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5 years ago  ::  Oct 20, 2008 - 7:29AM #121
GANADAI
Date Joined: Apr 21, 2006
Posts: 248

kinevon wrote:

As a result of my Slot 0, though, I have some more questions:

Encounter 1:
Spoiler: Show

That -5 penalty from the rain effectively means that they need to have a Perception result of 24? And that would be a passive check?

Yep.

Encounter 3:
Spoiler: Show
The map is really limited. In order to make the 6 square width make sense, I ruled that one side was the base of a vertical cliff, and the other side was the top of a vertical cliff. I am still not sure about the way back, though.

It does say that the PC's are in a gorge.

Spoiler: Show

Also, Thraven supplies the party, one way or another, with 2 potions of healing. Now, since that is only at the end of the final encounter in the first module, are those the justification for the potions in the treasure bundles, or are they still supposed to be available to the PCs in parts 2 and 3 (if not used in part 2)?

Justification for the treasure bundle.

Part 2, Encounter 4:
Spoiler: Show
Does a "magical contingency" show up when a PC is searching for traps? Would it be noticeable in some other way, or is it just a non-detectable deadfall that will go off no matter what, some sort of deus ex machina?

Goes off no matter what.

Haunted Halls 4:
Spoiler: Show
As mentioned, it really sucks if the PCs choose the "correct" portal to directly follow the princess, and lose access to all the story awards and 50% of the treasure bundles because of that. My slot 0 GMs went straight to the pillar room, and it seemed like none of them had read the module yet, so lost all the spiff from this module.

Yep.

Haunted Halls 6/7:
Spoiler: Show
This seems to be a totally unrewarded (XP-wise) encounter. It also doesn't include any quantity in the description for how many clay scouts to include, nor anything more than a vague description of either room. If the PCs get into a battle here, those are all negatives.

Since it is plural, I assume there are 2.

Haunted Halls 8:
Spoiler: Show
Along with a teleporter, is there any reason to not allow the hedge wizard gloves mage hands ability to also be used, within 5 squares, to throw the lever? Or the actual Wizard cantrip? Or should I assume that the lever requires more than 20 pounds of force to manipulate?

Spoiler: Show
The lever requires a DC 15 Strength Check to pull. Mage hand doesn't allow you to make Strength checks.


Encounter 6:
Spoiler: Show
Does the aura damage stack? In other words, if a PC winds up with multiple Kruthiks adjacent to him at the end of his turn, does he take 2 points per Kruthik, or does he just take 2 points?

"Similar aura effects do not stack unless otherwise noted." MM pg. 280

Spoiler: Show

And I think it might be better if the spherical barrier (the one immediately around the Princess) had more hit points than the initial barrier. 30 just goes down too easily.

I agree.

Part 2 Rewards Summary:
Spoiler: Show
Just as an FYI, it inverts the locations found for the two available bundles.

Yep.

Encounter 9:
Spoiler: Show
Any opinion on whether a portal will drop a creature on top of the toad statue? I kept getting creatures dropped in one of the toad squares....

It's only 5 feet high and provides cover. I don't see a problem with creatures appearing there.

Spoiler: Show
I also wound up with one of the panthers teleporting across the pit to beat up on an archer who wasn't crossing into the main room.

I did the same thing.


Good luck.

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5 years ago  ::  Oct 20, 2008 - 8:05AM #122
TrustTymora
Date Joined: Jun 24, 2002
Posts: 455

GANADAI wrote:

Spoiler: Show

The lever requires a DC 15 Strength Check to pull. Mage hand doesn't allow you to make Strength checks.


Is there a reference stating this somewhere? I could see a DM coming up with adjudicating it something similar to:Spoiler: Show

Mage hand can lift 20lbs and can manipulate objects. Therefore I'll give the Mage hand a strength score of 2 (-4 penalty) and allow it to try to manipulate the lever.
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5 years ago  ::  Oct 20, 2008 - 10:22AM #123
Fundin_Strongarm
Date Joined: Sep 20, 2003
Posts: 295

kinevon wrote:

Haunted Halls 4:
Spoiler: Show

As mentioned, it really sucks if the PCs choose the "correct" portal to directly follow the princess, and lose access to all the story awards and 50% of the treasure bundles because of that. My slot ) GMs went straight to the pillar room, and it seemed like none of them had read the module yet, so lost all the spiff from this module.


Spoiler: Show

Someone mentioned that they were going to run it so that no matter which portal the characters choose they go the long way. I'll be doing that as well. I could see running it differently if you were going to run WitR all in one sitting though.
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5 years ago  ::  Oct 20, 2008 - 12:50PM #124
that_darn_cat
Date Joined: Oct 15, 2008
Posts: 17

kinevon wrote:

Haunted Halls 6/7:
Spoiler: Show

This seems to be a totally unrewarded (XP-wise) encounter. It also doesn't include any quantity in the description for how many clay scouts to include, nor anything more than a vague description of either room. If the PCs get into a battle here, those are all negatives.


Spoiler: Show

Yeah, it's totally skipped over for xp rewards, it just seems to be justification for the big story award. I'll be playing this by ear - if the party is enjoying combat and we're good for time, I'll run it as a full encounter with 4-5 clay scouts - using small or tiny minis to represent the statues they've been pretending to be

But more than likely I'll just skip this encounter
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5 years ago  ::  Oct 20, 2008 - 1:34PM #125
Keithric
  • Senior Volunteer Community Lead
Date Joined: Aug 19, 2007
Posts: 5,148
Spoiler: Show
We were discussing running it that there's a key in the bedroom you need to get through the door in the pillar room - she didn't need the key because she has the diadem.

Also discussing putting some kind of hint earlier (such as a dead explorer with part of a map) to give them a hint about the possible story award for part 3.
Keith Richmond
Living Forgotten Realms Epic Writing Director
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5 years ago  ::  Oct 20, 2008 - 1:41PM #126
TrustTymora
Date Joined: Jun 24, 2002
Posts: 455

TrustTymora wrote:

CS is currently working to resolve this issue. I'll post back later.


Here is the response:

Response (Support Agent) 10/20/2008 12:14 PM

There are no rules for what would happen in this instance, the Dungeon Master can certainly add a penalty to the character to show that he has been drained (like dazed) but the rules assume that being at zero surges is penalty enough.


Well, perhaps 1/4 Max HP is too much. I also think Dazed may be too much as well. I'm trying to come up with an explanation of how all of a sudden the damage would decrease once you lost all your surges but if I can't I'm leaning towards Dam + 1HP/level when surges are all gone.

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5 years ago  ::  Oct 20, 2008 - 1:53PM #127
Keithric
  • Senior Volunteer Community Lead
Date Joined: Aug 19, 2007
Posts: 5,148
It doesn't decrease in damage - you don't add damage to an attack that 'does damage and knocks prone' on someone who is already prone, do you? Or stun someone who is dazed already and hit with 'and dazed'?

I mean, if your players are having too easy of a challenge and you need to increase the challenge, sure, that's one possible way, but there's no need to do anything other than the normal rules in this instance. Being injured and at 0 surges is _plenty_ of penalty enough.
Keith Richmond
Living Forgotten Realms Epic Writing Director
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5 years ago  ::  Oct 20, 2008 - 1:59PM #128
GANADAI
Date Joined: Apr 21, 2006
Posts: 248

TrustTymora wrote:

Is there a reference stating this somewhere? I could see a DM coming up with adjudicating it something similar to:Spoiler: Show

Mage hand can lift 20lbs and can manipulate objects. Therefore I'll give the Mage hand a strength score of 2 (-4 penalty) and allow it to try to manipulate the lever.


D&D is introversive, not extroversive. The rules only state what you can do, and if they don't say you can, then you can't. If you think a mage hand should have a Strength of 2, what do you think it's Constitution, Dexterity, Intelligence, Wisdom and Charisma should be? Besides that, you add one half your level to a skill check. What level is a mage hand?

If your judging, and want to allow players to use cantrips to bypass encounters, by all means go ahead.

On a further note, this in not the correct thread nor forum to dicuss rules in. If you want to debate this further I suggest you start a new thread in the 4E rules forum.

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5 years ago  ::  Oct 20, 2008 - 2:47PM #129
TrustTymora
Date Joined: Jun 24, 2002
Posts: 455

GANADAI wrote:

D&D is introversive, not extroversive. The rules only state what you can do, and if they don't say you can, then you can't. If you think a mage hand should have a Strength of 2, what do you think it's Constitution, Dexterity, Intelligence, Wisdom and Charisma should be? Besides that, you add one half your level to a skill check. What level is a mage hand?

If your judging, and want to allow players to use cantrips to bypass encounters, by all means go ahead.

On a further note, this in not the correct thread nor forum to dicuss rules in. If you want to debate this further I suggest you start a new thread in the 4E rules forum.


The OPs question is legit. Your deflection isn't contributing anything. Mage hand can manipulate objects 20lbs or less and if he doesn't rule that the lever is more than 20lbs (or 20lbs pressure etc.) he has to adjudicate it. This is the simple fact of being the DM. If your judging and want to rule that mage hand is not allowed to manipulate objects, even those 20lbs or less, that require an ability check by all means do so - I was just curious if you had found and explicitly written rule that backed up your response that's all.

Personally, I would make it obvious to PCs that the rusted lever requires more than 20lbs of pressure or weighs more than 20lbs etc. . Or if you want rule that mage hand is incapable of manipulating objects that require a strength check. nuff said, I'm guessing the OP has enough info to decide what they want to do.

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5 years ago  ::  Oct 20, 2008 - 2:49PM #130
TrustTymora
Date Joined: Jun 24, 2002
Posts: 455

Keithric wrote:

It doesn't decrease in damage - you don't add damage to an attack that 'does damage and knocks prone' on someone who is already prone, do you? Or stun someone who is dazed already and hit with 'and dazed'?

I mean, if your players are having too easy of a challenge and you need to increase the challenge, sure, that's one possible way, but there's no need to do anything other than the normal rules in this instance. Being injured and at 0 surges is _plenty_ of penalty enough.


True enough. I'll just have to work on the description of what is happening when hit by these creatures.

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