Scarecrow

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I am intending to use a maze in my next dungeon for this campaign I'm running, problem is, I fear I've made it too difficult/long…

I built it using a design for a rotating maze I found online. it has 5 rotating parts, a few of which intersect, and some switches, levers, keys, and doors. the idea of the maze is not to get from one location to another, but to find the key that opens the door to the exit. I designed it with the idea that the players have to explore to maze (which changes as they move) in order to find what they are looking for, using keys they find to open doors that block their path, levers that lower bars that provide a sort of short cut, and a portal that instantly takes them to another part of the maze. there are a few rooms with treasure and helpful items (such as an orb of scrying I wrote up to help them see the area of the maze in a small radius around them which only works under ground and can only be used 4 times a day) but nothing truly dangerous or risky. I also made it so that they can only get to the final door when the rotating section its in is in a specific position.

I plan to run it like a combat encounter where the players take turns in an initiative order to move their speed through the maze, every 2 rounds I roll a die to see what section spins and then I rotate it 90 degrees. they will not be seeing the maze as they navigate but I will describe what they see as they explore.

Im just worried it will take too much time and I will have to plan it to be an entire session in itself...


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I was looking to create a ranged tengu fighter who uses a longbow and rope dart as primary weapons (with a katana for melee) but I had read about the tengu terror kites and wondered if there was a way to use one as an actual weapon.

I was thinking that maybe I could just run it as a rope dart as far as mechanics go but wasn't sure if there was some other way I should do it.


Unfortunately, it seems the original creator is no longer actively working on this, so I would like to take up the reigns as it were and continue completing this class, if people are still interested enough and willing to help were needed.

I'll probably finish it anyway for my own use but I wanted to make sure other interested players weren't left out somehow.

If there is enough interest I will recreate a new thread for myself.


Overall, my suggestion would be to add a few more different kind of gadgets.

I like the idea of the gadgets but there aren't many useful ones in my mind. I would want a sword that could be a very versatile utility item, but all it could have is increased damage a rope and maybe a visual/audio sensor/recorder. thats not terribly useful.

I do have a few gadget suggestions you could use.

Folding gadget: Allows you to decrease the size of your item, giving you a bonus to slight of hand checks to conceal the item.

Steadying gadget: this gadget allows you to not provoke attacks of opportunity for ranged attacks with this item.

hook gadget: this gadget can be applied to allow you to trip with the item.

I would like to see more gadgets like this to make the class more interesting and versatile.


Ah, I apologize. I didn't realize this was the wrong place to post this…

But, yes I am using the core rulebook.


I am creating a character and I understand a lot of the stuff but I am having trouble with a few things.

First off, how do I calculate defenses? I haven't found anything in the books so I'm not sure what to use to calculate my defenses. (other than AC)

second, what is CMB and CMD? I just flat out don't know what those are.

For now, those are the only problems I'm having. Thanks in advance for the assistance!