on Thu 02 of Feb., 2012 15:11 GMT, by Laurent
posts: 1029
Dear Players,
A game with only four out of five PCs last night and a late start due to various card games and a Bloodbowl tournament. That being said, the session was quite amusing.
Weather, landing, snow and monsters.
The game day started with a D100 roll for the weather.
David rolled a 96, which led to a snowstorm brewing. Adapting the roll to the situation, I judged that the snowstorm would hit soon but that there was still enough time to fly to the Vekker brother's cabin.
I then asked for a DC 20 piloting roll from the mystic theurge Valakan Ian rolling for Andrew bravely announced: "I need a 3 or higher".
The result was a 2.
As the GM, I decided not to be too nasty and only mention that the airship drifted in the wrong direction and sadly toward the bad weather, but that another DC 20 check would allow landing and at worst a fight under wintry conditions if a monster was to be at the cabin.
Another roll of 2.
Well, that was it! The airship was in the storm, a couple of people got bruised (non-lethal damage) when smashing against the walls of the airship cabin, but the Druid Thorak managed to concentrated while casting a control weather spell, which of course ended the storm and allowed a safe landing.
Cryohydra and mean undead Treant.
As mentioned after the fight, I should have sent the two monsters together. Still the Treant special abilities could have proven mean had I manage more average rolls than the meagre selection of 4s and 3s.
Levelling-up a Hydra from CR5 to CR12 on the fly must have made me forget a few things about AC and to-hit modifier. Oh well, your strategy of ignoring the special monster rules for the heads and go instead for the body all the time would not have changed much had I rebuilt the beast properly.
I got the HP right, and probably the right to-hit and damage values too, not so sure about the AC. Oh well, as I said before, this adventure allows for the inclusion of all sorts of weird and unusual monsters, so I intend to carry on with "not-so-random" encounters as I see fit.
Haunts as story telling tools.
The various traps and haunts to be found in the cabin are not meant to be too dangerous, but to tell the story of what happened decades ago to the Dwarves and the party they brought from Janderhoff.
Rise of the Runelords
Dear Players,
A game with only four out of five PCs last night and a late start due to various card games and a Bloodbowl tournament. That being said, the session was quite amusing.
Weather, landing, snow and monsters.
The game day started with a D100 roll for the weather.
David rolled a 96, which led to a snowstorm brewing. Adapting the roll to the situation, I judged that the snowstorm would hit soon but that there was still enough time to fly to the Vekker brother's cabin.
I then asked for a DC 20 piloting roll from the mystic theurge Valakan Ian rolling for Andrew bravely announced: "I need a 3 or higher".
The result was a 2.
As the GM, I decided not to be too nasty and only mention that the airship drifted in the wrong direction and sadly toward the bad weather, but that another DC 20 check would allow landing and at worst a fight under wintry conditions if a monster was to be at the cabin.
Another roll of 2.
Well, that was it! The airship was in the storm, a couple of people got bruised (non-lethal damage) when smashing against the walls of the airship cabin, but the Druid Thorak managed to concentrated while casting a control weather spell, which of course ended the storm and allowed a safe landing.
Cryohydra and mean undead Treant.
As mentioned after the fight, I should have sent the two monsters together. Still the Treant special abilities could have proven mean had I manage more average rolls than the meagre selection of 4s and 3s.
Levelling-up a Hydra from CR5 to CR12 on the fly must have made me forget a few things about AC and to-hit modifier. Oh well, your strategy of ignoring the special monster rules for the heads and go instead for the body all the time would not have changed much had I rebuilt the beast properly.
I got the HP right, and probably the right to-hit and damage values too, not so sure about the AC. Oh well, as I said before, this adventure allows for the inclusion of all sorts of weird and unusual monsters, so I intend to carry on with "not-so-random" encounters as I see fit.
Haunts as story telling tools.
The various traps and haunts to be found in the cabin are not meant to be too dangerous, but to tell the story of what happened decades ago to the Dwarves and the party they brought from Janderhoff.
The Rise of the Runelords page has been updated.
Laurent,