Derro

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Elven chain, Shield proficiency from a feat, toughness, dodge, high-ish constitution.

A rogue can make a reasonable fighter with good durability but a "tank" though?
That would be a tough build. Why would you want to do that? Surely just taking a level or two as a fighter or barbarian to add hit points, weapons, armour options, tower shields and bonus combat feats would do the job?


Party at start:
Oret - Monk, Zen Archer
Tsunami - Fighter
Cidic - Barbarian
Gaylord Starcrusher Jr. - Halfling Rogue
Bi Teme - Sorcerer

My players managed to let Erylium escape in the Catacombs, so given that she has no other obvious safe haven, she made headed for Thistletop. Behind her she left the minor runewell which the players failed to really investigate beyond finding it was magical etc.
As the players had levelled up at the end of the Catacombs, she also levelled and I changed some of her prepared spells. The players then spent a day or two in town and headed for Thistletop...

At Thistletop, the party (sans any healing beyond the half dozen CLW potions they had bought) struggled, especially with the Druid using his woodland stride ability causing them all sorts of problems. He got his message through to Ripnugget about the adventurers' arrival and the Warchief, in conference with Erylium at the time, sent her out to harry the PCs while he gathered his warriors and manned the watch towers.

I decided that Ripnugget is too scared of Nualia (or wants to impress her) to send word to the lower levels, which was probably a good job for the adventurers.

Erylium used her invisibility to get close, watched as the PCs finally dispatched the druid, his pet, the dogs and most of the refugee goblins. Then she flew back to report.

Then things got strange...

The group decided, given that Ripnugget had strengthened the guards on the far side of the bridge to use subterfuge. They picked up a goblin refugee corpse and used him like a Thunderbirds dummy to shout across the bridge to lure more goblins over. Now Ripnugget has a reasonable intelligence score and decided at this point to instruct Erylium to use her invisibility to see why there was a dead refugee trying to give orders to his warriors, depleted as they were. He also sent word to Bruthasmus who he respects as a mighty warrior and wise counsel.
Brathasmus, in his infinite wisdom decided the best thing was for him and a couple of warriors to charge over and find out more, especially given the lack of a druid and the reports of adventurers from Erylium. His charge over the bridge ended with him being bull-rushed over the cliff edge by Tsunami (later dice rolls meant he survived the fall with 2HP remaining, a swim roll got him to the cliff edge and subsequent climb rolls started his magnificent return. Of course, no-one looked to check if he died...)

Enlivened by this turn of events, the players charged...

Well, Cidic charged with Tsunami behind him. As he emerged, Erylium used Reduce Person to erm.. reduce his threat, so to speak: Halfling goes from small to tiny and subject to an AoO to attack the goblins.
Tsunami skidded to a halt behind him but was caught in a web spell (Erylium again) which blocked the bridge. Cidic charged ever onwards. The rest started concentrating fire on Erylium who used invisibility to her best advantage. In response to the excessive hostility toward her, the group in the main failed all their will saves vs her 30' fear effect and started the process of running away. Cidic continued on across the blocked bridge... alone. He made it into the front gate of the fort before expiring in a blaze of gore, being the first PC to meet Ripnugget.
Oret, the only one not to run in fear, fell to Erylium and her dagger. The rest of the group, returned from their fear ignored him as he bled out while they dispatched the returning Bruthazmus and wasted a LOT of arrows on Erylium who at the last gasp used invisibility to escape again...
A huge battle evolved quickly once Erylium had left the scene and the PCs gained in confidence once more. The bridge trap, of course, was set off with Tsunami falling to the waves below and Bi Teme saving herself from the fall but being over the wrong side of the gap. The Goblins remaining were eventually dispatched, but Ripnugget managed to flee after being reduced to less than 10HP and his mount having been slain under him, leaving the PCs with a virtually empty ground floor level of the fortress to sack but two dangerous enemies out there in the wilds and a working rune well.

I am planning a rival adventuring group working behind the scenes based around Erylium, Ripnugget and a zombie/sinspawn version of Bruthasmus to harry the players as they continue onwards through the series.

One day I feel my players will work out that actually walking up to the bad guys and hitting them might work to their advantage rather than overly complex deception and huge long pauses and celebrating letting major NPCs run away.

Party at the end:

Tsunami - Fighter (unconscious)
Bi Teme - Sorcerer (no spells left)
Gaylord Starcrusher Jr. - Rogue (clothing a bit dirty)

New arrivals:

Grak - Half Orc witch
Phoenix - Oracle


Teenage Mutant Ninja Turtles

Cyberpunk

Any Superhero RPG

Space 1889

What do I want for it?

Players...


My "house rule" is for the players to create two characters. One stays in the tavern while the other goes on the adventure. A player can change characters any time they want (so long as it involves them being in the same place) but they must be played as different entities. It allows for already known death replacements too. That would allow your smaller group some flexibility. Playing them as the same person, even siblings, will result in removal of the privilege.

Alternatively, let them play multi-classed characters from 1st, don't use XP but let them level at the "speed of story" so their character abilities match the difficulty. 25 points allows that easily.

Arcane casting can be offset with wands and Use Magic Device. Even try a summoner or a Magus to give beefier arcane casting options.

Lack of divine casting can be offset by healing potions and buff potions if required, which is expensive but you can expand any of the potential potion sources to allow that.

But at the end of the day, if you DM in a balanced and flexible way, the lack of particular classes won't matter too much.


Philip Knowsley wrote:

3 kills from a party of 5 last night, with the other 2 escaping heavily CON damaged...

Name: Crispin Weaving
Race: Half-Orc
Class: Alchemist 4

Name: Fenian Fickleston (3rd kill on this player out of 5 in the AP)
Race: Halfling
Class: Witch 4

Name: Sumak (2nd session this player attended...heh heh heh...)
Race: Halfling
Class: Rogue 4

Adventure: Rivers Run Read
Location: Barbarian Barrow East of the Staglord's Fort (inserted by me)
Catalyst: Wraith, his long dead Wraithspawn wives...& 'wraithspawned' PCs...

The Party had been exploring the barrow for a couple of sessions, and found a way down into the tomb below the old barabrian camp.

Sumak deftly found a trap behind a door, & then failed his disable roll by just a little too much. A foul looking poison mist spread through the air, but he managed to hold his breath just in time...& spent a Hero point to also make his next save...

The heros couldn't believe their luck, having gone the right direction & found the trophy room before fighting any foes. Numerous magical auras were detected, including a beautiful sickle for Lord Orestil (Druid).

Exploration...well, curiosity...followed as Fenian grew bored & wandered down the corridor. He found a magnificent tomb, at the foot of which was a softly glowing (detect magic'd) 'pint-sized' longsword...

Sumak, the trusty trapfinder was called forth, & crept slowly into the room, searching carefully after his recent near death experience. Finding no traps on the floor, he very carefully inspected the sarcophagus for anything suspicious, before almost absentmindedly reaching down to pick up the glowing (magic aura only) longsword...& setting off the magic trap, which caused the barbarian lord's bones to explode...
Luckily however, Sumak dodged gracefully to one side - only to scream in horror as the wraith of the lord materialised out of the sarcophagus & landed a draining blow to the poor rogue.

Phaedre the bard was next to act & calling upon her magnificent knowledge of all things...

Woops.

signed,
Fenian.
(via Ouija board)


bobweekend wrote:
Would any class putting skills in 'Use Magical device' allow for a chance to use this?

Yes. See SRD, the source of virtually all human and demi-human knowledge:

Quote:

You are skilled at activating magic items, even if you are not otherwise trained in their use.

Check

You can use this skill to read a spell or to activate a magic item. Use Magic Device lets you use a magic item as if you had the spell ability or class features of another class, as if you were a different race, or as if you were of a different alignment.

You make a Use Magic Device check each time you activate a device such as a wand. If you are using the check to emulate an alignment or some other quality in an ongoing manner, you need to make the relevant Use Magic Device check once per hour.


Yup, everything comes together for probably the least appreciated race in fantasy gaming. Now I see no reason to play any other race than a Gnome.

This book is light-hearted, relevant and changes Gnomes enough to make them interesting and fun and more Fey than Elves. Finally!