Joshua Randall
Legend
That's it? Kind of underwhelming. I figured you Yeenoghu worshippers should've gotten some defense bonuses (against plaguechanged creatures), or resistances, or something actually useful.I was the only PC to offer tribute to Yeenoghu at our table. [...] The game mechanic - I didn't have to draw from the change deck, but could if I wanted.
But this just goes to show you: making deals with a demon lord isn't a good idea.
Yes, that's what happened at my table also. I didn't explain it very well.Iceman said:Skill Challenge
We had two options for how to spend our move action each round - a, help the ritual or b, use a skill that allowed you to intercede between the motes and the caster. Then we could use a standard action to attack as many motes as possible (one or two, generally).
There were rules around how many motes you could hit with various types of powers. For example, a burst could hit a number of motes equal to the size of the burst plus two. I thought this was a good balance between allowing PCs with area powers to kill multiple motes at once, and not wasting time drawing a map and figuring out exactly where everybody was.
Yes, that was a bit unfair. You could've encased the NPC ritual caster in adamantine and it wouldn't have mattered, at least as the encounter was written.Iceman said:I didn't mind the whole thing, except for the part where we had to roll to hit, but they did not. So having a good defense (or defensive encounter powers) was no help whatsoever.
It's implied but not explicit. Requiring PCs to be ritual casters to aid would make that skill challenge much more difficult if not impossible. It would be quite likely to find a table with no PC ritual casters at it!Iceman said:for those who have seen the text, does it say anything about needing to be a ritual caster in order to Aid?
Looking over the adventure, our DM took some liberties with the monster visuals. The creature in the middle was indeed a heart (not a head).Iceman said:Encounter 5 - The visual we got was a little different on friday (than what is presented above).
However, the chasm was definitely there.
I'm sure the LFR powers that be would like that as well.Iceman said:will gladly play one again. Especially if it's completely written a full week or more before the con (as opposed to completed on Thursday, sheesh).
Yes, that power is amazing.Iceman said:Disruptive Strike, which got me free in-between-rounds damage in every encounter, plus had a decent chance of creating a miss.
My paladin got some good use out of Ray of Reprisal -- it's a Daily immediate interrupt that halves the damage an ally takes and hits the attacker with 3d6+Cha in return. I'm a big fan of immediate action powers, especially if your character wouldn't otherwise be doing anything in between rounds.
Ah. It is hard to find the fine line between too easy and too difficult.My second DM specifically told me that they changed the skill challenge between sessions. Apparently, it was way too easy the first time around.
Well, that's just not right. Climbing is hard enough without making it tougher on the PCs by raising the DC and making them move at 1/4 speed.Marshall said:The way it was ruled for that party(it was irrelevant for the H3 table) was that DC10 was a 1/4 move speed cautious climb DC and it was closer to 15-17 to even get 1/2 speed.
Hmm, so what happened when you tried to attack the sharns? If I were DMing, at that point at the latest I would have revealed the fact that you could close the portals. (Per the adventure, you can't affect the sharns directly.)Marshall said:Maybe its just me, but when its described as "sharn floating on the other side of 6 portals throwing spells at you" I dont consider throwing Arcana at it as an option.
Yep!Marshall said:Its just a game, have fun.