General Gorstav

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Organized Play Member. 9 posts. 1 review. No lists. No wishlists. 13 Organized Play characters. 1 alias.


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Dark Archive

There was a druid PC in the party she just walked into the pit untill aged till venerable walked out and then killed herself

Dark Archive

Alright I need help with a particularly bad PC which is a winter witch.

She jumped into the eon pit aged herself to venerable then killed herself and reincarnated herself to negate all physical stat decreases but keep all the mental stat boosts.

This sounds extremely stupid but rules as they are say this

Dark Archive

YuenglingDragon wrote:
Am I the only one who thinks Artrosa is REALLY hard? Assuming the PC's are still level 8 for at least the first third of the mega dungeon, it's an endless series of challenging and hard encounters. My poor players are going to be needing places to sleep a lot.

absolutely i've already killed 2 PC's and they have just had there 4th encounter and my party has laughed at everything i've sent them thus far.

i find it kinda refreshing gives them something to worry about

Dark Archive

The group I'm running this AP for met Gardhek the Doppelganger disguised as Lady Argentea in Q11 and automatically assumed they stuffed up and let the imposter go at the start of the adventure and made no attempts to check if Gardhek was an imposter. With which the party decided to take Gardhek back to Heldren.

The question i want to ask is does anyone have any ideas on how i could use this as a continuing plot point further along the track

Dark Archive

Yea I knew that much just states in the tactics they flank with each other... which they can't.

Just thought I'd bring it up

Dark Archive

I'm not sure if anyone noticed this but Jir and Lask(the Winter-touched atomies) from Q8 they can't flank with each other due to there Diminutive size making there sneak attack kinda useless except from when they come out from being invisable

Rules in core (pg194-195) BIG AND LITTLE CREATURES IN COMBAT

Dark Archive 2/5

Greetings Juicy Flesh morsels,
Blacktown Shadow lodge @ unlimited hobbies is now open for bookings on warhorn

http://warhorn.net/shadow-lodge/schedule/day.php?date=2012-11-03

Starting at 0930-1400 + 1400- 1830
cost is $4 for all day

games running are:
09:30-1400
- Pathfinder Module: Murder's Mark (lvl 1)
- #4–02: In Wrath’s Shadow (lvl 3-7)
- #3-17: Red Harvest (lvl 7-11)

1400-1830
- Pathfinder Module: Murder's Mark (lvl 1)
- #2-21: The Dalsine Affair (lvl 1-7)
- #3-04: The Kortos Envoy (lvl 7-11)

Dark Archive

2 people marked this as a favorite.

out of my experience in playing and Dming i find people just see clerics as a class just to keep the other players alive... which depending on the build can be very much wrong but it has become an expectation.

I myself love playing clerics as i get to look at my party and go "damn you guys suck" as i heal them.

Dark Archive

James Jacobs wrote:

Basically, the size and makeup of Creasey's crew is irrelevant to the adventure, since no encounters occur that could involve them (they're on shore leave at the time of the only major on-board encounter, if I recall correctly). So that basically means the crew can be anyone you want it to be.

A crew of 10 sounds about right to me, in any case! :)

10 sounds fine. I wanted to know because I was considering having pirates assault the ship just before they weigh anchor at Devils Elbow. Indeed, in one Captain Grudge options is to do just that.

I'll make the crew 1st level experts (my logic the ship was intended for speed, not combat, so a skilled but not combat-ready crew would be ideal) Of course, the crew will mostly leave combat to the PC's.