will buy it. Even if we bought the soft-cover already. No extra art or toys needed. But if it's 2e only we won't. Love you for doing it piazo, just be aware that you've got a die-hard 1e fan base. We want to throw money at you. ![]()
:) I'm having a heck of a time getting the party to actually make themselves available to the peddler. They absolutely refuse to even consider being inside tsar after dark. I'm having the peddler appear to them at midnight inside the city (as that's where the information and plot is) if the party decides to spend the night inside the city. And the peddler isn't going inside (for my game) their mage's mansion. Instead, they trust the dweller at the crossroads (because apparently, he gives information that they find trustworthy - even though he's trying to screw them). o.O And they decided that the blood mage (disguised as a scholar in bards gate) is trustworthy and quite loveable. Only after did he learn their secrets did he betray them. *facepalm*. ![]()
Toxycycline - Thank you very much, this does help a great deal. :) Yes, I need to start writing short snippits of what the players are doing too; I've been making notes every session log for our own internal use but others might enjoy it too. They are nearing level ~13 and just finished exploring the hidden sewer system. I'm starting to prep book 3 and jeepers it looks to be a lot of fun. ![]()
I am loving this thread; it is a great resource, thank you. :D And a special thanks to you greg; as I'm running this I keep encounting sections that I think "Oh that's poorly written, you should do xyz...", and then I run it as written and I'm floored at how perfectly the players play directly into scenario; far better than I could have ever drempt. Thank you so much for a fun and engaging game! :) I'm starting to prep the crooked tower and I'm confused as to the golem at the gate. The book says it's a stone golem, and it opens with it's breath weapon. Iron golems have a breath weapon, but not stone. I'm confused! How did everyone else run it? ![]()
Is there any way to use/abuse the 'Sunlight Powerlessness (Ex)' weakness of creatures? I see it on a couple things but I never see it being exploited. A torch would not trigger it. Would a sunrod? Or could a simple silent spell enough to create a 'sun' or other sufficiently bright light to trigger the weakness? Or would a Major Image be needed for the thermal effect? Or is there a magic item I could use? Thank you in advance, ![]()
Okay for future reference for other GMs here's how I'm going to play Vrocks & their dance (assuming no further discussion or a Dev response). 5 Advantages (+3 Int, +2 Wis, Telepathy) --- Unless there is no time to prepare for combat, Vrocks should teleport to a safe place in order to summon reinforcements, cast heroism and mirror image before returning to battle.
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JB -
Lizard Mage -
> I wouldn't disagree with the position that it can attack during the
> Also, I'm evil, so if another Vrock joins the dance the 2nd round, then
Lemeres -
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Hello! I'm not really sure how a vrocks' dance of ruin works. It says that as a full action the vrock can dance and then 3 rounds later an explosion goes off. Dancing: It doesn't specify that the vrock needs to continue dance for the next 2 rounds for that to happen. Could the vrock dance, then attack for 2 rounds before the kaboom goes off? The players can interrupt the dance, but again, if the vrock can dance and then attack that limits the window of attack. I guess a better way to ask it is the dance a delayed effect ability or a concentration/channeled ability? Joining a dance: The spell mentions that other vrocks can join the dance to increase damage and DC. Does this mean that all Vrocks need to start dancing at the same time (and for the same duration - till conclusion) for the increase of damage? Or can Vrock B join Vrock A dancing mid-way through? And once Vrock A's dance goes off (10d6), does Vrock B continue dancing for a second reduced effect (5d6) when it goes off? Dancing while flying: Can a vrock dance while flying? With heroism they can have a +14 to fly; so they should hit the DC 15 Fly for hover consistently. Using a Vrock: Does anyone have any examples of how to use a vrock (in general) well? It looks like their toolkit is built for melee with the dance of ruin being the exception. Thank you in advance, |