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![]() Following a TPK in Taboo Temple, 3 of my 4 remade PCs decided to spend a feat on Leadership to each get a cohort. My question is, what are the standard character creation rules for cohorts? I looked in the DMG section but only saw the part about giving xp and treasure. Each of my PCs was made with 32 point buy, so for the cohorts I let the players make their own with only 25 point buy and their starting gear value equal to what an NPC at that level would have (see DMG pg 127). Does that sound about right/fair? My rationale behind the 25 point buy and lower gear value was to really drive home that the cohort is there as support and should not be equal to a PC. ![]()
![]() Stedd Grimwold wrote:
Apologies for interrupting your thread, but I still haven't got my issue of 150 yet and something I saw in your post intrigued me. What are the circumstances of encountering Vanthus again? I know he comes back in Into The Maw, but how does he come back in the final adventure? ![]()
![]() Let me preface this by saying that I haven't received my copy of Dungeon 150 yet... Has anyone used the Demodragon (from the Critical Threat section of Dungeon 147) in the final adventure yet? If so is there a good time/place to throw him in? I just figured a CR 21, 2 headed Demogorgon inspired dragon would make a great encounter in the final adventure ![]()
![]() Clint Freeman wrote:
Much obliged sir. Now how does one get Skirmish to work on undead? ![]()
![]() Sect wrote:
Oops didn't see the other thread ![]()
![]() In Taboo Temple area 3 one of the skinwalker acolytes is supposed to be hidden in the face at the east end of the room with almost total cover. My PCs were trying to figure out a way to get in there with him to smite him and such. I didn't see anything in any other room descriptions saying it led to that area. so my questions are: 1) is there anyway to get to that acolyte on foot? 2) if they do decide to teleport in there how big is the area (i.e. how many people can fit in the space)? ![]()
![]() My Savage Tide group was recently re-tooled from 4 PCs to 6, so I did the math and it turns out it's actually quite simple to change adventures. All you have to do is: ADVANCE EVERY BAD GUY BY 1 CR If it's an NPC, add a level... If it's a monster advance it by however many HD it says in the back of the MM, based on it's type, to bump it up one CR (remember to give it extra feats every multiple of 3 HD, and a stat boost every multiple of 4 HD). That's all you have to do. For exmaple... my group is 13th level. If 4 PCs of 13th level fight a CR 13 creature they get 1,200 xp each (4,800/4). And if 6 PCs of 13th level fight something of CR 14 they get 1,200 each (7,200/6). Ta Da! ![]()
![]() James Jacobs wrote: Yes... Taboo Island (like many areas in Savage Tide) are designed with the assumption that a party will be making multiple forays. In addition, there are multiple ways to enter the dungeon; if the PCs approach area 3 from the east, things are likely to be a little less harrowing for them. I don't have the adventure in front of me, but is there anyway for the PCs to get in the visage thing with the accolyte in area 3? That way someone can melee him as opposed to suffering from his tactical nuclear strikes ![]()
![]() Just wondering how that ambush in area 3 of taboo temple went for different groups? Mine got totally anihilated (TPK) by the acolyte in the skull, and the ranger chief dude. This encounter seems way over powered to me for a group of 13th level PCs. So we're making new PCs and continuing on from where we left off. Should I stick with 4 PCs? Go with 6 and not change the adventures at all? or go with 6 and boost the CRs/treasure appropriately? How difficult are your PCs finding it beyond this point in the AP? ![]()
![]() So having read Into The Maw, it would seem that the majority of enemies left in the AP are outsiders (chaotic, evil)... so here's what i'm wondering, would an axiomatic holy evil outsider bane weapon do an extra 6d6 damage against them? axiomatic (+2d6 against chaotic creatures)
would all 3 of these stack against each outsider (chaotic, evil) bad guy? ![]()
![]() I took in my PCs character sheets after running the third adventure and added up all the loot they have... It's almost double what they should have! (according to pg 135 of the DMG) Looking over everything on their sheets it's all stuff that they have found in the adventures and have just kept. has anyone else noticed this? Also... when calculating overall character wealth, do magic items found as treasure count for only what you can sell them for (1/2 of the price in the DMG), as it says on pg 168 of the PHB? ![]()
![]() I only have 3 players for my STAP campaign so I let them all make gestalt characters to help offset some of the difficulty, but I'm wondering if I should a a 4th NPC. Right now we have a rogue/swashbuckler, duskblade/swashbuckler, and a druid/monk. I was thinking of adding a sorcerer/warlock to help out with the offensive spellflinging. Also I think it's worth noting that my PCs just finished the Parrot Island part and already have 2500 xp each due to the fact there's only 3 of them. so is it worth adding an NPC? ![]()
![]() Hastur wrote:
Nice I like how you did that ![]()
![]() They also thought the following was harsh of me... The entrance to the Grimlock cheiftain's lair is only 5 ft wide, and he happened to roll a good initiative. So I had him cast Hold Person on the first PC, thus blocking the other ones in the hallway. Then one of the flunky grimlocks went and delivered a coup de gras against the held PC (who failed his save vs the spell and vs the CdG). Is stuff like that too harsh? or should you play intelligent bad guys to their most lethal/effective potential? ![]()
![]() I've just finished running my group through TFoE and there's been a lot of moaning and complaining from my group that i'm being too harsh on them. I think the thing they find most annoying is the swarm the party tactics described in the magazines (i.e. fight breaks about in room A, bad guys in rooms B, and C hear and come to attack). Just wondering if this is how everyone else ran their dungeons in AoW and what their PC's reactions were. ![]()
![]() ghettowedge wrote:
Ok well the Tiefling did gave the "we're under attack" knock. The PCs managed to kill all the skeletons right away (cleric with turning) and then slay the cultists right away. So the PCs ended up opening the door to the dire boar, and killing it too. So basically all they had to contend with was the guys from area 6 - 10 up on the balcony, and 2 trog zombies on the floor. The only thing i changed from the written adventure was i swap out one of Theldrick's 3rd level spells (Create Food and Water) for a 3rd level Cleric spell from the Book of Vile Darkness called Unliving Weapon (basically when ever the affected undead creature takes a single point of damage it explodes and deals 1d6 per 2 caster levels in a 10 ft radius). So a 3rd level spell that did 2d6 points of damage was not all that over powering I think (although 2 of the PCs in negative hp were in the area effect when it went off, killing them. but such is life). Does anyone have any tips on how their PCs fought/survived this room? ![]()
![]() OK so I'm pretty new to DMing and am running my PCs through the AoW campaign (obviously) I'm not sure if I ran an Encounter from TFoE correctly or not. My understanding of the temple of Hextor was that the cultists and skeletons delay the PCs at the beginning of it, allowing one of them to go open the door to release the dire boar. Once the dire boar shows up all the bad guys from areas 1-5 run to the bottom part of area 11. The rest of the bad guys from areas 6 - 10 go to the balcony in area 11 and start raining arrows/spells upon the PCs. This is the way I ran that temple, and how i understood to run it from Dungeon magazine. So I'm just wondering if that was how it was supposed to be run or no? My party lost 2 people and then decided never to come back (effectively ending my campaign), cause they felt i was too mean. So yeah let me know please. Also, if anyone has any tips for the PCs and how to get through the giant room of death |