dharkus |
Just wanted to point out that for room B5 of the ruins under fort tempest, the Camarachs make no sense.
Basically there is no way shape or form for 3 gargantuan creatures to fit inside this tiny ass room with a portal.
I'mma load another map probably and have this be a sub/sub dimension that's bigger.
maybe the size is a misprint? Huge might work? or maybe the scale is a misprint and it's supposed to be 1sq= 10ft? or the room is supposed to be bigger without changing the rest of the map, there is room for it to be a bit bigger without moving it (5ft wider) or much bigger if it's moved east
AlastarOG |
AlastarOG wrote:Peenicks wrote:Hell's Messenger wrote:Maybe I just missed it, but what should the HP of the mortal shells used by the Agent of the Grey Queen Astradaemons be?I'm about to start book 6 and I wonder this as well. Are the Agents Of The Gray Queen the monster and we're supposed to use a random statblock for the HP?I used a level 15 creature and that gave them 60 hp shells.
Agent of the Gray Queen Statblock wrote:The body has a number of Hit Points equal to 3 times the level of the creaturewhich means lvl 15 would have 45hp
you could use the starwatch commando statblock from Book 5, they're lvl 11 though
Yes my bad, 45 hp.
The commandos work too. 33 hp. Ultimately the shell is more a hostage than anything else, depending on your party's gear and composition.
dharkus |
is the laughing fiend's greeting supposed to target ALL creatures in the gallery (B9)? cause if they triggered the prismatic wall and there's a load of enemies waiting in the gallery it could potentially kill them all! maybe that's intended to make up for the effects of the wall? though the PCs could quite easily have removed them all with healing before opening the door
just noticed all the enemies are undead and therefore immune to death effects, i.e. weird!
Deriven Firelion |
Peenicks wrote:Hell's Messenger wrote:Maybe I just missed it, but what should the HP of the mortal shells used by the Agent of the Grey Queen Astradaemons be?I'm about to start book 6 and I wonder this as well. Are the Agents Of The Gray Queen the monster and we're supposed to use a random statblock for the HP?I used a level 15 creature and that gave them 60 hp shells.
Funny enough in that encounter the sorcerer won initiative, didn't understand the other guards were terrified, and then horrid wilting killed everyone BUT the two astradaemons who were immune to the negative energy...
The paladin in the party was NOT happy...
Did your sorcerer use the classic line, "My bad" while smiling at the paladin?
Amber_Stewart Contributor |
Amber_Stewart Contributor |
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maybe the size is a misprint? Huge might work? or maybe the scale is a misprint and it's supposed to be 1sq= 10ft? or the room is supposed to be bigger without changing the rest of the map, there is room for it to be a bit bigger without moving it (5ft wider) or much bigger if it's moved east
The camarachs were a post-turnover addition, and I didn't have knowledge of them/their size when I did that room. They're really cool critters, so I'd just increase the size the room to accommodate them.
AlastarOG |
1 person marked this as a favorite. |
AlastarOG wrote:Did your sorcerer use the classic line, "My bad" while smiling at the paladin?Peenicks wrote:Hell's Messenger wrote:Maybe I just missed it, but what should the HP of the mortal shells used by the Agent of the Grey Queen Astradaemons be?I'm about to start book 6 and I wonder this as well. Are the Agents Of The Gray Queen the monster and we're supposed to use a random statblock for the HP?I used a level 15 creature and that gave them 60 hp shells.
Funny enough in that encounter the sorcerer won initiative, didn't understand the other guards were terrified, and then horrid wilting killed everyone BUT the two astradaemons who were immune to the negative energy...
The paladin in the party was NOT happy...
No she was Chaotic Good and the player is bff with the Paladin (they're the two female players in the group) she was legit mortified at her mistake, it was a strong developing moment for her.
AlastarOG |
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dharkus wrote:The camarachs were a post-turnover addition, and I didn't have knowledge of them/their size when I did that room. They're really cool critters, so I'd just increase the size the room to accommodate them.
maybe the size is a misprint? Huge might work? or maybe the scale is a misprint and it's supposed to be 1sq= 10ft? or the room is supposed to be bigger without changing the rest of the map, there is room for it to be a bit bigger without moving it (5ft wider) or much bigger if it's moved east
I am so happy you took the time to answer, its nice knowing the process :)
I had the room be a kind of warp zone (like harry potter) that took to another map and then disguised the Camarach's as portals in a sort of ''portal room'' layout.
It worked fine! Except the players took one look, went ''nope'' and gtfo on their first initiative turn and the Camarach's were too big to follow.
dharkus |
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just noticed something, Hestriviniaas's tail att doesn't have reach, which is pretty weird for a huge creature, but also it should probably have 20ft reach? this'd fit with the pattern of the rest of the proteans in the book of jaws xft reach, claws xft reach, tail x+5ft reach - whereas without changing it, atm it's x, x, x-15, which is pretty weird!
it's also missing the chaotic dmg which likewise all the other proteans have on every att, and therefore the other traits that go with it
dharkus |
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dharkus wrote:The camarachs were a post-turnover addition, and I didn't have knowledge of them/their size when I did that room. They're really cool critters, so I'd just increase the size the room to accommodate them.
maybe the size is a misprint? Huge might work? or maybe the scale is a misprint and it's supposed to be 1sq= 10ft? or the room is supposed to be bigger without changing the rest of the map, there is room for it to be a bit bigger without moving it (5ft wider) or much bigger if it's moved east
thanks for responding Amber - pretty rare for authors to respond this long after it came out - gotta be 4-5months + now - really appreciate it!
Amber_Stewart Contributor |
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thanks for responding Amber - pretty rare for authors to respond this long after it came out - gotta be 4-5months + now - really appreciate it!
It's my first AP entry so trust me, I'm legitimately giddy to chatter about it at every dang opportunity I'm afforded! Any comments, any feedback, any thoughts, any experiences while playing through it... I'm a captive audience for it.
I will note however that there are some things I cannot truly comment on, such as changes made during development versus my draft, and content that I didn't create. For such things I will 99.9% of the time politely not address.
Benchak the Nightstalker Contributor, RPG Superstar 2010 Top 8 |
Amber_Stewart Contributor |
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somewhat related to the previous question:
what language would Kharnas the Angel-Binder use to give to a Radiant Warden he created, so that only he and trusted allies (if he had any) could communicate with it? he moved around quite a lot before he did his final big act!
Given the prior use in the module of using celestial and daemonic in various capacities, given Kharnas's history, I'd suggest using something like a custom composed pidgin language that mixed grammar and vocabulary from both of those languages.
Ventura |
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It might be an oversight when the creature was made since Avsheros is a fallen planetar, and normal planetars have "regeneration (deactivated by evil)".
Since a lot of Avsheros' abilities have been flipped to the opposite to fit a fallen celestial, I would personally change it to (deactivated by good) if I know my players have some way of doing good damage.
Otherwise you could remove Avsheros' "Blasphemous Arms" ability and just make it an unholy weapon (and then maybe remove equal gp loot elsewhere) and then the PC can only deal the killing blow to Avsheros by his own greatsword. While a good PC is enfeebled 2 while wielding an unholy weapon, a unconscious/dying creature gets -6 AC, so it balances out.
AlastarOG |
just noticed that avsheros the betrayer (CE) has this, "regeneration 20 (deactivated by evil)"
how are PCs who are all good supposed to kill/knock out avesheros?
1stly being evil they can't take evil dmg
2ndly the PCs being good they're not gonna be doing evil dmg anyway!
They can try allying with the angel slayer, he does evil damage.
Finger of death and disintegration also work.
dharkus |
dharkus wrote:just noticed that avsheros the betrayer (CE) has this, "regeneration 20 (deactivated by evil)"
how are PCs who are all good supposed to kill/knock out avesheros?
1stly being evil they can't take evil dmg
2ndly the PCs being good they're not gonna be doing evil dmg anyway!They can try allying with the angel slayer, he does evil damage.
Finger of death and disintegration also work.
they do, except in my game - i've made death effects unlikely to kill by adding +5 to saves that would kill on a fail (whether that's a good idea is besides the point), but reversing it for this 1 enemy would be weird
dharkus |
more space problems i'm afraid - this time in D4 - it says "As soon as the agents enter this room, three vulture-headed daemons and a monstrous being
made entirely of congealed blood rise from the pool."
only problem is that the pool isn't big enough for 4 large creatures! 2 can fit, just about, if one is on the steps - they can all 4 fit in the room, but it's pretty cramped for 4 large creatures and 4 PCs
AlastarOG |
AlastarOG wrote:they do, except in my game - i've made death effects unlikely to kill by adding +5 to saves that would kill on a fail (whether that's a good idea is besides the point), but reversing it for this 1 enemy would be weirddharkus wrote:just noticed that avsheros the betrayer (CE) has this, "regeneration 20 (deactivated by evil)"
how are PCs who are all good supposed to kill/knock out avesheros?
1stly being evil they can't take evil dmg
2ndly the PCs being good they're not gonna be doing evil dmg anyway!They can try allying with the angel slayer, he does evil damage.
Finger of death and disintegration also work.
You really shouldn't do that, save or die spells are very decent and balanced in this version, they just do damage.
As for your problem you don't need to change anything, if the players get the angel down to 0 HP any damage dealth by the spell will kill it.
They just need to try it couple times cause with your rule he might Crit succeed a couple of times.
As for the sneaking thing, if you want it that way she can just use a smoke bomb. I just added the legendary sneak skill feat to her.
dharkus |
just noticed something while running the Veksciralenix fight - she's missing a DC for her alien presence ability - i looked at the creature building rules and it said for constant abilities to use the moderate spell DC (39) - but i didn't have much time to look into it that much - anyone think it should be anything different?
Naurgul |
Does anyone have any idea what this riddle(?) from Bandersworth's biography means? It's an example of what the cane has been whispering to him.
“Build. Make. Unmake. Shackle/Bend/Break/and/Take and Unto the Cage, Cerulean Light Lakes.”
Is this just a generic reference to Maelstrom the plane of Proteans?
OmegaZ |
Does anyone have any idea what this riddle(?) from Bandersworth's biography means? It's an example of what the cane has been whispering to him.
Quote:“Build. Make. Unmake. Shackle/Bend/Break/and/Take and Unto the Cage, Cerulean Light Lakes.”Is this just a generic reference to Maelstrom the plane of Proteans?
Probably a chaotically poetic way to describe the Maelstrom, but its proteans so who knows?
Amber_Stewart Contributor |
1 person marked this as a favorite. |
Does anyone have any idea what this riddle(?) from Bandersworth's biography means? It's an example of what the cane has been whispering to him.
Quote:“Build. Make. Unmake. Shackle/Bend/Break/and/Take and Unto the Cage, Cerulean Light Lakes.”Is this just a generic reference to Maelstrom the plane of Proteans?
Yes, it's just a bit of protean-speak constantly, incessantly talking to him, slowly taking a toll on his mortal brain.
Novabuster |
maybe the size is a misprint? Huge might work? or maybe the scale is a misprint and it's supposed to be 1sq= 10ft? or the room is supposed to be bigger without changing the rest of the map, there is room for it to be a bit bigger without moving it (5ft wider) or much bigger if it's moved east
I can confirm that doubling the size for the Under Fort Tempest Map (1 square = 10 ft) allows for multiple rooms (B5, B6, B10, etc.) to make waaaay more sense due to monster sizes. Really seems like a misprint. You can just say that the Kharnas and his angel army preferred giant doors, easier for angle wings to get through...
Saqcat |
Does the Radiant Spark not allow the players to insta win every encounter in the last dungeon with this effect:
Activate envision, Interact; Effect The Radiant Spark casts a 10th-level dominate spell (DC 49) on a creature that isn't from the Material Plane. Celestials get an outcome one degree of success worse than the result of their save.
No frequency so they can just spam a level 10 dominate every turn if I have not missed anything.
CorvusMask |
This book kinda seems like 2/3 of really cool filler and lore drops?
Like... Graveraker has nothing to do for overall plot, its mostly there as exp dungeon filler, only connection is that Terimor stole cane from Bandersworth and you get tip of Radiant Spark's location from npc there. Cane itself has nothing to do plotwise besides it nerfing big bad's competence and her building final dungeon with it.
The second dungeon on otherhand is super cool lore drop, but Radiant Spark has nothing to do with plot, its nerfed by it being sorta evil artifact and its only relevance is giving minor debuff to big bad, but otherwise its not needed.
I kinda feel like Radiant Spark should have been somehow more plot important. Like maybe there would be adventure to purify it for its original purpose as mass healing artifact and Gray Queen had done something to citizens of absalom that would need to be resolved with its help before she can be faced without citizens being her hostages.
Deriven Firelion |
What about the Living Mural? It has a 100 hit points listed. How does this thing work to be challenging? What am I missing?
Olansa has unlimited dripping Tears of Death on her dagger? That is pretty huge damage if you fail that save. So her base damage and then Tears of Death possible? And sneak attack?
Probably going to give her Legendary Sneak so she can hide with no cover or concealment. She is supposed to be a super rogue and that is the feat super rogues get to hide and sneak all the time.
Emanuel Kante |
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Olansa has unlimited dripping Tears of Death on her dagger? That is pretty huge damage if you fail that save. So her base damage and then Tears of Death possible?
Tears of Death has a Onset of 1 Minute, so probably not even going to matter at all...
Also going to point out that the Daemonic Infector has an Aura to add misfortune to persistent poison damage or advance poison stages, but there is none in that combat...
From my players running into that Dungeon so far the Skinsaw Area was by far the toughest, the rest are utter pushovers
OmegaZ |
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My players just finished Graveraker and I have some notes:
-As a dungeon concept, its incredible! A runaway terraforming massive bulldozer? Heck yeah!
-An exterior map and some play outside would be great. Give the players the opportunity to climb/fly around the outside, deal with a protean or two on the outside, maybe dramatically throw them into the dangerous parts of Graveraker for a cool finisher.
-The chaos-focused nature of the threats inside Graveraker is a bit too much, imo. My PCs are more "loose-cannon cops who don't play by the rules", so all the chaos damage didn't effect them. I threw in some Bythos to get some lawful space/time control into the mix, which I think works for Graveraker.
-Kaeron and Whistles-Through-Aether are perfect and I love them.
-Graveraker and Blune need more screen time. I strongly recommend adding a big showcase in book 1 of Graveraker and Blune proudly demonstrating to the crowds (and PCs) before Graveraker is stolen (also, how does this actually happen?). Blune should also be featured more throughout the adventure. When my players got to Blune in the control room they had no idea who the gnome was until I pulled up the handout in Roll20 for them.
-The tight confines of the Graveraker map were tricky for my party and the large monsters, but that's not necessarily a bad thing. Smaller rooms happen and parties need a way to handle that.
-When Blune rolled to get their toady illusions, I rolled max for a total of 6 (1d4+2). This slowed the combat down significantly but didn't make it more dynamic as their attacks only do chaotic damage. At that point the illusions just used Magic Missile each round, turning them more into hazard than creatures. I recommend only summoning 3-4 of them.
-The small map means Blune's AoE spells are going to hit easily, but it also means the gnome has nowhere to run. Once they got into melee with Blune the fight ended quickly, especially since Blune doesn't see the PCs coming. I'd change that to give Blune time to cast a 1-3 spells first, like with their Ring of Maniacal Devices.
-Alternatively, Blune could be rebuilt as an inventor instead of an illusionist. I'd go with a Construct innovations and have the construct be the prototype Graveraker. I didn't have time to rebuild Blune like this, but I could see it being a fitting stat block with a fun combat.
-Another way to spice up the Blune fight would be to mess with space/gravity. I ran out of time to build this, but I think it'd be fun to have gravity change up during the fight, so Player A is pulled to the ceiling while Player B is pulled to the West wall. Might be hard to run and it'd take a new map of 6 "rooms" but I think it'd be fun!