RoTRL Experiment

Game Master ciretose

RoTRL Challenge Experiment.


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Female Human Oracle/3

I think all of these fights result in uGo using her normal tactics of melee, heals and rerolls with some added Ill Omen for anything terrible (like the named NPC's).

If we do fight the shadows before rest it might be worth while burning a load of channels to kill them but it will take a while with their channel resistance, i would think that Salis can do for most of them with his force bolt. Without magic weapons they will prove the hardest of the monsters in here IMO.

Boghu's tactics seem sound so uGo will perform the support DPS/healer role and follow his lead.


Human Human Wizard/3

If anyone pops their heads out of the hole assuming we can make a stealthy reentry i think that individually each of them will be overcome by the monk/oracle combo backed up by Salis daze.

Once again we will Mage Armour up via pearls or scrolls.

Lyrie is no threat realistically unless something adds onto the fight as the monk will make short work of her and we have good saves.

The Yeth hounds are a problem but hopefully web will ground them.

Hopefully we can coordinate a glitterdust on the clerics room and dogs to give us enough time to deal with her and make the dogs managable, Boghu can get an enlarge whenever he needs it. If worst comes to worst then Nualia can eat a grease and that should hold her for a while.

I think resting will be a big factor as we will need to retreat again at some point and rest up again.

Shadows are terrible, not much i can do about them or two them other than some jolting. I'm quite surprised that once again there are creatures we cannot hurt popping up but then maybe we should have some magic weapons by now.


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

Well Salis might shine a bit more here:

Lyrie Akenja, Bruthazmus and Orik Vancaster all have rather low will saves meaning daze should keep them out of action about half the time easily (which ever one he can target with it). With them preoccupied this way they will be much less threatening and higher level spells won't be as needed.

At this point he would be asking for a mage armor if he didn't get one earlier since it's looking to be a much higher caliber game here.

Traps are another strong suit for Salis, and Nualia will probably be left to other targets for the most part -- at this point he's seen enough to know that for such straight forward encounters he needs to hang back for something dangerous.

Which is the next big thing actually and hanging back may be what saves the party here -- Salis has force attacks in Magic missile and his force bolts. He can probably drop one shadow with the force bolts and possibly the other two with his magic missiles. Of course he's blow his spell load for the day at this point, but heck I'm calling that good considering how useful he'll have been until now.

Malfeshnekor has no resistance to acid, so if we do decide to hit him now (rather than in the morning for example) then the monk could use the returning dagger (since he's proficient with daggers) while Salis tries to land a few acid splashes if he can. If not it's a stand off the next morning with a buttload of magic missiles.

Dark Archive

Okay, boards ate my post, pretty annoyed by it. I'll extend my break from the wonders of finance and marketing for a bit longer to retype it, albeit with more brevity.

The fights here are tougher than anything the party has faced before. Specifically the hounds, Nualia, shadows, and Malfeshnekor have the possibility of ruining our heroes' day.

1. Oracle: All the reasons I gave last time for putting her last? Reverse them. Healing is going to be very important. Channeling will be useful against the shadows despite their resistance. Rerolls will defend against poor rolls versus the hounds' howls and help the Wizard's SoS spell stick against Malfeshnekor. Survival is the name of the game here, and this character is built for just that.
Grade: A

2. Sorcerer: Stealth, including helping non-stealthy characters to stealth? Check. Daze-locking some of the big nasties? Check. The only person in the party able to deal with what I recall being a very nasty trap? Check. Consistent, albeit low, damage, against the shadows and even the big M? Check and check. He is going to be consistently useful against most every encounter except the hounds and the crab.
Grade: A

3. Monk: Stealth? Check. Grapple-lock against those nasties the Sorcerer fails to daze-lock? Check. Still best damage dealer in the party and probably the only one able to do terribly much against the yeth hounds? Check. Too bad he is not proficient with the magic longsword from earlier, or he would be of more use against those shadows.
Grade: C

4. Wizard: If he manages to web the hounds that will be fairly helpful, though it is more of a stalling tactic than anything since the party lacks any useful ranged attacks against them. Really his biggest use here will be buffing the Monk with mage armour and enlarge person, and while these will be quite useful, they do not quite add up to the contributions of the others. The other useful idea would be dropping glitterdust on Malfeshnekor, though again, that will be more of a nice thing to have, rather than an instant-win like his contributions in the last encounter group, seeing as blindness is still not going to make M melee-able, so mostly it would just reduce the time it would take to slowly plink away hp via ranged attacks by eliminating invisibility.
Grade: C

Party Overall: C- The irony is not lost on me that my rankings this time are exactly the opposite of last round's. Essentially things hit hard mode here, and so healing and damage-prevention are suddenly extremely important. This party makeup unfortunately makes the easy fights even easier, but will probably have a harder time overall against the already hard fights. I am, of course, assuming the party does not just wander into Malfeshnekor's room to be ripped asunder, and also manages to not get charmed by him, which would be bad.


Male Orc Expert 5

So here's the high point of this easy portion of the AP.

Overall I find myself wishing again that the terrain was explained more clearly depending on the encounter in question as it seems that we're using strategies that simply aren't feasible or irrelevant to the grand scheme of things.

As before I'm going to go through and spoiler the individuals before hunting through.

Boghu:

It's incredibly doubtful they'll fall for the bridge. Now could you get to them steealthily even with scent? Depends on the gm.

Myself? I'd probably have him roll survival to get what direction it's coming from (which is +8 compared to +1) and that in turn would give him a much better bonus if he's directly facing you for perception. Sadly Boghu doesn't have much to add to this encounter in terms of stealth.

In terms of straight combat however he actually might be better off grappling Vancaserkin, subduing him with a pin, removing weapons and forcing a surrender or tying him up. With the casters backing him up that makes this easy. The trick will be beating his 17 CMD consistently. But then with the addition of UGO that might not be difficult either.

Overall there is this distinctive trend where Boghu must rely on another person in order to accomplish his stated goals. In terms of individual power this is bad. In terms of group cohesion and cooperation this is good.

Rank: 3

Ugo:

In this case it's a bit more forgiving. But not by much. Unfortunately the clankity clankity of Ugo once again foils any stealth plans the monk and the sorcerer meaning if that plan is the one the group goes with Ugo will sadly be slowly inching his way towards the battle frantically buffing while unfortunate things happen to the monk.

Additionally while Ugo's melee can get significant with the inclusion of buffs I feel that he's going to want to conserve himself quite a bit here to ensure his emergency heals are available as he may be burning through channels quick in a couple of fights.

Now on to his reroll powers. I think this may be a boon or a bust depending on where and when he uses it. He can use it once per day per creatures which gives him once to use on each member of the aprty and once to use on each bad guy. Where Ugo will end up using it the most I beleive is on enemy saving throws to ensure spells like Daze or Glitterdust stick for the rounds they do. Still that's far better than nothing and in terms of support this is significant.

Overall he's burning a lot of resources and there are plenty of tough encounters to go through it woul. I would be surprised if was not down to cantrips by the time they finish this portion.

Ratign given later since I wish to evaluate the other casters first.

This is just the first part. Will end it a little later this week.

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