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So, we had a situation come up in our game last night and I was wondering what other people thought of this:
While all of our group had played Rats 1 together, two of them had played something else in between so they didn't have the Dogged Adventurer boon. When they rejoin us for Rats 2, where are their extraplanar eddies? Rats 2 isn't very clear about where the eddies of people who aren't Dogged Adventurers. Could a non-DA reasonably go to his eddy with the dead body of a DA to get raised in Absalom?
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If I remember correctly, the eddys are tuned to the individual pc, so that makes it hard to take back dead bodies.
presumably, those that went back would reappear at the starting point of part 2 and their eddies would be there... otherwise they could have appeared back at part 1's starting point and gotten passage down to where part 2 begins.
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Hullo, a slight necro because of reasons:
I'm trying to understand how to judge a certain monster ability in the scenario and it has me stumped. Specifically(and this is where you should stop reading if you are not a GM) the Crystallize ability of the Carnivorous Crystal.
Here's a the write up:
Crystallize
A creature entrapped by a carnivorous crystal's attack must succeed at a DC 22 Fortitude save each round or become helpless. If a helpless creature fails this save, it becomes petrified as its body crystallizes. In 1d4 hours, the petrified victim shatters and a new carnivorous crystal emerges from the remains. The save DC is Constitution-based.
Okay, so far so good, but when we look at the universal monster ability, Entrap, things start to become confusing. Again, here's the write up:
The target of an entrap attack must make a Fortitude save or become entangled for the listed duration. If a target is already entangled by this ability, a second entrap attack means the target must make a Fortitude save or become helpless for the listed duration. The save DCs are Constitution-based. A target made helpless by this ability is conscious but can take no physical actions (except attempting to break free) until the entrapping material is removed. The target can use spells with only verbal components or spell-like abilities if it can make a DC 20 concentration check. An entangled creature can make a Strength check (at the same DC as the entrap saving throw DC) as a full-round action to break free; the DC for a helpless creature is +5 Greater than the saving throw DC. Destroying the entrapping material frees the creature.
So, are there two Fortitude saves every round after the initial one is failed or does the Crystallize ability overwrite Entrap somehow? Seems awfully harsh if it is the former.
Question two: Is it possible for a helpless creature to attack the entrapping material normally, say, with a sword, or is a Strength check the only way? The statblock lists hardness and hp, but the Entrap ability only talks about a STR check. Furthermore, does this attemp provoke and AAO from the ooze?
Such confusion. Wow. Much GM regret.
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My understanding of how this works is as follows:
1)Crystal hits a PC, and the PC is opened up to an 'Entrap' attack.
2)PC needs to make a Fort save, or become Entangled for 1d10 rounds.
3)If the PC fails the first Fort save, it is subjected to the Crystal's "Crystallize" attack, and must make a *second* Fort save that round, and then another one every round until it fails (and becomes Helpless), or the entangle duration runs out.
4)If a Helpless PC fails another saving throw (so, at bare minimum, on the PC's next turn after the Crystal hit them), he/she is Petrified, and is essentially boned - the hardness/hit points listed under the 'Entrap' special attack only free the PC from entanglement, not from being Petrified and producing another crystal in 1d4 hours.
Yes, this is a *nasty* monster, but the important thing is to note that it takes *three* failed Fort saves to be destroyed (the initial one to avoid entanglement, a second one to become helpless, and then a third to become petrified); players should try to do their darnedest to make sure no-one has to make that third Fort save, by attacking the 'Entrap' before the PC has a turn.
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Why does subtier 10-11 Durriya have level 5 spells when she's only a sorceror 3? Does it say anywhere that the Rakshasa caster level stacks with sorceror levels, or is it just implied, since it has spells known instead of spell like abilities?
With respect to season 5, do characters who have Dogged Adventurer still automatically get their second Prestige without doing anything, or do they still need to fulfil the secondary success condition to get it?
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Why does subtier 10-11 Durriya have level 5 spells when she's only a sorceror 3? Does it say anywhere that the Rakshasa caster level stacks with sorceror levels, or is it just implied, since it has spells known instead of spell like abilities?
Creatures that "cast spells as a xxx" stack that casting with actual class levels.
With respect to season 5, do characters who have Dogged Adventurer still automatically get their second Prestige without doing anything, or do they still need to fulfill the secondary success condition to get it?
I'd say they are free and clear. They are giving up a few things for the glory of a deep delve.
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I have a couple questions as well for when I run this at the end of the month.
If PC is hit and becomes entrapped and the d10 roll is 1 then even if he fails the second save and becomes helpless then he slips free after the round has passed or is entangled for the duration and once he is helpless he is stuck until broken free?
Secondly can the crystal still attack while entrapping the PC or are all it's actions tied up with entrapping the PC.
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Not a lot of discussion on this one. Ran it for the second time today, back to back with The Sundered Path. Inquisitor fight was nasty, with lots of swarming, baning, and the support of the wizard. Dark Archive PCs enjoyed snagging the spellbooks.
Crystal fight was fairly brutal, really worked the Life Oracle's channels. The Warpriest was able to handle the front lining once the Bard was yanked out of melee due to leading the investigation.
Destrachans were a static slog, with the Bard countersonging the destructive harmonics. Not sure it should have worked that way, but I threw him a bone.
Final fight was another slog until the Warpriest stuck Smite Law on the empress and started laying into her. That DR is tough to beat otherwise, and her AC is impressive. Over all, the scenario was a fairly hefty crawl, but everyone had fun.
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Whew, it's been about exactly 3 years since my necro. Looking back on it, this scenario still tops it when it comes to needed combat prep.
Anyway, when I ran the adventure, it took two healers to keep the party afloat against the inquisitors. They hit that hard!
Conversely, just about everything else hardly grazed the adventurers. Durriya with her defences was pretty unreachable at first but eventually ran out of effective combat actions and was ground down. I kinda like the fight though, those Aspis guys make very powerful mooks and evasion is always nice.
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Final fight was another slog until the Warpriest stuck Smite Law on the empress and started laying into her. That DR is tough to beat otherwise, and her AC is impressive. Over all, the scenario was a fairly hefty crawl, but everyone had fun.
She has quite respectable defences but I found, both playing and running it, that she really lacks much offensive punch.
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I think it was her swarming rogue buddies.. but removing the "noise" of a wizard and rogue minions from the encounter made it much easier to deal with the inquisitor first. I do remember her hitting hard, but on her own she couldn't carry the rest.
I'm sure the wizard could have recovered quickly enough if given time, but keeping him from being useful for a few rounds was enough for us to dominate the encounter, as a 2H-heavy party.