Arueshalae

darrenan's page

Goblin Squad Member. Organized Play Member. 189 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


Silver Crusade

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The Leng Ghoul Gendarmes should not have Gun Training. They are 3rd level gunslingers; Gun Training is a 5th level class feature.

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For anyone who might still be running this AP, I created a custom map of the area of Qadira including the Parchlands and Okeno.

Okeno to Parchlands map

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In my game I made the hedge dense and impassible. They went ahead and hacked a hole in it anyway.

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Thank you for doing this. This will be an invaluable reference to GMs.

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That article really highlights one of the main problems with trying to instill horror in a fantasy RPG. So many of the stereotypical foes that players face during the course of the game fall into the transgressive realm, but in this particular context, we the players have largely become desensitized to this transgressiveness. We are literally "ready for anything" and nothing surprises us.

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If you're worried about the player being able to ride the Roc, don't forget that flying creatures can only fly when carrying a light load or less. In the case of the Roc, that's 43 lbs (until level 7, when it jumps up considerably) which would include the characters weight as well as all the gear they are carrying. Halfling weight is 32-38lbs for males, 27-33lbs for females, which doesn't leave much left over for gear.

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benthic wrote:

I've been working on a handful of props for various parts of my game and wanted to start sharing with the fine folks here.

In the treasure found after defeating the Bag Lady, the party finds a Harrow deck on the table with a unique card in it, The Foreign Trader, depicted as a Denizen of Leng.

The Foreign Trader

I've always been a big fan of Kyle Hunter's work and wanted to mimic his style when crafting the card. Hope one of you finds some use for it! I'll be back with more in the future.

very nice!

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Book 1 maps created in CC3/CC3+

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negative_energy wrote:
My interpretation is that Weiralai and Lowls have likely met at the caravanserai before for business (or he at least mentioned it to her). Since she knows that Lowls and the PCs are connected, so after she learns the PCs are in the Dreamlands (probably from Captain Vadrack) she'd look for them there. The Yellow King would give the whole thing away pretty easily when intimidated/tortured.

It was Weiralai who originally sold the PCs to Lowls. There's a point in book 2 where it mentions that Weiralai is trying to kill the PCs to correct the 'mistake' of selling them to Lowls in the first place (and also to help out Melisenn). Presumably she thinks he mishandled/mistreated them. Since the PCs then most likely kill her during book 2, she has a good reason to have it in for them in book 3. But as for her motivations regarding Lowls and the Yellow King in book 3, I'm just as confused as you are. It isn't explained very well.

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Makes sense, thanks. I wasn't sure exactly what slow meant in that context.

EDIT: Yep, there it is in the CR modification table. L2Read noob!

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Aren't all the other players evil? Yes, yes they are. If one evil guy threatens 3-4 evil guys about infecting them in a few levels what do you think the 3-4 evil guys would do to him? Off him, that's what. Maybe when it comes time to re-roll he'll re-think his behavior and motivations.

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Quote:
Hit Dice: A skeleton drops any HD gained from class levels and changes racial HD to d8s. Creatures without racial HD are treated as if they have 1 racial HD.

Your fighter loses all class-based HD and comes back as a skeleton with 1 HD (unless he's getting additional racial HD from somewhere).

Everything else is correct. He can wear armor, use weapons, etc.

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I have disallowed that entire table from the game at this point. Thanks everyone for the feedback.

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Look up the Strain-Injury variant rules in the Suggestions/Homebrew forum. They greatly reduce the need for out of combat healing while not really changing the tactics of encounters at all.

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Misfortune is the same thing as disadvantage in D&D 5E, and the maths have been done:

Advantage/Disadvantage Analysis

If the target number is 11, Misfortune works out to a -5 on the roll, with the penalty dropping off in either direction.

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From Duration:

Spoiler:

Permanent

The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic.

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I wouldn't think so since the duration does not include the (D) specification.

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Not sure about the first part, but dispel magic (or greater) should be able to remove the effect.

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This thread didn't address one aspect of the original question, which is the interaction between hardness and electricity vulnerability. Do you only increase the portion of the damage that gets past hardness by 50%, or all of it first and then subtract hardness?

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And Alan Turing counted 0, 1, infinity