Sean Mahoney wrote: I actually have had the opposite experience... My 4 players are still in Jzadirune, after 6 sessions (around 3 hours per session). They are 2nd level, and almost 1/2 way towards third. So far, they have yet to explore the southern half of Jzadirune, and *just* missed bumbing into Yuathb. I am thinking that by the time they get to the Malachite hold, only the clever planning of the hobgoblins will challenge them. Alan
christian mazel wrote: Don't forget that the Rag' has to win 2 grapple checks in two consecutive rounds to try to control someone in the third (standard action each). Thanks much for the recap, Christian. There is one more raggamoffyn + dominated skulk that they can bump into, so we'll see what happens next time! ;> Alan
Locke1520 wrote: I'm wondering if anyone else has been using these rules an if they seem to have any impact on survivability in the campaign. APs are in use in the SC campaign I am running. So far, it has saved the lives of two PCs by allowing the Cleric to heal two extra times after a battle against a raggamoffyn. I am sure that they will be used primarily to pull the PC's bacon out of the fire more than a few times... Alan
Urthblade wrote: Is it just me, or does anyone else have an issue with a CR 3 monster with 11 attacks, capable of flight, that may induce paralysis? The PCs in my campaign have yet to meet the Grell, but they will fairly soon, I think. With the Grell's Flyby Attack, it should be pretty interesting to see what the results of the battle will be. Question: The 10 tentacle attacks of the grell appear to be it's primary attack. Can a grell make all 10 tentacle attacks as a standard action, or may it only make 1 tentacly attack as a standard action? Alan
Sean Mahoney wrote: The actual battle in mine was not what I expected. Last session, my 4 PCs encountered the rags in the lab. Perhaps I should have been more sneaky and let someone come up and then jump them with the raggamofyn. However, I thought that the creature was so anxious to get a host that it wouldn't bother waiting, and thus everyone rolled initiative. All 4 of the PCs are still first level (by quite a bit), and the battle was pitched. 2 characters fell to slam attacks (bard and rogue), but the cleric and paladin finally put the creature out of commission. The paladin was *almost* grappled by the raggamofyn, but managed to beat the opposed grapple check. I don't think any of them realize how dangerous that creature was, but maybe they will next time! Alan
My players are very interested in The Last Laugh as well, though I believe that they see them as the primary suspect in the kidnappings so far. We've played two sessions, with lots of good roleplaying and just a bit of combat (the "Jump Ruphus!" event). They handily killed one of the three guard-cum-thugs, with the other two wisely retreating once they realized that numbers were NOT on their side, and this group wasn't your ordinary group of commoners. Jil was spotted on the rooftops by one of the characters, so she congratulated them, warned them to leave the kids be, and then sank into the shadows and exited stage right. The PCs then escorted Ruphus to the Church of St. Cuthbert, (bringing the corpse with them) where Jenya thanked them and got them onboard with the rescue plan. The group's final action for that evening was to take the corpse to the Town Guard, where they met Terseon and explained what was up with the dead body. He wiped off some of the makeup from the corpse, and was shocked to realize that he recognized this thug as one of his own men. The PCs inquired about any of his associates, to which Terseon replied that he'd need a few hours to talk with his seargants to get that information, and that maybe they should come back tomorrow. Later on, during session 2 (after visiting the Lantern Street Orphanage), the PCs got to question the dead guard's two compatriots whom Terseon had found (both being somewhat worse for the wear) and had charged with assault. Terseon allowed the PCs to question them, for a "favor to be named later". ;> The PCs got the two thugs to tell them why and by whom they were hired (Jil), and where they met her (Slippery Eel Tavern). So for now, they have two leads: The Slippery Eel Tavern w/ last Laugh Guild, and Ghelve's Locks. I'm thinking that they'll go check out the locks next, and from there head down to Jzadirune. However, I know I'm going to have to come up with ways to get the Last Laugh more involved, as I sense a great rivalry here. Thus, I'll also need to work on the tavern and eventually, the guild's hideout. Any suggestions? Alan
Icebreaker wrote: In another area you have a pulverizer and a dark creeper in a room that the dark creeper instructs to attack all intruders. My group is getting ready to decend down to Jzadirune in our next meeting (I think - it's either that or they may want to get a hold of The Last Laugh). While reading through the above mentioned encounter, I checked up on the spell description for Invisibility Sphere. I am assuming that the freak magic even tageted a portion of the floor, about which the sphere is created. It also appears that once a creature moves outside of the sphere, if it walks back inside it, the creature is still visible. Observations/questions: 1. The dark creeper shouldn't be invisible via the sphere (although it may be do to hiding), correct? 2. Is the pulverizer supposed to be invisible? Is a construct a 'creature' (I am guessing yes). Has it been stationary and not attacked anything since the invisibility sphere was created? Thanks,
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