Instant Fortress Cheese


Advice


I'm looking for advice on Instant Fortress, because we've got a guy in our group who wants to essentially use it as a grenade in combat (10d10 damage if you're standing on top of it when it opens). The problem with this is that our DM thinks this is cheese and doesn't give us EXP for stuff killed that way. The rest of the party agrees it is cheese, because it creates a big frickin' tower in our way. And throwing a tower grenade in and of itself is just kinda stupid.

Does anyone have suggestions on how to get this player to stop pulling this kind of crap? He thinks it's a brilliant idea even though our wizard and archer aren't happy due to a sudden loss of sight line on half of the bad guys.

It's nice and useful, but the cheese factor is really getting to us.


Sounds like its time to make him start regretting his decision. Have the floor collapse beneath the sudden weight, dropping the entire thing down a large hole. In the Underdark, it could potentially fall for miles! Maybe it starts taking damage as it slams into ceilings. Let it topple over if set up on uneven ground, aimed right for him. Maybe even have a rust monster attack it! If you're outside, let flying enemies appear and land on it, using it as a perch. Or even have a ninja observe how this guy does this, learns the command word, and promptly appears in battle, reverts it to normal, and steals it (to throw at the guy later, of course, perhaps while he's sleeping in an inn).


Or jus let him have fun with it, at the level you can afford one of those a dc 19 reflex isnt horribly difficult to make and it doesnt sound that disruptive, im not sure why the wizard and archer dont just use the thing after he plants it.


Shadow_of_death wrote:
Or jus let him have fun with it, at the level you can afford one of those a dc 19 reflex isnt horribly difficult to make and it doesnt sound that disruptive, im not sure why the wizard and archer dont just use the thing after he plants it.

He got it fairly early due to a rather failed experience (on the GM's part) involving plot cards and gambling.


There was an old Dungeon adventure with an imp that did this. He dropped it on people passing beneath him. But I think he held it while he did it.

Also I should add, I always thought, perhaps due to the name, experience points were due to learning and thus experiencing different things. If there is a catch-all way to kill everything that involves coming into little danger, and it is used over and over again, then not getting experience points for using it makes sense.


We had fun with this back in a high level 2e campaign. THe DM ruled it took damage from repeated use so it eventually fell to pieces....

Cheers
Mark


Gregg Reece wrote:
Shadow_of_death wrote:
Or jus let him have fun with it, at the level you can afford one of those a dc 19 reflex isnt horribly difficult to make and it doesnt sound that disruptive, im not sure why the wizard and archer dont just use the thing after he plants it.
He got it fairly early due to a rather failed experience (on the GM's part) involving plot cards and gambling.

So in other words, your nerfing an item because giving the fighter a plus 5 holy sword of instant killing was a bad idea? Either deal with it or take the item from him until he should reasonably have it.


1) On a roll of "1" he fumbles the throw and the fortress appears on top of him. No save. Confirm for critical. Thrower is pinned and takes 10d10 crushing damage at the start of every round. Must roll base DC:15 concentration check (adjusted by damage taken) to speak the command word.

2) On a miss of 4 or more, the fortress doesn't open on command at all, instead it scatters, using the splash d8 and activates on the opening initiative count on the next round, on it's side, in the direction rolled by the DM on the splash, and everything in a 10x30 area gets to roll a nice Reflex save or take the 10d10. The fortress suffers 1d10 structural damage due to appearing on it's side.

3) The ground beneath the fortress cannot support it's weight due to a natural sinkhole, fault line, cavern or just plain weak substrate. The fortress plummets through the surface and falls a distance determined by the DM. (possibly with it's intended target, just as likely taking a large area of the floor around it and whoever is standing on it down as well) The fortress takes 1d6 points of structural damage for every 10' it falls.

etc.


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it is a bit cheesy, but let him have it.
If you give him something that powerful, and he can only use it once to shorten a "boss"-fight, that's okay.

If he thinks its a good tactic, let the evil wizard make his save, and suddenly be on the tower of the castle throwing fireballs at you and hindering you entering the castle.

Liberty's Edge

This was always part of the item's intended use, AFAICT.

It goes way back to TSR days, so arbitrary stupidity is kind of par for the course.
-Kle.


If the cheese factor is getting to you all as a party, then steal or destroy it when he isn't paying attention.

If the cheese factor is getting to the DM, then NPCs should steal and destroy it.

All the other suggestions are workable as well.

---
Looking for IC ways to get rid of it? Have a local king insist on buying it from you all, because he needs it for his army.


Goblin Rogue cut purse. Ask the DM to give a little more money next encounter to make sure he doesn't cry about it too much.

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