The Sunless Citadel Prequel A Quest most Fowl

Game Master Azure_Zero

Current Areas seen or gonna see soon.


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Male Half-Orc Monk (Four Winds, Sacred Mountain) 1 | HP 7/11 | AC16 /T16 /F13 | Saves F+1 /R+4 /W+7 (+2) | Perc +5 | Init +2
Ghur wrote:
...And if the GM allowed you to replace your orc weapon training with monk weapon training? That could work out quite well)

I gave that up for Shadowhunter, effective vs incorporeal. He's a haunted soul.

I'll stick with Monk.

If there is VMC, maybe VMC Rogue:
Trapfinding: At 3rd level, she gains the trapfinding class feature.


Wounds (2) HP (17) AC (17/11/16) Saves (8/5/5) Initiative (+1) CMD (17)

VMC is a good idea. Clean and useful.


There is no leveling up in this game, but in the following game.
Also there will be some new character joining in on that one.

So someone might fill in the trap finder in the next module.


So…when does this start?


Sorry,
Work got me with a bunch of tasks once I got back from my trip.


Game play thread is up,

Yeah, kinda doing the Tavern thing...


Male Half-Orc Monk (Four Winds, Sacred Mountain) 1 | HP 7/11 | AC16 /T16 /F13 | Saves F+1 /R+4 /W+7 (+2) | Perc +5 | Init +2

Are we playing under the orcs = bad guys/evil? Or is there a history of orcs attacking Falcon's Hollow?


yep, they've attack the settlement that was closest to the ruins that you've taken a ride to.


Male Half-Orc Monk (Four Winds, Sacred Mountain) 1 | HP 7/11 | AC16 /T16 /F13 | Saves F+1 /R+4 /W+7 (+2) | Perc +5 | Init +2

For the purposes of the drawback (-2 melee attacks) combat maneuvers are attacks and I had assumed it would apply to trip attempts all along.

Not trying to reneg. And not whining.

But, as they don't do damage... in your interpretation, does the -2 apply to trip attacks/attempts?

I could see trip, disarm, reposition (any non-damage) as de-buffs.

A philosophical question with tactical implications.

Are we doing maps? Helps with a reach weapon. Is it go time?


Yeah that is a question, but given the 3.5 wording, It won't apply to combat manuvers.
Just rememeber that failure may mean losing the weapon.

Maps are simple, and more for navigating and seeing things from a top down view. As I can't make interactive maps for the life of me.


Male Half-Orc Monk (Four Winds, Sacred Mountain) 1 | HP 7/11 | AC16 /T16 /F13 | Saves F+1 /R+4 /W+7 (+2) | Perc +5 | Init +2

Given the above interpretation that -2 to Melee Attacks (includes Combat Maneuvers)... I'd think AoO (even by RAW/FAQ) include Combat Maneuvers.

Is this a house rule that an AoO cannot be a combat maneuver?

From Combat Maneuvers:

"When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action."

From Trip:

"You can attempt to trip your opponent in place of a melee attack."

He triggers and AoO for standing from prone but he rolled (moved out of threatened space) which also provokes an AoO, yes?

And, the AoO would get the prone +4, correct?

I typically don't rules lawyer, but this happens to involve the whole point of the build.


If your saying Combat Maneuvers are a melee attack, then the -2 penalty from the Flaws will Always now apply to Combat Manuvers and to Combat manuver defense as well (The name of the Flaw is Non-Combatant...).

And I only allow ONE combat manuver each round especially at level 1, as combat manuvers can be quite powerful if not limited otherwise. Furthermore I find that executing a combat manuver should be a bit more taxing physically and mentally then a regular attack, which is another reason for the limiting of them to one per round. So you have to pick using it during your turn or use it with an AoO.

Otherwise I can easily Imagine one character disarming an opponents weapon, sundering their armour and tripping them all in one round (especially if chaining AoO to further it), In round from a level one player, an enemy's AC becomes absolute trash and they are unarmed for constant AoO from the party, yeah, no. It is about as broken as that one trick that gets a level 1 Cure Light Wounds spell to become a level 0 spell with a low end meta-magic feat on top of it.

If players want multiple combat manuevers applied in one round each player has to contribute in doing so. And if they all do different targets, then Combat Reflexes can really shine.

Now I would put a different max limit of using multiple combat manuver would be limited to 2, and that 2nd one only opens up after reaching level 8 and no earlier.

Furthermore I assume with the mention of a reach weapon, they were at the out limit of your reach, and yeah crawling provokes an AoO, but a quick roll out of reach, nope though they may have dropped their weapon...

I don't run all your foes as dumb non-tactical idiots that kill themselves, I give them some tactical smarts.

Now if you still want multiple combat manuevers in a round, I'll give it, but be prepared for the whole party to deal with combat manuever spam as you do.
Each one doing something different.
I don't think the party will like that...
Believe me a higher level party was getting their @$$es handed to them by standard Kobolds that were using mainly combat manuevers.
So Yeah, there is a reason I limit them to 1 a Round per character.

I'll even help Coffee with Updating all the mobs in Sunless to offer an appropriate challenge for the party with modded Mob stats and some tactical changes to handle the combat manuever spamming.


Male Half-Orc Monk (Four Winds, Sacred Mountain) 1 | HP 7/11 | AC16 /T16 /F13 | Saves F+1 /R+4 /W+7 (+2) | Perc +5 | Init +2

Your game, Sir.

Happy to play by what rules you choose. Need to know them to understand my options though.

You've been more than generous with feats and such.

I just don't think this build is right for this game... it requires tactical maps. So, everyone can see where a prone opponent is for example or flanking options with a 5' step, etc...

I can create another character, if you guys want me... but, if not, I understand.

Thanks.


As I mentioned, I can't seem to make interactive maps that can be easily updated.
I just can't figure out how to do it.
And I'm not sure if Coffee Dragon will have interactive maps when Sunless starts.

So this adventure part is more in the theater of the mind with me providing some common imagery to build a more common idea of things in that theater.

Since we are not far into the adventure, If you want to rebuild, you can rebuild Orne into something better suited, though your still stuck as a Half-Orc for Orne.


Female Elf Paladin 1 HP 11/11 | AC 19 | T 12 | FF 17 | CMD 15 | Fort +3 | Ref +2| Will +7 | Init +2 | Perc +2

I'm less familiar with Dropbox, but I've been in other games that use Google Docs, and that's been fairly easy to work with for basic maps if permissions are opened up to let randos edit, to move tokens around and sketch out spell templates and whatnot. :)


I use dropbox for holding data.

Google docs, I just can't seem to setup right....


Wounds (2) HP (17) AC (17/11/16) Saves (8/5/5) Initiative (+1) CMD (17)

I’m fine with theatre of the mind. A picture or two wouldn’t hurt for setting some scenes…but overall it can work well enough. And if distance matters it can be provided.

And for Orne…whatever works for you. Just as an idea…maybe an archer who focuses on called shots? They’re pretty good with improved called shot and it keeps some of his feel. Plus we have no ranged, but lots of melee.


Ruisxys is the elf paladin with a Bow, so the party does have some ranged attack power.


Male Half-Orc Monk (Four Winds, Sacred Mountain) 1 | HP 7/11 | AC16 /T16 /F13 | Saves F+1 /R+4 /W+7 (+2) | Perc +5 | Init +2

RP has been pretty good and I like the character, just worried some of the house rules, cripple him even more than his -2 on every attack roll.

I'll keep him as-is, would just ask some indication of prone enemy (effectively a -4 debuff to AC) and typically possible AoO.

I guess the character will not be relevant if others don't capitalize on those moments. He's sacrificing his inflicting damage to make it easier for others/himself to hit the enemy.

Not a whiner (though I'm sure it sounds a lot like I am).

I'm in.

ps: are you calling combat maneuvers spam because they create conditions or situation that need to be resolved (other than direct damage reduction)? Trying to understand. Not arguing.


Yeah, Combat manuevers are something powerful that is often overlooked, after that Kobold fight I ran, I decided it was best to restrict it to once per round per character.

It also makes for some constant note taking and book keeping through the fight.

No, I was using the word as Spamming, as in doing it multiple times easily and with great effect to the point of broken-ness.


Male Half-Orc Monk (Four Winds, Sacred Mountain) 1 | HP 7/11 | AC16 /T16 /F13 | Saves F+1 /R+4 /W+7 (+2) | Perc +5 | Init +2

I didn't realize there was any map... maybe I missed it.

Aha! I see it! Thank you!


Male Half-Orc Monk (Four Winds, Sacred Mountain) 1 | HP 7/11 | AC16 /T16 /F13 | Saves F+1 /R+4 /W+7 (+2) | Perc +5 | Init +2

Hi Folks, I'm EST here... in the US, New York State. Please don't hold it against me!

Where is everyone else, if you don't mind sharing. Helps me with expected posting windows.

Much thanks!


Wounds (2) HP (17) AC (17/11/16) Saves (8/5/5) Initiative (+1) CMD (17)

East coast as well. Though in Singapore for a few more days.


Male Half-Orc Monk (Four Winds, Sacred Mountain) 1 | HP 7/11 | AC16 /T16 /F13 | Saves F+1 /R+4 /W+7 (+2) | Perc +5 | Init +2
Ghur wrote:
East coast as well. Though in Singapore for a few more days.

Hoping you are enjoying Singapore whether for business, school or pleasure!


Female Elf Paladin 1 HP 11/11 | AC 19 | T 12 | FF 17 | CMD 15 | Fort +3 | Ref +2| Will +7 | Init +2 | Perc +2

I'm in SW Ontario, so also EST, though I'm likeliest to be able to post at lunchtime or, more likely, late in the evening and/or while plagued by insomnia. :/


Looks like we are all normally EST time....


Male Half-Orc Monk (Four Winds, Sacred Mountain) 1 | HP 7/11 | AC16 /T16 /F13 | Saves F+1 /R+4 /W+7 (+2) | Perc +5 | Init +2

Between the wall and the boulder pile. Should limit any attackers to single file. As a monk, doesn't mind close quarters.

Fingers crossed, no one there. LOL!


Male Half-Orc Monk (Four Winds, Sacred Mountain) 1 | HP 7/11 | AC16 /T16 /F13 | Saves F+1 /R+4 /W+7 (+2) | Perc +5 | Init +2

Sorry, thought you were asking me. Understood.


Male Half-Orc Monk (Four Winds, Sacred Mountain) 1 | HP 7/11 | AC16 /T16 /F13 | Saves F+1 /R+4 /W+7 (+2) | Perc +5 | Init +2

Is the archer reachable with 10' reach, just on a boulder or something?

Could Orne climb up to him, unseen (unexpected).


No line of sight to the group sans the Elf.


Male Half-Orc Monk (Four Winds, Sacred Mountain) 1 | HP 7/11 | AC16 /T16 /F13 | Saves F+1 /R+4 /W+7 (+2) | Perc +5 | Init +2

Can he get to there single move or needs double? Basically, hopefully he rolls well and can climb.

Let me know if he gets an attack (successful Climb with only 15' move).


It'll Cost a lot of movement and require some acrobatics checks as well.


Male Half-Orc Monk (Four Winds, Sacred Mountain) 1 | HP 7/11 | AC16 /T16 /F13 | Saves F+1 /R+4 /W+7 (+2) | Perc +5 | Init +2

Does Orne need 8 hours rest to recover the non-lethal damage or, does he just thaw?


Thawing, you'll be getting warming as you go further in.


That trap room is now having me play this in my mind...

It's Hacknet's Panic track, though, a number of other tracks from the game would also fit like;
Roller Mobster, Outrun the Wolves, Malware injection, Payload, snidney Whiplash, and Sabotage (the last two would fit quite well)

The tracks are up on youtube to listen to.


Wounds (2) HP (17) AC (17/11/16) Saves (8/5/5) Initiative (+1) CMD (17)

Ghur in this encounter


Male Half-Orc Monk (Four Winds, Sacred Mountain) 1 | HP 7/11 | AC16 /T16 /F13 | Saves F+1 /R+4 /W+7 (+2) | Perc +5 | Init +2

Sorry, I missed that... was actually checking and waiting. Doh!


Backing a kickstarter so I can add some life to some NPCs later on.


LOL, I just found a local copy of a certain flash file I had which is this, But was having trouble getting it run right, so I found a YT recording of it.


Wounds (2) HP (17) AC (17/11/16) Saves (8/5/5) Initiative (+1) CMD (17)

Potentially dumb idea. But could we use these levers against the orcs? While I'm not fully tracking how each work, if they chase after Rui and we pull the right level, then theoretically we could turn the traps against them.


Female Elf Paladin 1 HP 11/11 | AC 19 | T 12 | FF 17 | CMD 15 | Fort +3 | Ref +2| Will +7 | Init +2 | Perc +2

Could be fun, in a ruthless sort of way. I'm happy to try it if everyone else is. Depending on how much orc gets up in Ruisxys' face in the next round or so, a tactical retreat might be in order for her soon!


Male Half-Orc Monk (Four Winds, Sacred Mountain) 1 | HP 7/11 | AC16 /T16 /F13 | Saves F+1 /R+4 /W+7 (+2) | Perc +5 | Init +2

Sure.


Ghur wrote:
Potentially dumb idea. But could we use these levers against the orcs? While I'm not fully tracking how each work, if they chase after Rui and we pull the right level, then theoretically we could turn the traps against them.

Roll an knowledge engineering or an int check to see if that is possible....

------

Overall, I want to know if you all are enjoying this Ruin your delving into so far.....


Wounds (2) HP (17) AC (17/11/16) Saves (8/5/5) Initiative (+1) CMD (17)

Indeed! Ghur might b+!@+ and moan about the town and the adventure, but as a player I've enjoyed it.


Female Elf Paladin 1 HP 11/11 | AC 19 | T 12 | FF 17 | CMD 15 | Fort +3 | Ref +2| Will +7 | Init +2 | Perc +2

Forgot to post earlier, but likewise! This last bit has really captured the hair-pulling-ness of running around trying to figure out how some inconvenient device works when one doesn't really have a good grounding in the sort of gadget it is. "Or was that the whatsit?" XD


Male Half-Orc Monk (Four Winds, Sacred Mountain) 1 | HP 7/11 | AC16 /T16 /F13 | Saves F+1 /R+4 /W+7 (+2) | Perc +5 | Init +2

I'm enjoying. Just not used to all the required rolls, especially with a handicapped character build. My own choice, I know.


Wounds (2) HP (17) AC (17/11/16) Saves (8/5/5) Initiative (+1) CMD (17)

Two 20s…while they could have been crits I’m really looking forward to what the levers will do. Reminds me of dungeon keeper or dwarf fortress :)

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