GameMaster Armadillephant GameMaster
I actually just got my laptop back. The hard drive was the problem; it was completely shot. Luckily, the folks at Asus are nice and replaced it for free, and now it's working well. Unfortunately, all of my notes and information on the campaign were lost, so I'm going to spend some time getting everything back in order. We'll probably start this going again by the time my winter break is over, though--that is to say, the 13th of January! Maybe even sooner. That said, can I get a check-in from everyone to see who's still around and wanting to play? I know it's been a while.
GameMaster Armadillephant GameMaster
I'm actually going to have to put this on hold for a bit, I think. I'll try and keep things moving, but at the moment, my laptop is fried. I think it was a virus, or maybe the hard drive crapped out, but IT at my college says they'll have to rebuild the entire thing. So it might be a bit before I'm back to regular posting... However, for right now, am I right in presuming that the consensus is now to stay in this room?
GameMaster Armadillephant GameMaster
Since there seems to be a lot of argument, I'll hold off on continuing for right now and ask here: what's happening? We have Spug setting to search (the outer decks, or further inside?), while Gniffles is discussing setting a trap and Zoog wants to rest. I'll wait for a little more consensus before moving us forward, and I'll allow retcons if people decide a gobo was being... well, a gobo.
GameMaster Armadillephant GameMaster
The cauldron is a bubbling pot of blood and gore, with a goblin's thin arm and hand sticking up out of the boiling liquid, and a lump of... something floating around. It certainly smells like meat. The sack is also bloody and lumpy, though a little harder. It also smells like gore, but without opening it, it'll be impossible to determine just what's inside.
GameMaster Armadillephant GameMaster
With surprising speed, Um Horsecutta leaps up and plants a square kick onto the dog's nose. Something snaps, and its eyes roll upwards as the beast collapses to the ground, unconscious and bleeding out from its many wounds. Looking at it now, it appears quite thin and surprisingly frail, though still quite large and dangerous. It was down to exactly 1 hit point. Your attack was exactly what was needed to put it down. Good job! We're now out of initiative order, feel free to explore.
GameMaster Armadillephant GameMaster
While Gniffles darts out of the room, Zoog tosses a bomb behind the dog, the explosion catching the beast. It howls, and then proceeds to snap and shout as Marrowdown tears into its leg. It is clearly ailing as it dodges Aka's clumsy swing and snaps at Zurk, the largest perceived threat, its jaws closing and its front paws batting at him with sharp claws. Attack: 1d20 + 10 - 1 ⇒ (1) + 10 - 1 = 10
However, the beast fumbles over itself as it rears up. Now's the time to strike, gobos! And by gobos I mean Spug and Um Horsecutta... and by that I mean Um Horsecutta, because Spug already posted his action! Will: 1d20 + 2 ⇒ (20) + 2 = 22
GameMaster Armadillephant GameMaster
After Um's arrows fly into the area around the dog due to his panic, the beast rushes forward to attack the closest goblin--Marrowdown! Attack: 1d20 + 10 + 2 - 1 ⇒ (18) + 10 + 2 - 1 = 29
The great monstrosity latches onto the goblin's arm and yanks, rending flesh and nearly snapping bones, but it isn't able to toss Marrowdown to the floor. In response to this assault, Zurk bravely steps forward and slices down into the dog with his axe, chopping into its thick hide. It yelps, an oddly shrill sound for such a large creature, and turns to him, its eyes filled with hate and only a little pain. And Zoog moves to take cover behind one of the chairs. Still need actions from Marrowdown, Aka, and Gniffles. Zoog, you still have a standard and swift action.
GameMaster Armadillephant GameMaster
Despite his agility and sharp nails and teeth, Um Horsecutta is unable to make his way up the mast. He does, however, notice some ropes that could be a litle easier to ascend. Although it seems the rest of the party is pressing onward, at least for now.... After opening the door at the top of the stairs, the party finds themselves in a blood-spattered chamber of horror--and not the good kind, either! Dead rodents, snakes and birds have been variously nailed, tied, and hung around the walls, which suggests a fine sense of decoration. At the far end of the room, a large cauldron bubbles over an iron stove set against the wall, its stovepipe chimney extending through the ceiling. A bloody burlap sack sits on the floor next to the stove, though you're not sure what goodies if any might still be found inside. It's the center of the room that's the most frightening, though, as on the long table and the chairs are grisly decorations of a different, less appealing sort: what looks like a dozen or more goblins' bones, bleached white and tied together with reeds and string. THE HORROR! Even worse is a simply tremendous dog in this room, another beast that looks at least as big as Zurk. Its fur is matted and tangled, its muzzle and throat crossed with scars, and its eyes are red and hate-filled. It growls and snaps its jaws open with a bark, revealing enormous fangs, saliva flying in ropey strands. It barks again and stands, its tail twitching, its ears back. THE HORROR!!! All of the gobos except for Zurk need to make a DC 13 Will save or be shaken for the duration of this fight! If you fail, you get a new save each time you hit the dog (once a round, max). Perception DC 15:
Hanging around the dog's neck is a chain with a flat piece of metal on it. As it stands and bristles and barks, you're pretty sure you see something written on the metal in what looks like blood: CUDDLES. Initiative Rolls:
Aka: 1d20 + 2 ⇒ (14) + 2 = 16
Gniffles: 1d20 + 7 ⇒ (8) + 7 = 15 Horsecutta: 1d20 + 8 ⇒ (19) + 8 = 27 Marrowdown: 1d20 + 4 ⇒ (14) + 4 = 18 Spug: 1d20 + 3 ⇒ (5) + 3 = 8 Zoog: 1d20 + 5 ⇒ (14) + 5 = 19 Zurk: 1d20 + 1 ⇒ (17) + 1 = 18 Dog 1: 1d20 ⇒ 11 Dog 2: 1d20 ⇒ 20 Initiative Order
GameMaster Armadillephant GameMaster
With a single great strike, Zurk cleaves through hide, flesh, and bone, splitting the dog's head from its body. Before it can let out any noise it falls to the deck of the shipwreck. The blood wells forth as the battle comes to a close. We are no longer in initiative order.
GameMaster Armadillephant GameMaster
Zoog, I feel a little bad about that happening to you, but keep in mind that I'm increasing the difficulty of encounters and outright changing them to keep things interesting and challenging for the group. That said, you're blowing through things for the most part so far.
GameMaster Armadillephant GameMaster
The goblins all strive once more against this beast. Though Zurk and Aka miss, even with the aid of Spug, two other goblins strike from a range--Um Horsecutta grazes the beast's ear with one of his arrows, and Gniffles launches a stone that clips its hind leg. As Marrowdown readies to bite if the beast approaches, Zoog swings a careful strike with his morningstar that catches the beast in the leg. It lets out a howl of pain and bites at him again. Attack: 1d20 + 3 ⇒ (19) + 3 = 22
The vicious dog rips savagely into the poor little goblin, its teeth rending flesh as its jaws shake him. Finally, it rears into the air and lets go, leaving the goblin to sail a few feet away and collapse, bleeding, on the deck. Zoog is at -1 hit points and will need to roll to stabilize. Everyone's up!
GameMaster Armadillephant GameMaster
Even as Zoog exclaims that another dog is coming, the beast charges down the stairs, leaping and bounding. If anything, this dog looks even bigger and more dangerous than the last, snarling and snapping its jaws, the frothy slather flying behind it. It crashes to land by Zoog and bites viciously at the little alchemist...
Everybody's up again!
GameMaster Armadillephant GameMaster
Sorry, the dog should have hit Marrowdown. RETCON FROM DOG'S TURN, ROUND 1. Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Having clamped on the goblin's leg, the dog savagely twists its head and yanks the warrior to the ground. BACK TO THE PRESENT Even from the ground, Marrowdown is able to rip into the dog's chest and throat. It lets out a final bone-chilling howl as blood and gore are shredded forth by Marrowdown's teeth. We are still in round-by-round actions, and Zoog (and everyone else, for that matter) needs to post before I can.
GameMaster Armadillephant GameMaster
The dog yelps as Marrowdown rips into it, though it dodges Zurk's axe and Aka's sickle. The burst of light reflects off of its eyes, but the rage and pain is clearly driving it past any sort of distraction. (Also, Gniffles, I'd suggest you review that spell, since it won't work here.) The great hound lets loose a fearful howl and bites at Marrowdown...
Zoog, Perception DC 15:
You hear a second bark come from atop the stairs--sounds like you might have company. Everybody's up!
GameMaster Armadillephant GameMaster
Horsecutta, Marrowdown, Zoog:
The chain looks about twenty feet long, so the dog couldn't quite reach the top of the gangplank, or steps leading to the door. However, it could probably get to you wherever else you are on the deck. 1d20 ⇒ 7 As several of the group press forward, it seems that you might bypass this threat, but then Marrowdown begins to whisper frenetically, and Zurk's weight causes a board to creak loudly. The beast raises its head and looks at you, whereupon it growls and lets out a menacing bark. Initiative Rolls:
Aka: 1d20 + 2 ⇒ (4) + 2 = 6 Gniffles: 1d20 + 7 ⇒ (8) + 7 = 15 Horsecutta: 1d20 + 8 ⇒ (1) + 8 = 9 Marrowdown: 1d20 + 4 ⇒ (3) + 4 = 7 Spug: 1d20 + 3 ⇒ (1) + 3 = 4 Zoog: 1d20 + 5 ⇒ (5) + 5 = 10 Zurk: 1d20 + 1 ⇒ (20) + 1 = 21 Dog: 1d20 + 2 ⇒ (3) + 2 = 5 Initiative Order
GameMaster Armadillephant GameMaster
The main deck of the shipwreck is cluttered with objects both natural and artificial. Thick swaths of leafy vines grow over the deck, and shiny green patches of algae and moss grow where the vines do not. The central cabin's roof has a wide edge, creating a canopied walkway along the ship's sides. A flight of steps up to the roof of the ship's main cabin, the entrance to which is blocked by a door decorated by a large number of rodent and bird skulls. A smoking stovepipe chimney extends up from the ship's highest point above. Chained to the main mast is a large-looking dog, bigger than the goblins and maybe even as big as Zurk! It looks mangy and dirty, and right now it might be asleep--it's curled up with its head down and hidden from the group. Everyone can make Stealth checks to try and sneak past the dog if you want, or you can attack. Also, you can make two separate Perception checks--one to judge the length of the chain, and one to determine whether or not the dog is sleeping.
I usually like the rule that they only provoke if they fail. That way you can attempt them without Improved feats and not have to eat an attack unless you're not good at it, in which case you're probably not going to try it anyway. Disarm and Sunder at least don't need AoOs. If you're attacking the opponent's weapon, how are they attacking you first?
GameMaster Armadillephant GameMaster
Many of the group tolerate the stings well enough, and thanks to Spug's quick movement and channeling, even he and Zoog escape unharmed, the suddenly slain insects dropping to the ground. They'd make an excellent snack, or at least make a neat sound when you step on them. The gangplank awaits if you wish to press on...
I do know about the flying knee, it's a very nice move as well. Still, the Falcon Punch is just so powerful and iconic. One thing about the archetype I made--as well as builds--is that you can easily reflavor the move to something else. The Falcon Punch could easily become the Falcon Kick or a ridiculously strong raised knee to the jaw. That build is interesting, proftobe, but I'm interested in trying to create an entirely self-sufficient character who can pull off the attack as he wants to do so. It's an amusing thought process, but a whole build designed to work (at its best) 3 times a day? Not really my cup of tea. Still no mechanical feedback on the archetype, though, huh? I thought people would have stuff to say.
Arcanemuses wrote:
Oh, yes, yours I like. Very neat, and definitely to be used :) EDIT: And on that note, sort of, I'm considering allowing MotFFs to be Lawful or Neutral, but not Chaotic.
GameMaster Armadillephant GameMaster
So the order is Zurk, Spug, Gniffles, and the rest, yes? I fear we may have lost Marrowdown, as he has not posted recently... As the group presses forward, Zurk's bulk pushes against some loose vines and ropes on the railing. Suddenly, they draw taut and knock the clump from the railing, where it lands down onto 1d2 ⇒ 1 Spug!
I'm gonna need Fortitude saves all around!
How disruptive/game-breaking do you think it would be to offer archetype's options for abilities granted by a class in a piecemeal system? Trading what you don't want for what you want, from any base class or archetype. Obviously, common sense and a good GM who has some control of his players will be needed, and I would never suggest using this for anything near an official game, but what (if any) huge problems do you foresee?
Arcanemuses wrote:
If you're interested in that, check out my thread o'er yonder, please. I posted an archetype earlier, and I'd like any in put on it that people have to offer. Also, I love these options.
Alright, here's the archetype I've created for this character. I'm not sure exactly how balanced it is, I'll need to run the numbers, but it doesn't strike me as being too over-the-top. I present to you...
The Monk of the Falcon Fist:
Monk of the Falcon Fist Though the archetypal monk is an unarmed fighter capable of striking with blinding speed, not every such warrior chooses to unleash a flurry of strikes. Rather, some monks choose to emulate an ancient master known as "Falcon," striking with a slow attack that has truly devastating effects. Falcon Punch
As a standard action that provokes attacks of opportunity, the monk of the Falcon Fist may attempt a Falcon Punch. If the monk suffers damage during this attempt, he must make a Fortitude save (DC=Total damage dealt), or his attempt fails. If he suffers no damage or makes his save, the monk of the Falcon Fist successfully uses the Falcon Punch. This is resolved as an unarmed strike, but the monk uses his monk level in place of his BAB for the purpose of bonuses and abilities that rely on BAB. This strike deals maximum damage for its damage die if it hits. For example, a first-level monk of the Falcon Fist with a Strength score of 15 would deal 8 damage on a successful Falcon Punch (6 for the 1d6 unarmed strike damage die, plus 2 for his Strength modifier as usual). Any extra damage dice (e.g., Vital Strike, Elemental Fist, or weapon abilities) are rolled as normal. At 8th level, the monk of the Falcon Fist treats his unarmed strike as a two-handed weapon for the purpose of extra damage (e.g., from Strength modifiers, Power Attack, etc.) during Falcon Punches. At 15th level, he doubles the extra damage from Strength, Power Attack, and the like rather than multiplying them by 1.5 during Falcon Punches. For example, a level 15 monk of the Falcon Fist with a Strength score of 18 and Power Attack would add +20 damage (+8 for Strength, +12 for Power Attack) rather than +15 (+6 for Strength, +9 for Power Attack). In addition, the Falcon Punch may be combined with the Vital Strike feat and its improved versions, even though it is not an attack action. This ability replaces the monk's flurry of blows ability. Bonus Feats
At 2nd level, they add Dragon Ferocity and Furious Focus to this list of feats. At 6th level, they add Mobility and Vital Strike to this list of feats. At 10th level, they add Dragon Roar and Improved Vital Strike to this list of feats. At 14th level, they add Greater Vital Strike to this list of feats. A monk of the Falcon Fist does not need to meet the prerequisites of these bonus feats. This replaces the monk's normal selection of bonus feats. Falcon Focus
This ability replaces the monk's still mind ability. Ki Pool
Way of the Falcon Fist
This ability replaces slow fall. Falcon Swoop
This ability replaces purity of body. Knockback Punch
This ability replaces diamond body. Aerial Punch
This ability replaces abundant step. Defensive Roll
This ability replaces diamond soul. Falcon Destruction
This ability replaces quivering palm. Falcon Resistance
This ability replaces timeless body and tongue of the sun and moon. Greater Defensive Roll
This ability replaces empty body. Perfect Falcon Punch
This ability replaces perfect self.
Please note that this is just an archetype I made up for my own games. I doubt it would ever be published, or used on a wide scale. So, I bend some rules, and not everything is spelled out completely; I'm sure you could come up with some ridiculous schemes using RAW of this and other abilities. Please don't point out a niche combination that would break the game; just comment on balance and such.
Yeah, even as I posted this, I was thinking that the Vital Strike line, plus Elemental Fist and perhaps Efreeti Style would work. Also Dragon Style for extra damage and other nice bonuses (including grabbing MotFW-level Elemental Fist). My only problem with this is that it works a lot better for Unarmed Fighters, it seems, compared to monks. I'd love to be able to build a monk who can pull off massive-damage single strikes. Homebrew may be the [edit]best[/edit] option.
GameMaster Armadillephant GameMaster
Unfazed by the appearance of this monstrosity, Zurk and Marrowdown leap forward and Zoog tosses one of his volatile mixtures. The horse is startled by the appearance of Gniffles' mask; it rears up and catches an explosion of glass and fire right in its face. Coming down, it feels the bite of Zurk's axe and Marrowdown's.... well, his bite. The goblin tears deeply into its throat and the beast falls, its eyes going wide in pain before it collapses, completely dead. Good job, guys! Now you can continue toward/onto/into the ship. The gangplank leading up to the ship is mossy and dirty, with what looks like a large clump of mud on one handrail. It's a steep climb.
GameMaster Armadillephant GameMaster
Sorry, that might have been a tad confusing. Everyone posts now--those that got the Survival roll essentially get an extra action from the surprise round. And the horse is about 50 feet away at the moment, so Zurk, do you want to charge? If so, I'll add 2 to your attack roll.
GameMaster Armadillephant GameMaster
Your group finds an opening in the fence and rushes through, Zurk knocking some boards aside in order to fit through the gap. The other side of the fence is a muddy pit that's been churned into holes and pure nastiness, with large clumps seeming to have been picked up and thrown elsewhere by something. Survival DC 14:
Wait... these are... horse tracks! Suddenly, you hear a shrill bark from atop the ship somewhere--dogs! To make matters worse, you hear a thudding from the corner of the wreck, followed by a low, rumbling neigh. From around the corner of the wreck comes a great beast. It stands taller than Zurk, bulging with muscle and covered in matted, knotted, muddy hair and fur. Its eyes roll with hatred and ferocity, and as it tosses its head, its mouth opens and you see massive teeth like boulders gnashing. Its tail swishes side to side menacingly as it approaches, and its hooves seem large enough to crush a goblin skull beneath them. IT'S A HORSE! Initiative Rolls:
Aka: 1d20 + 2 ⇒ (8) + 2 = 10 Gniffles: 1d20 + 7 ⇒ (10) + 7 = 17 Horsecutta: 1d20 + 8 ⇒ (9) + 8 = 17 Marrowdown: 1d20 + 4 ⇒ (11) + 4 = 15 Spug: 1d20 + 3 ⇒ (3) + 3 = 6 Zoog: 1d20 + 5 ⇒ (9) + 5 = 14 Zurk: 1d20 + 1 ⇒ (13) + 1 = 14 Stomp: 1d20 + 4 ⇒ (6) + 4 = 10 Initiative Order Gniffles, Horsecutta, Marrowdown, Zoog, Zurk, Aka Stomp Spug and Repeat Battle begins! Those of you who succeeded at the above Survival check get a surprise round (essentially an extra action).
GameMaster Armadillephant GameMaster
Scent allows you to note the presence of creatures within 30 feet, typically speaking, though wind and strength of odor can affect that. With a move action you can note the direction, and within 5 feet you know where they are. You can also track with Scent via Survival checks. Right now, it isn't pinging for you. I'm waiting on you guys, by the way--what do you want to do?
GameMaster Armadillephant GameMaster
Alright, I'm nicely moved into college and things are smooth at the moment, at least, so here's the next post to get this thing going! There may be another delay here when classes start on Monday, but I think we should have a regular schedule soon. Zoog, you see nothing magical about this crossbow, though it does seem pretty nice. Also, there are a number of crossbow bolts: 1d12 ⇒ 3 of them. Having found everything there is to be found here, the group decides to move on toward your destination. The point marked on the map isn't quite on the coast, but it's pretty close, and you can hear the the waves crashing on the shoreline. It's pretty obvious when you get there: a big ship with two masts is lying in the clearing, the rigging thick with moss and decorated with lanterns and windchimes that look to be made of goblin bones and skulls (eww). There's some weird marks on the ship's prow, while the soggy, swampy "yard" surrounding the wreck is marked by a rickety wooden fence. A thin curl of smoke wafts up from a chimney that's poking out of a strange box-looking structure near the bow of the ship. Scribbleface's Assistant:
The marks on the ship are writing! They're in the Common tongue of the longshanks, and they say, Kaijitsu Star. Whatever that means.... Perception DC 15:
Sounds like there's something walking or moving around behind that fence. You hear thuds of footsteps or some such. Perception DC 20: See above spoiler as well ...Also, you catch something that sounds like a low laugh, or grumble, or something. Definitely an animal, and a big one by the sound of it.
GameMaster Armadillephant GameMaster
Word is that my family went traveling, and while I thought we'd have internet, we didn't. Now I'm getting ready for college, so I don't have a ton of time to devote to this right now, but hopefully I'll get a post in today or tomorrow. If not, give me a few more days to move in and settle in and I should get this going again within that period. |