Lassiviren

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Did anyone else almost have a TPK with that Eye of the Deep in area 11 of the Crimson Fleet base?

Only one of my PCs made the DC 34 save not to be stunned, and it can use that bility at will. wow!

At least one of my PCs was resourceful and summoned a celestial baleen whale in the same tank as the EotD


I noticed a difference between Demogorgon's stat block in Dragon (#357 I think) and Dungeon (#150).

Under the demon summoning ability it says 90 HD worth of demons/day in Dragon and 30 HD per day in Dungeon. Just wondering which one is correct


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:

Having read the STAP in full before begining the campaign, I noticed something during the first adventure:

Penkus's not in "There is no honor" has Penkus swearing to meet Vanthus in Hell( or the abyss, I forget).

It occurs to me that when the PCs get to Wat Dagon and encounter Vanthus again, a Penkus-turned-Petitioner torturing Vanthus would be fun. I really love how the players instantly HATE Vanthus...I really played up him toying with the PCs (he urinated into the 'well' for one). Having Penkus show up is a great way to have the STAP come full-circle.

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:


Swift Hunter is a feat that allows you to stack ranger and scout to determine Skirmish dice and favored enemy (and maybe the battle fortitude as well, I'm not sure).

This appeared in Dragon and maybe in Complete Scoundrel.

-c

Much obliged sir.

Now how does one get Skirmish to work on undead?


OK maybe I'm missing a few things here...

but how do you get Skirmish to affect undead?

and

how do you get ranger and scout levels to stack for the purpose of skirmish and favoured enemy?


Sect wrote:
Milton wrote:

Why not make it so the Vanderboren's had 3 children?

- Lavinia (existing NPC)
- Vanthus (well everyone knows about Vanthus)
Child #3 (your PC, who left Sasserine years ago to make his/her own way in the world and is now coming back to help deal with the death of his/her parents)

ALready been suggested. Check the other thread.

Oops didn't see the other thread


Why not make it so the Vanderboren's had 3 children?

- Lavinia (existing NPC)
- Vanthus (well everyone knows about Vanthus)
Child #3 (your PC, who left Sasserine years ago to make his/her own way in the world and is now coming back to help deal with the death of his/her parents)


*BUMP*

Still need one more person


Just wondering if you'll be able to download pdf versions of old dungeon magazines once Paizo is no longer making the printed ones anymore?

My Age of Worms issues are pretty worn from use so I'm thinking about downloading them all as pdfs.


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)?


Robert S wrote:

I live by the university and would be interested in playing through Age of Worms. My room mate would also likely be interested in joining up.

Robert

awesome. send me your e-mail and we can chat a bit more and see if our schedules mesh


Looking to DM AoW in Edmonton... anyone who's interested leave a message on here


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)
holy (+2d6 against evil creatures)
evil outsider bane (+2d6 vs well you get the idea)

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?


So I noticed that the issue with Kyuss in it does not list a CR. By my calculations he is up around CR 35 not including his Divine Rank:

Class Levels (+30)
Worm That Walks Template (+3)
Being Huge (+2; +1 for ever size for every category over medium)

Any thoughts?


Hey everyone,

I bought Ravenloft and I noticed it keeps making reference toa Concluding the Adventure section when you finally do away with Strahd. But I can't find this anywhere in the book. Does anyone know the page #?


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?


My PCs:

1/2 elf (aquatic) bard (going to be multiclassing as a swashbuckler/duskblade/Bladesinger)

Halfling Druid

Human Binder

And a Rogue (can't remember the race)

Estimated chance of survival anyone?


I just got 139 the other day and upon a cursory glance of the adventure there seems to be a ton of gold/treasure for the PCs (like way more than they should have). Is this actually the case, or does my cursory glance deceive me?


Larcifer wrote:
I live in sherwood Park, but go to the University I would be interested....

I tried replying to your ualberta e-mail address but it didn't go through, so I sent a reply to your hotmail one. Check your Junk folder sometimes Yahoo emails go straight in there.


I didn't think I'd find anyone on here, I've had a tough time finding people in Edmonton. Glad to hear from the 2 of you.

Please e-mail me at jagsterman82@yahoo.ca (putting "D&D" in the subject line) and we can go from there.

Jason


Hastur wrote:


I know you weren't asking me personally, but anyway... I managed the Faceless One in a cunning way that helped him survive considerably longer... since I'd bumped him up a level or two (my PC's were a level or so higher than recommended), I gave him Illusory Wall as a spell. So he hid behind an illusion-wall in the main laboratory, taunting them, and casting spells etc. (a lightning bolt "from the wall" was a classic), while his acolytes (and undead, I think) ran around trying to cast spells and generally getting slaughtered. My players knew something was up, but took some time to realise exactly what - a fake wall was just not something they thought of at the time. It was only when the druid commanded his wolf companion to attack something that it used its scent ability to sniff him out from behind the wall, and it started to scratch at the wall (failed its save vs illusion). Then I think one or more PC's twigged, searched the wall and made their save, then cornered him. Of course, once they found him, it was over pretty quick, but we all expect that with mages really.

Nice I like how you did that


Oh forgot to say... I'm looking for 6 PCs preferably near downtown or the university area, but hey anywhere will do.


Howdy,

Looking for some PCs to run through either Age of Worms or Shackled City in Edmonton, AB Canada

So if you have the courage and the fortitude (not to mention the reflex and the will), then message me below and we'll set something up.


Well I guess the thread name sorta says it all... anybody know where i can get one?


Small Attention Span wrote:
The Faceless One in TFoE. Died real fast.

Just out of curiousity... how did you run this one so that The Faceless One almost TPK's your PCs? Mine gave it to him up the pooper, damn silence spell *shakes fist at spell*


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:


Did your players see the tiefling give the "secret knock"? Did they go into that temple anyhow. Did they let the cultists release the boar, fight the boar, and give the temple time to organize? Ask your players what they would have done if they had these resources and were defending their temple.

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