KotS: Too Easy?(Spoilers)

ZetaStriker

First Post
Not the adventure as a whole, of course, but the final confrontation at least. Anyone else notice that the Rogue can end it on his own with Positioning Strike? I just really liked the idea of that, and felt like pointing it out.
 

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That's a great way to kill him, but the PC's shouldn't really know what pushing him through the portal is going to do.

If my players did that he'd be coming back later for sure...
 



ZetaStriker said:
Don't see anything about a save in the adventure. It just says that anything entering those squares dies.
The rules for push/pull/slide should say that using forced movement to move someone into an innately dangerous square allows a save.
 

Ah, okay. Must've missed that one, as I only kept seeing it pop up in KotS under every specific pit trap or other danger. Funny that they left it off the most dangerous of all 'traps' in the adventure, but if it was in the rules and I skimmed over it, no worries.
 

I'm still hoping that eventually, when we reach adventure E3, the massive final confrontation will be against Orcus. (Conveniently represented by a Gargantuan Orcus D&D Icon! ;) ) If one was going to bring Kalarel back from the oblivion awaiting beyond the Shadowfell Rift, that'd be a heck of a time to do it!

Besides, "dead" doesn't have to mean "gone", does it?
 

small pumpkin man said:
The rules for push/pull/slide should say that using forced movement to move someone into an innately dangerous square allows a save.

IMHO, I would also rule (till the source books come out and things are a bit clearer) that moving an enemy who is aware of the danger by tact and balance (Dex vs) over multiple squares into a danger zone would give a save bonus of at least +2 (maybe add in the dex bonus of the enemy depending on the situation) per square. Moving an enemy by force (Str vs) would be more direct, but still give a save bonus of +1 per square (or base it off the str bonus of the enemy moved).


Mal
 

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