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


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


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)?


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


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?


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?


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


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


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.


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