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First let me say I know I have made some mistakes in running this game and I will tell you about some of them... but I really don't want to dwell things that I can't change. So... my group walked all over the Splatter Man. At the time they were 5 level 3 characters with Epic point builds. Honestly I had a plan and I think I should have given them a good fight, but two things happened that hurt that plan. The cleric cast a spell that made the Splatter Man solid (or at least more solid) so I couldn't just ghost between the different cells. The other issue was that the paladin had a +2 Fiery Burst... and that just did bad things to a Splatter Man that couldn't get away. I did run the Blood Writ Names encounter at the same time, to make it more challenging... but it didn't make much difference. The group took the Splatter Mans body out of the Prison, but we will get back to that. So The Lopper is left... just based on how they explored things. So here is what I am thinking, he got to see what the party did to the Splatter Man and does not want to have this happen to him as well. First since he is able to travel the whole prison area at this time, he was able to see the Whispering Way doing their ghost-knapping he does have some information on that. Also in my game Adivion Adrissant attended the funeral, and hung around for a few days afterward. The Lopper has this information based on watching and listening to the Whispering way... SO he is coming to talk to the group when they return to the prison and offer them a deal, he says he will give them the information in exchange to killing the warden's wive's ghost, and for destroying the badge. Now I know the players will not take that deal, and even if they did the Lopper would not honor it. So the battle plan for the Lopper is to have some advanced burning skeletons, and some Skeleton archers fire arrows at the group when ever they come in to view of the hall way. The archers will be out of the range of the holy channeling The bars to the hallway will also be closed behind the characters. The group will chew through these if they can reach them, but the hope is that they hurt and distract the party, while the Lopper pops in and does an attack and then gets out. One thing he will do to deal with the spell that makes him solid is that he will have it cast on him before locking the gates. Yes, yes this is a lot of planning that the Lopper is doing, but I want a good fight for this over powered group (my doing) and I think the way to do this is to make the Lopper smart enough to learn from the fall of Splatter. On to Splatter Man... once his body is away from the Prison, could he rise again in the middle of the grave yard? If so he might get the fight he really should have gotten the first time around. Thoughts?
I am going to be running HOH in a while and I have been thinking about adding in something to the adventure path however I also thought it might be good to come here and see what others have added in to their game. So what did you add in and how did it work? One thing I was thinking of adding was a Anti-Pally NPC that also comes for the burial, but is really a Whispering Way plant replacing the person that was really supposed to answer that summons. It will be obvious that he is a bad egg and the group will have to get rid of him so that their trust levels actually rise. I was thinking that he would flee instead of going down in a fight however. Then he could be sort of the guy that keeps popping up here and there. Would that work? Would there be any value in having a reoccurring foe for the group in this AP?
I am going to run CC in a month or so and I am reading over Rule of Fear but I don't have the adventure path yet however. I noticed that there are a good number of NPC's in the Rule of Fear that just have write ups but no stats, has anyone stat'd these NPC's out and posted them? If not does anyone think it would be useful for others if I did so?
So I am not a complete idiot, but I am a tad lazy so is there any guides out there on crafting or even better spread sheets that I can enter in my level, feats and traits into that it would spit out what I could make, what rolls I need to make it, how long it would take and how much it would cost. Anything like that?
I am just about to start playing in a Kingmaker game as a Elven Wizard with a monkey familiar. I have never played a wizard with a familiar before and I am not really sure how this works. Mostly who controls the Familiar, the player or the GM, or some combo of the two? Do I use the Handle Animal to push it to do things? Do I train it to do things for me? What if I want it to fetch me beer, or potions or a key, do I have to teach to fetch? Do I get a bonus for having an empathic link with the Familiar? Does its high intel (6 at first level) make it easier to train, or does it just mean it can learn more tricks. I am not looking to get something extra here, just trying to figure out how it should work, and why it works that way. |
