uriel222 |
Woot! Can't wait to hear what people think of this one. :)
It sounds awesome! It reminds me of an old-school adventure that did something like this, but I forget the name. Way to change things up!
Out of curiosity, how is this going to play out with Pharasmin clerics, I wonder...?
Generic Villain |
It sounds awesome! It reminds me of an old-school adventure that did something like this, but I forget the name. Way to change things up!
Perhaps "Necropolis," a 2nd ed Ravenloft boxed set? In it, the lich Azalin accidentally kills every living thing in his realm (including the PCs), transforming them into undead versions of themselves.
Vic Wertz Chief Technical Officer |
Avatar-1 |
Ran into a problem while running this scenario:
They decided to do gather info themselves and rolled reasonably enough to find some undead who pointed them in a general direction, but it was a weak band-aid solution.
R. Hyrum Savage Super Genius Games |
DrGabe |
Hyrum, can you please answer a question for me?
Jokton's Haunt in the 8-9 Tier
What is the net effect of the Haunt? Do the PC's take 100 points of damage and then have the Heal spell cast on them as undead stopping at 1 HP? There was a lot of discussion about this Haunt during our last session.
Thank You!
Mark Moreland Director of Brand Strategy |
DrGabe |
Heal cannot reduce an undead to fewer than 1 hp, just as harm can't do the same for someone who is alive. No PC should take more than 100 points of damage, nor should they be reduced to 0 or fewer hit points from this haunt.
Thanks Mark!
Eric Saxon |
Just played this scenario today.
As it currently stands, this scenario essentially heals all 'living' creatures, which includes the Pharasmins, who are ALIVE and drops all undead by up to 100 hp. Wouldn't the Pharasmins use this to their advantage, by drawing undead into the booby trap and turning the place into a giant kill zone?
Flow |
I am glad that Mark clarified the
I am wondering if this scenario could be updated and revisioned to clarify how the Haunt is to be executed. This is not a mild typo; this lack of explanation is leading to player death which is very off-putting to players and not at all what is intended. The scenario should be updated to clearly state that the Harm based haunt effect only damages up until the final 1d4 HP of the victim.
GM Bold Strider |
I was running this and having a sorely needed errata for the Haunt be only posted on the Product Discussion is the last place I would look as a GM. Luckily, my local VC found this errata before the night was over and one of the deaths was retconned to a player in person and the other was told to the second death online the next day. Either way, it severely put a damper on the mood of the game.
As an aside for future development of scenarios, this haunt is either too deadly or pointless. If the haunt can kill, then 100 points of damage at subtier 8-9 is a save-or-die in tier or a die-or-die out of tier. If the haunt can't kill, then all it does is expend resources of the Wand of Infernal Healing or Inflict Light Wounds in a way that has absolutely no danger or relevance to the scenario. In all honesty, the haunt should be able to kill and the damage should be lowered to something reasonable and doled out over the course of a few rounds.
Lastly, how can Joktan's soul both be corrupted by the soil to create the haunt AND power the Worm that Walks, especially if you do as the scenario suggests and cleanse the haunt and free his soul?
dynilath |
participated as a player today and went on something weird
Worms that walk:
.....Mind-affecting effects that target single creatures function normally against a worm that walks, since the creature's individual components share a hive mind.....
while the worms that walk in this scenario are immune to mind-affecting effect.
it didn't make troubles when running the scenario, but I still feel weird after story is concluded.