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![]() Can someone tell me how to handle this beasty? It can send its tentacles through to the material plane 12 times a day but its body stays behind in the Abyss. How should tentacle AC and HP be handled? The aberration has a -4 size modifier on AC which I will not apply but then how much HP does a tentacle have and when does it get severed? Any ideas? Thanks! :) ![]()
![]() Where do you think the campaign would fit the most in the Forgotten Realms? I haven't decided yet but I am considering Cormanthor and a nearby lowlife city for Riddleport. Please give me some ideas as the issues come out and we get to know more about the campaign. I would be most excited to hear the writers thoughts on this! Thank you so much in advance! ![]()
![]() Any ideas on the weeds effects? My version (based on Larissa Vanderborens journal): Ingested, Fort DC 24, Addiction: High - Initial effect: d4 WIS and d4 CHA damage - Secondary effect: d4 WIS and d4 CHA damage - Side effect: no hunger or pain for 2 hours - Overdose: After second dose is taken: rage for 2 hours, -5 on spot checks >>> then exhausted for 2 hours ![]()
![]() Hello there! I would love to see the custom images you made to show NPCs which were not illustrated in the mags. Here is a link where you would find a bunch of my images. Sorry for the short filenames though... ![]()
![]() I was wondering how I should make my PCs hate Demogorgon and his followers the most. I want them to go against them from passion not just the "dull heroic drive". They are CG, NG, LN, N and LE in alignment. I had these ideas: - The Crimson Fleet has many of their merchant ships destroyed.
...I dont know more that's why i need help :) You guys have some advice on this? ![]()
![]() It's all one colossal spoiler: Spoiler: I was thinking about solving this problem. Knowing my players, they will immediately interrogate a pirate from the assault on Farshore and make sure that they know where they come from. An other option is doing the same with speak with dead spells.
This would totally ruin the hunt for the location, going after Harliss, and exploring Sctullecove entirely. What i thought to do was to have some sort of modify memory spell effect being used on everyone who leaves the place. Kinda M.I.B. style with the little flashy thingy. In this case a captain would be needed to wait in town for the arriving ships and sail them into the base. There also could be a lesser geas or some other spell used just to make sure. This could be carried out by the three harpy dire singers on the base. But then I would need a cool monster that has the modify memory power (at will basically). The harpies could do the job if they had more spellcasting levels, but only very slowly. Or is it a modify memory wand? Security is expensive... Any ideas? ![]()
![]() Hello fellow derro :) I got this issue that needs solving. How would you connect the adventures Tides of Dread and Porphyry House Horror? I had the following vauge idea that might work, but please drop some more ideas at me: The PCs find a clue about Demogorgonites in Scuttlecove, maybe the half-fiend nymphy spreads rumor on purpose usign the demonbreath drug or just on one of the ships after the battle, and they go investigate and there they learn about the next adventure and start Lords of the Dread as such. Ofcourse they should not find out about the Crimson Fleet HQ but that might be somehow incorporated into the storyline... So any aid you fellow DMs could give on this one? ![]()
![]() Dear Dungeon Editors, What's the deal with Malcanthet's plans. There are numerous references to this subplot but no coverage of the whole idea. Can you please give some hints or just simply put it down? I know i could (and probably should) wait for the final episode to run in, but i have two players who i already started to get connected to the plot without knowing what the core idea is. Thanks for the info in advance! ![]()
![]() Hi everyone! As a player i would be interested if you guys could give me some ideas on how to raise spell DCs to the fullest, so that our group would have a chance against Dragotha and other menaces. The basics i am familiar with, but i am looking for any thing extra besides these methods: - raising ability scores
Thanks for any help! Our lives depends on this :) ![]()
![]() I am not sure how to handle the aboleths story and what the PCs know. The aboleth tells them to destroy the artifact that keeps the water out, but the question is wheter the PCs know that if they do so they will bring the aboleths to life. No good party would risk that... Should i just simply hide this fact? Any advise? ![]()
![]() I feel this treasure to be extremely overpowerful. With each PC choosing one treasure from the trove, the game balance will surely fall... I will allow them to choose one thing (besides taking the fangs) from the vault. This will also provide us with an excellent rpg situation. How did others handle this? ![]()
![]() I was wondering how this thing works. The zombie masters make the zombies out of the deceased of the village. In Dungeon 104 i read that they are put to work or used as warriors. But i find that quite opposite to what i would call respectful rememberance of the dead. So what is the deal with the zombies being made? Are they set loose to wonder the island? Are they attacking olmans on sight? If yes then why would they complicate their own life with this? ![]()
![]() Some of my players (mostly the neutral and evil PCs) were and are still hard to convince that they should join Lavinia to the Isle of Dread. They went all financial about the question (quite normal for their alignment), which i organized this way: Lavinia pays them from the Meravanchi investment:
For this they have to do the following:
Some of the players still feel the trip to be not rewarding enough... I think that it's the amount of money they harassed through the adventures that make them feel that the net money they make is not worth it. I disagree with them. I feel this to be a normal deal for this level and considering the monetary level of the NPCs. What do you think? ![]()
![]() Sorry for the unimportant thread, but i am really interested! Hungarian language game log: http://www.elderbrain.com/forum/viewforum.php?f=12 BTW! I would be happy to have anyone creating their own game log on our website, elderbrain.com. I can also provide FTP access for the picture uploads if needed. Mail me if you are interested: gabor@elderbrain.com ![]()
![]() My players have finished Kraken's Cove and have figured out that they want to hire someone (or buy a scroll) to scry on Vanthus. I let them collect a few personal items like hair from his bedroom... How to handle this? 1.) He has a WILL save at huge minuses with the hair at hand. What's his WILL save? 2.) I don't mind showing to the PCs where he is at... But where is he at at the stage after Krakens Cove? Thanks for the advice! ![]()
![]() I am not sure about the relation of these entities to each other. I see that the Crimson Fleet is a pirate group, the Scarlet Broz are a merchant consortium, but then how are these two related? Is the Crimson Fleet working for the Scarlet Bro. on ocassions besides being independent? In my FR conversion I will use the Rundeen for the Scarlet Brotherhood, but I am not sure how to fit the Crimson Fleet. Also i thought that the Crimson Fleet was a group of bloody cannibal maniacs, which Harliss Javell doesn't seem to fit. So whats the deal with this? Any help would be appretiated! Thansk in advance! ![]()
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![]() Dear James, Would it be feasible to play the STAP with evil PCs? Won't be there a conflict of motivation later on in the campaign? "There is no Honor" could be handled so that the PCs are all mercenaries who help Lavinia for the money amd I guess this goes on for a while with the next few adventures. But can this be upkept throughout the whole campaign? Please give me some advice on this one! My players are aching to play evil and neutral PCs. Thanks a lot! ![]()
![]() Hi! Please give me some hints on integrating PCs with evil races into the campaign. It seem that we will have a rare mix of PCs: - Drow wizard
Do you think that these creatures can just walk the streets? Do they need to be careful about where they go and in what disguise? Some problems with the backgrounds as well: - I found house Arabani being obsessed with drow so there goes the drow PC. (I hope house Arabani and the drow doesnt have a part in the story later on) - The githyanki could be placed into the noble district's tatto and knowledge the planes sage... :S - still thinking about the others... What do you think? ![]()
![]() Dear James, I would like to know if (and when) you are going to prepare an FR conversion guide for STAP. As a DM I will have the most problems converting the gods and clerics of Sasserine (and Greyhawk) into their FR counterparts. For example i read in the STAP Player's Guide that there is a "hartly" cleric of the see in the Azure district, and i suppose there should be at least one Umberlee cleric in town. I suppose there will be more modifications needed regarding the city's history, organisations and some inhabitants. Please let me know how this will be resolved! Thanks,
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![]() I forgot to mention that the keys to the warehouse had a motif of an octopus grabbing a large ship, so I (as the doppelganger) immediately started to pull the wet blanket on the Church of Umberlee... :) The other Pcs almost fell for my deception and wanted to go straight to the Queenspire (Umberlees newly built church). My (doppelganger) plan was ruined when the party wizard came to know that the key belonged to a warehouse and not to Umberlee's clerics. ah this game was just so cool... something that is totaly unrepeatable for an other 5 years with the same players :) ![]()
![]() I would like to present a wide variety of faces from Cauldron for the meeting at the beginning of the Foundation of Flame chapter. Can someone please recommend a site (not therpggenius.com) where i could find most of the faces? I have many of them but still it is not impressive enough... Thanks!
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![]() hello guys, can somenone tell me how silence work when its cast on a fighter who then attacks a few clerics and wizards? are they each separately allowed a Will save to be able to cast normally and not be effected by the silence? or are they unable to cast until they are in the radius of the spell which moves with the fighter? Silence spell description: http://www.d20srd.org/srd/spells/silence.htm thanks for your help! ![]()
![]() Fellow DMs, i need your help badly. I figured out that it would be fun to convert a PC to evil and have him act as an agent throughout the adventure and attack the party at the very end of the adventure. He might be converted back again or just be killed by the others (if he doesnt kill them all). Either way it would suit the guy playing it. The bigger fun is the "converting him back to good" version, i think. I would need your help in figuring out how to integrate this into the storyline and how to handle it during the sessions to come. The background: We play in the Forgotten Realms setting. The PCs are:
The human sorcerer (Moko Usasa Gibana) came from a jungle delwing background and has that black magic, voodoo feeling to it. His background story says that he abandoned his evil tribe which was protecting tombs (the haunted village) from inturders in the hills, and his whole tribe was fanatical, evil and merciless with those who approached the place. His good intensions or a threat drove him away from the village. I consider the story of the SCAP changed as such: The Kelemvorite priests who are evil (Calmus Vel changes to evil as the story goes) are believers of the old faith of Mykul (NE death god) who was killed by Cyric. The divine portfolio of death was taken from Cyric after a short time by Kelemvor. Cyric wants the portfolio back and being a shitfy god he is, he saved Myrkul's phisical form (Adimarchus) for a later use and imprisoned it on Carceri. Myrkul wants to come back and the Cagewrights are about to help him with the ritual that the whole story is based on. The individual Cagewrigths (who are not clerics of Myrkul) supposed to be joining the effort to gain ultimate protection from their own death by saving the old death god. I would use Opiticus as the separated part of the old death realm (Fugue Plane, now ruled by Kelemvor), which angel and devils fight for to rule. The plot: Moko came to Cauldron, leaving his evil death worshipping tribe, met the Kelemvor priest and started the adventure with him, realised that this is the true way to venerate the true god of death and started heavily worshipping Kelemvor at the temple. Calmus Vel took notice of him and started teaching him and Moko soon faced the fact that the true death god might really be the same one they venerated in his tribe. Calmus lures ihm to the "dark side", saying that Kelemvor is only to ease the pain in those who face death, but the real face of death is Myrkul. Calmus doesnt know much about the plans of the Cagewrights so he wont get Moko into this part of the story, and as such this wont ruin the game for the player of Moko. I couldnt think of anything better than having Moko being contacted by the imprisoned Myrkul (Adimarchus) and being said that he is the last hope of Myrkul and he should follow the other PCs, who will free him but also will try eliminating him once and for all. He (Moko) should be stopping this and he will be elevated by Myrkul to divine rank. He would help the other PCs to get to Myrkul, even kill his clergy because killing and death is irrelevant to a NE fanatic of Myrkul, and he could believe that the other Myrkulites are doing something wrong to his revered god, or even that they serve a different cause, being the prupose of the Cagewrights totally unclear for him. He could also spend some time ith the Pillar of Souls which could be considered ad the voice of Myrkul for him. I know the story is shambling a bit... I am not sure how little thing will work out smoothly with this plan. I also have to solve the following things (besides having a constant undetectable alignment effect running on Moko): - how to handle the reactions of a NE player... maybe he should be LE instead. that si a bit easier to handle.
I think both the player of Moko and the other PCs will like this idea at the end. Ofcourse the others will only know this by the end at 20th level and the player of Moko could easely fit into the story that is ahead of them (We are about to finish the Demonskar Legacy this week). Let me know what you have to add to this! I am sorry for the long thread but i am really curious to see what ideas you guys might have, as earlier i got the best ideas from this forum about running special situations in the SCAP. Thanks for your help! ![]()
![]() Hello guys! Just wanted to add a few photos we made while playing the game. They are quite blurry... Thanks for the great book to all the writers and illustrators of this campaign book. http://www.rakit.hu/download/P1010128.jpg ![]()
![]() Hello there! I am readying the book and will start the campaign for my players this saturday. We will have a PC playing a paladin of WeeJas (Kelemvor), and I have seen that the temple will have a big role in the story later. Please let me know how to introduce the NPC WeeJas clerics to my PC who will have detect evil ready all the time. I has no chance to read the whole book yet, so i am asking for your advice on handling these NPCs at the start of the game. Can someone please summarize what the exact situation with them will be later? I saw that everyone NPC in the temple is evil. Are they like that from the beginning or do they shit alignment during the course of the adventure? Or should i tell my PC paladin that he detects evil in the whole place, yet he still serves the clergy? Please advise! Thanks a lot! |