Count Lucinean Galdana

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What's happened to the forbiddance that prevented genies from entering the Stone Speakers and Pit of Screaming Ghosts in part 2? I assume that's gone by The Final Wish (as it was also stated to prevent all forms of teleport at the time, or was that too only against genies?) given the suggestion to teleport there.
Did Jhavhul dismiss it? Why?
If Dilix is with the PCs, can she enter The Stone Speakers?
I can't see any mention of the forbiddance in The Final Wish, except that there isn't one on the caves.


Character Name: Amiri
Role Card: Juggernaut
Skill Feats: Strength+1, Dexterity+1, Intelligence+1, Wisdom+1.
Power Feats: +1 hand size, Heavy Armors, can move others at end of turn, reduce damage by 1.
Card Feats: Item+1, Ally+1, Blessing+1.
Weapons: Flaming Mace +1, Glaive, Greataxe, Scythe +1, Impaler of Thorns.
Spells: -.
Armors: Elven Breastplate, Magic Halfplate.
Items: Staff of Minor Healing, Sihedron Medallion, Wand of Enervation.
Allies: Father Zantus, Sabretooth Tiger, Sage.
Blessings: Calistria, Iomedae, Torag, Gods(x2).

Character Name: Merisel
Role Card: Acrobat
Skill Feats: Dexterity+2, Wisdom+1, Charisma+1.
Power Feats: +1 hand size, Sneak Attack +2 (recharge for 1d6+2), recharge blessing after dexterity check.
Card Feats: Item+1, Weapon+1, Blessing+1.
Weapons: Allying Dart+1, Deathbane Light Crossbow, Longbow+1.
Spells: -.
Armors: Snakeskin Tunic.
Items: Belt of Incredible Dexterity, Bracers of Protection, Cloak of Elvenkind, Crowbar, Masterwork Tools, Thieve's Tools.
Allies: Crow, Shalelu Andosana.
Blessings: Calistra (x2), Erastil, Iomedae, Norgorber.

Not completely sold on Acrobat yet, but will probably go with it.
Finally got Masterwork Tools on the last scenario.
With both characters low on wisdom, the Shopkeepers Daughter has been the biggest recurring bane throughout the game! It has turned up almost every scenario until we could finally get rid of it as a basic card. Aaaurgh!
No deaths, one or two timeouts. Had to repeat Here Comes the Flood.


Hmmm, interesting idea sidewaysmonkey. A bit late to try that in my case (and a bit hard to force a capture without killing some or resorting to a bit of railroading). I'd be interested to see how that turns out.

I'm now preparing for an assault on the monastery. I'm gong to pre-roll and play out the early parts that might happen out of sight of the party to avoid slowing the action down. Most of the party has low-light vision, and one member has dark vision, so it won't be all in the gnoll's favour, but Almah's guards don't have that. I'm hoping it's an epic battle without being a TPK or too easy.


I'm hoping to make the moldspeaker encounter work as per the Battle Market scene, but the encounter won't be as controlled given a mass attack in the dark. Have to try and make sure they get close enough, and hopefully with a bit of a lull in the battle.

I couldn't see any suggestion that Hurvank or Haleen would be locked away, they seem to be among the "travelling gladiators" attracted to the battle market. I initially thought that Haleen might tag along and follow the mob to attack the monastery (Kardswann may still use his offer of 500 gold for each corpse to encourage more than the gnolls to attack), but I realised that a human without darkvision would be a liability on the attack. It would be good to have her come to aid the party after recognising the two(!) characters with the Finding Haleen trait (too attractive a trait).

Hurvank and the bugbears would probably go, given the lure of gold.

Undrella has promised to keep the smugglers out of the battle, but they wouldn't be likely to join an attack outside anyway.


So what have people done if the PC's just won't try to enter the battle market during Howl of the Carrion King? They just want to pick off the gnolls in small groups, and despite hints and suggestions, just wait around while the gnolls refuse to go out in small groups any more, and eventually there's no avoiding the gnolls taking the fight to the monastery.

As it says, they attack the monstery in force. But that's all the description and guidance provided.

How do you get to fit in all the juicy bits that were planned for the Battle Market, especially the moldspeaker's encounter with Kardswann.

And any ideas for handling Haleen for those with the "Finding Haleen" trait in this circumstance.

(I haven't DM'd for well over a decade, and my improve skills are a little rusty).

Any hints or suggestions?


Beaten to it again! (Every time I reply to a post, someone else replies while I am carefully, and slowly, constructing my post. Still can't complain when it's Mike that gets in first!) Anyway, no reason not to complete my post.

Consider a case where you explore a location, encounter a card that says you get to explore again, while encountering the card you play another card that also allows you to explore again. When you finish the encounter you only get to explore once more, even though two different card effects during the encounter gave you an extra explore.

However, that still doesn't prevent you from playing another card after the encounter (e.g. blessing or ally) to explore again.

Steve Geddes wrote:

What does the following section of the rules apply to:

The Rules wrote:
You may explore your location once per turn. Many effects allow you to explore again on your turn; if, during a single exploration, multiple effects each give you an additional exploration, it counts as a total of 1 more exploration, not a series of additional explorations.
My first read through was essentially that everyone could explore once and you could only make further explorations if you had some card/power/etcetera which specifically granted you an additional exploration. However, that pretty much summarises the rule up to the semi-colon. What does the bolded mean? Or rather, how does it matter?


Page 13 of the rules has instructions for closing a location, which tell you to search the location deck when closing the location. If the villain is there, the location is NOT closed, and location deck is reduced to just the villain card. The villain is never banished without encountering it.


Symbols are listed for the 4 main gnoll tribes in the area (e.g. intestines hanging from a hyena skull for the Al'Chorhaiv), but I can find anything for the Kulldis. Have I missed something?