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With regrets ... I think I will have to withdraw my dotting. The game I have been playing in has just expired (due to a variety of RL stuff). I thought I'd be good to just jump back on the horse, but to my surprise I discover I am just a bit too discouraged to try again just yet. All the best to those who win a place in the game. It looks like it will be a great one. ![]()
syll wrote:
Training probably. It sounds like everybody gets something they can do with their reaction, just not all the same thing. Frankly a fair number of classes in the current system might go their entire adventuring career without making an AoO, so giving them something else to do could be quite cool. ![]()
Color me interested :) Roll 1: 4d6 ⇒ (5, 6, 5, 2) = 18 --> 16
Goodness! Possibly the best rolls I've ever done :)
Some serious thought will need to be applied now. ![]()
TPJ wrote:
That's awesome - thanks very much! ![]()
My dice had a pretty good run during the fight at the front door and the goblins gave a pretty good account of themselves. It was during the fight on the tower that the goblins started to suffer misadventure (apart from that of being killed by adventurers of course) and I had two fall off while climbing the tower walls, one broke his neck when opening the trapdoor from below and the dwarf jumped on the door to close it and one fell through a weak spot in the roof while approaching the tower. Good times :) ![]()
My group Brother Boom - Human Cleric of Irori
They also had a 5th character - a halfling rogue but his player kind of drifted away from the game. And they have a Human Fighter NPC who sometimes helps out. ![]()
Similar story here - My PC's made so much noise in the tunnels that Gogmurt had plenty of time to get a warning off. As a result they ended up fighting a larger group at the front door while being shot at from both towers And when they finally won that fight, they decided to climb up into one of the towers and rest there. Which of course resulted in a pitched battle on the top of the tower in the middle of the night when the goblins counter-attacked. ![]()
Hi all, Just interested to hear what folks think about this ... I had it in my head to make my wizard dip two levels of rogue (mostly just to get evasion) but then I started to worry about spell progression. He's 3rd level now so if I do the dip now then he won't get 3rd level spells until level 7. Is that worth it? We are starting to get to the level range where we might be facing area affect attacks/spells and as a wizard he is of course very squishy, so having a chance to reduce that sort of peril is quite attractive. Since I've managed to talk myself into both basic perspectives I sort of wondered what other folks felt about this... is it a good idea? And if yes, is now the time to do it? ![]()
That's a tricky question that depends on so many things ... for example - if the druid gets a warning off to the main keep then things can get tricky for the party right at the front door, with goblins and dogs on the ground and archers in both towers (to say nothing of any potential issues with the bridge) - but if he doesn't then potentially the party can get right up to the door with all the goblins distracted by a variety of pastimes and slow to bring their combined firepower to bear. So my suggestion would be to have a few extra goblins on hand to drop into the mix in case of something like example two where the party might just roll over the initial goblin defenses like a wave of shiny steel death :) ![]()
They did rest in the Cathedral, although in fairness it was right at the beginning and they didn't have the musketeer with them at that stage so it wasn't immediately going to be obvious to everyone in the complex that they were there. They tend to be very paranoid about running out of resources (especially spells) and rest as soon as they get down to about 20% of full capacity. They actually rested several times doing the Cathedral but every time after the first they trekked back to town to rest. Oddly enough they never seem to have connected the fact that one of them is firing a gun to the fact that the bad guys always seem to be ready for them. But you are right, I may well have contributed to that tendency with them. On this occasion they genuinely were very battered and low on healing etc so they aren't being crazy choosing to rest, it is just WHERE they have chosen to rest that is messing with my head. ![]()
So, my PCs are just working their way in to Thistletop at the moment. They have got through the Thistle maze and had a pitched battle at the doors of the keep. Then, victorious but bloodied they climbed up and into one of the towers, closed the trapdoor leading down into the building and hunkered down to rest and recover. Unfortunately for them, I am pretty certain that every single goblin in the place is aware of their presence. One of the party members is a Cavalier of the Musketeer archetype, so every combat is punctuated by gunfire. The druid therefore knew about them in plenty of time to get off a warning sparrow and then the battle at the doors made sufficient noise to ensure that everyone else was aware of them as well. Added to that, they wounded and drove off the two goblins in the tower rather than killing them, so they are doubtless downstairs telling a story of attacking hordes by the time the PCs get into the tower and shut the trapdoor. So I guess my question is, what do the goblins do at this point? Mounting a counter-attack sort of makes sense, but I am pretty sure the party doesn't have the resources (spells etc) to fight off the entire remaining population of goblins and I don't want to engineer a TPK. On the other hand, the idea of the goblins just doing nothing for 8 hours makes no sense at all. ![]()
Hi everyone - looking at this forum and it's very excellent list of resources ... I am not far into running RotR for my group and am looking for a combat map for Thistletop. I see one listed in the main list but the link doesn't seem to work. Does anyone have a working link where I could get hold of this? Thanks very much :) ![]()
Hi all, Running RotRL for the first time at the moment ... my PCs have just got into the Welcoming Chamber in the Catacombs. We just got to the bit where the text says
and one of the members of the party managed to roll a natural 20 for his roll! So, what do I tell them? I have said it is Runelord Alaznist but I am unsure of what knowledge should be available about her from thousands of years ago. I haven't found anything (yet) explaining it in the book and I don't want to derail anything that might come later. So can anyone give me an idea for what I should be telling them? thanks ![]()
I take your point Latrecis, but the group will have come here to rescue Ameiko and likely by this point will have her badly battered personage in tow. Additionally (though a lot less likely) they could have Tsuto bound and gagged at their feet by this point too. In this circumstance I would not be at all surprised if they went "our work here is done" and headed back to the Rusty Dragon for tea and Curried Spice Salmon. They are very goal focused, and rescuing Ameiko is their goal, not exploring every nook and cranny (trust me on this, they have done this to me before :) ) They might do a cursory search down the Smuggler's tunnel but after a hundred meters or so just go "this isn't relevant" and give up on it. Or they might not - I've been DMing for them on and off for thirty mumble years and they still occasionally surprise me :) In any event it should be fairly easy to place a little emphasis on the tunnel - simply make Tsuto flee down it a little earlier. My primary concern was that since I found the description of the branching of the tunnel leading to the Catacombs unclear I would mess up describing it and end up leading them away from it. ![]()
Hmm, thanks for this - I must admit I find the description a little puzzling at that point - Given how long it is I can see my party not bothering to explore the Smuggler's Tunnel unless I put something in to emphasize it's importance. And the description of the tunnel splitting off to the Catacombs is slightly confusingly worded. As written I could see my group missing the Catacombs completely. Which might not be great ![]()
Hi y'all I'm looking at creating my first Pathfinder character at the moment and I've got a particular idea in mind but would like some expert advice on the practicality. What I am thinking of is a half-elven archery ranger/rogue/assassin. Unfortunately, I see that the Assassin's death attack only works on a melee attack and I am wondering is whether there are any feats available that would allow this to be done with a bow? Or am I better off just dropping the assassin in favour of more rogue levels and just Sneak Attacking my targets to death? Thanks very much |