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If the party is facing the mercenary king on open ground and will be attacking with their mounts, then I'd make this party an APL 7, along with having 6 members, the charging mounts on open terrain would be giving the pc's an advantage.

Does the mercenary king have a defended ground and the backing of low level mercenaries in addition to the body guard? If so he may have pallisades and archers to slow down oncoming pc's. His bodyguard may as well be a spellcaster to his melee, possibly a witch he's made an unnatural bond with.


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I like to sneak in a cheeseburger or two.


In my current game I use an excel type spreadsheet application from Open Office, I use additional tabs for locations (town, environs, dungeon, tombs), where individual room descriptions and stat blocks are displayed as well as location-appropriate random encounter charts.

I've been using this along with the Combat Manager application and my games run much more smoothly, allowing more content to make it into each session.


I chose improved unarmed combat because it fit the characters background.


I'm also going to be playing an aquatic Druid, I chose improved unarmed combat, as an orphaned elf living dockside he fought a lot.


To choose favorites from 3 different genre's of rpg:

Ultima V (really enjoyed being wanted, shadowlords and the updated game mechanics, I couldn't get into the following 3D Ultimas)

Fallout 2 (even better than Fallout)

KOTOR (great characters, engrossing story)

Lately I'm enjoying Fallout NV and Skyrim.


From MST3K Final Justice, Joe Don Baker: "Think you can take me? Go 'head on, it's your move!" Then preemptively attack anyway.


Where we play there is a statuette of a wizard with a crystal ball, if you ask a question and pass your hand over it, the wizard gives an answer. So we usually ask the wizard if the whole party will die in tonight's game.

Some responses:
"It's not in the stars."
"Consult someone of the opposite sex."


My group just tried haunts for the first time recently, with me as DM, it turned out well.

1. I used the bleeding hallway walls/crying one that casts Fear on the hallway, which worked great since they previously decided to climb over the barricade that blocked the door to the hall instead of moving it. more than half the party failed saves and scrambled over each other to flee. With all the screaming and running they ran into a random encounter. The haunt will reset since they didn't locate the victims buried inverted in the wall and give them a proper rest.

2. Next was a deadly haunt, guarding a long dead wizard's spellbook and ready to cast Phantasmal Killer on anyone touching it. The cleric made his notice check but failed to beat the 10 initiative or else he could have stopped it with a channel. The wizard fortunately made his Will save, but got quite a scare as the ghostly apparition appeared to reach into his mouth and tear out his tongue. That haunt will reset but has special circumstances connected to a self portrait of the wizard that had been overlooking the spellbook.

The haunt mechanic seems pretty fair to me, there can be multiple ways to notice, avoid or destroy them before they can take effect. We'll use them again just not excessively.


Dire corbies.