Xorn

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Bullywug Gambit seems to assume that the PCs will talk to Harliss Javell, find out she sent her first mate to kill the Vanderborens, and then rush off to save Lavinia while Harliss makes her own way out of Kraken's Cove.

Harliss essentially admits to ordering Lavinia's death.
Most players will want to kill/capture her before leaving the cove, yet the adventure path assumes that Harliss leaves peacefully, and is on friendly terms with the PCs when they get to Scuttlecove.

Are the PCs supposed to be so awed by her fighting ability that they dare not attack?
Or so grateful for the information she gives them on the Savage Tide and the attack on Vanderboren manor that they wouldn't think to blame her for the attack?


I will probably be running the encounter with Embril in Shatterhorn next session.
This seems like a very unusual encounter, with the potential to be very frustrating for the players.
Does anyone have any advice or comments on how to run it effectively?

thanks!


On page 236-7 of the SCAP hardcover, under the tactics for running Thifirane's party in the ballroom (R29) it states that Thifirane will cast a number of defensive spells 'before entering combat', if time allows. All of these, except the first (stoneskin) are 3rd level or lower. Most of the rest (except mage armor and see invisibilty) have durations of minutes or rounds per level and so are unlikely to be active prior to her speech to the other villains.

It also states that she uses a contingency to trigger a lesser globe of invulnerability 'on her first initiative action'. The globe blocks any 3rd level of lower spell from being cast, though it allows any previously functioning spell.

What is the intent here? Should I assume that Thifirane does indeed have all 8 defensive spells already active when combat starts? Or that 'her first initiative action' is the first one after she decides to finish casting defensive spells?


Demonskar Legacy suggests (rightly) that the PCs face Nabthatoron at full strength. Unfortunately, he is placed at the end of a dungeon, beyond the hag encounter (which has an EL two or three above party level).

My PCs will enter Vaprak's Voice next session, and I'm concerned they will fight the hill giants, ettins, and hags (avoiding Dugobras) but not be worn down enough to think to rest before entering the Starry Mirror. They'd then meet Nabthatoron at significantly reduced strength. I don't want to have to rescue them using Nidrama.

Anyone else who has already run Demonskar Legacy have ideas on how to plan for this? Thanks.


Last session, my players entered the shrine (room 5) of Bhal-Hamatugn. During the battle with the kuo-toa, which lasted 6 rounds, the party warlock (level 6) cast dispel magic on the statue, and rolled a natural 20 on the dispel check (total 26). This was just enough to dispel the statue (caster level 15th+11 = DC 26).

As per the spell description, a magic item like the statue is suppressed for 1d4 rounds. I rolled a 2. Of course, the unhallow and lightning bolt properties of the statue return after that time.

However I am undecided on how to rule the planar ally effect which calls Aushanna. 3 possibilities:

1) The calling has simply been delayed 2 rounds. Aushanna will now appear after 22 rounds, instead of 20.
2) The calling has been disrupted, and Aushanna will not arrive. Since the calling is triggered "Whenever a nonevil character enters area 5", the calling can be triggered if and when the party exits and then re-enters the room.
3) Same as #2 above, but this can't happen until an hour has elapsed, which might be after the party has left with Zenith if they work fast.

Any advice?
thanks