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{SCEbJ} - Shackled City 25th session report

 
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Justisaur

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Since: Jun 01, 2007
Posts: 205



(Msg. 1) Posted: Tue Jun 12, 2007 10:42 am
Post subject: {SCEbJ} - Shackled City 25th session report
Archived from groups: rec>games>frp>dnd (more info?)

Justisaur's Eberron Shackled City Session 25, The Smoking Eye

Garrot - Male Human Rogue 11
Seven - Male Human Fighter 5 / Cleric 2 / Kensai 4 chain fighter
Zhray - Male Human Wizard 6 / Rainbow Servant 5
Lorash - Male Human Druid 11

The move is finished, so you'll be seeing these more regularly, and I
got to play again, yea! Down to 4 players, but Mot's player may be
back next time with something new, the party has written him off as
unrecoverable.

They spend a month so Lorash can train a new pet before heading back
to Occipitus. Seven picks up a wand of Alter self so he can change
into a large humanoid and be huge with his permanent enlarge. I ask
what humanoid he says half-ogre. I didn't bother to look it up, but
did now, that's a giant, so no good. It takes them 5 tries to get
there due to planeshifting off the plane.

They start down the maze ignore the glowing sword. They get ambushed
by the retriever, and of course some of the party stops & goes off the
path so they get teleported back to the beginning. They come back and
make sure no one goes off the path, but get tp'd back again. Being a
bit confused they take some time to try to figure out how it works.
As they keep TPing back I have a random encounter for them.

3 Vrocks is what I roll. I have them roll through the first 3 rounds
having 1 scream, 1 mirror image, and the last use spores. The spores
were surprisingly very effective, it doesn't look that bad on paper,
but that was about the only damage they did. After they'd run out of
screams stunning half the party, they were finally able to respond a
bit, and start doing some damage back. The last scream however got
seven, and the damaged vrock used tk to remove seven's locked gauntlet/
spiked chain. Zhray started taking out mirror images with magic
missile. Seven's reach was enough he was able to wrest it back the
next round though.

Seven whirlwinds and with the 30' reach he's got he's able to hit 2 of
the vrocks and remove their mirror images. Seven is doing about 80
ish damage on average against them with his holy weapon. Over the
next couple rounds the vrocks are waging a loosing battle, and start
flying up to get away. Zhray fireballs two and finishes off the 1st
heavily damaged one. Seven finished off the other.

The last one decides this is a good time to try something much
different so TPs up 100' and starts using TK to toss his dead vrock
companions at Seven. This isn't high enough to escape Zhray's magic
missiles, so he TP's away. 3 rounds later he's back 500' up and drops
a 50 lb rock on Seven using TK to aim it (so he doesn't take a -50 for
range penalties.) and does 20 dice to him, 90 points. Being already
injured this takes him to -21. Seven's player gets really pissed off
about this (I thought he was just seconds from punching me, I've only
seen someone this upset at a game 1ce before, and it wasn't about the
game). Seven's player remembers the fort save at -hp house rule I'm
using and calms down, and just makes it with an action point. Lorash
heals him. Vrock sees that his opponent has survived this and decides
it's way past time to hightail it away. Rest of the game Seven is
watching the sky. I also remember later that the ceiling of the plane
is rather low, looking it up it's 400' with a max of 200' before the
fire blobs attack. It wouldn't have made any difference other than
possibly Zhray being able to hit him with some magic.

They heal up and figure out the maze won't let them get off the path
or stop moving forward, so come up with taking 5' steps if they get in
combat forward to keep from being shunted back to the beginning.

They go on down the path and take care of the now healed retriever
with ease. They see the couatl stuck in one of the cocoons, and Zhray
tries to figure out some way to save it, but they can't stop or they'd
be sent back to the beginning, so they move slowly past it. They come
across the worshipers of wee-jas who I've changed to the dragon below,
the party takes not a single point of damage dealing with them, and
finishes the maze. They are teleported to the forest given the speil
from the test mummy and continue on. They get a couple more random
encounters - Two hezrou who they got initiative on, seven used a
silence to prevent them blaspheming, they killed one in round two and
badly damaged the other who decided to bugger off. They met a chaos
beast, which was quite ineffectual as well.

End of Session.

- Justisaur

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scrub

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Since: Jun 12, 2007
Posts: 8



(Msg. 2) Posted: Tue Jun 12, 2007 4:05 pm
Post subject: Re: {SCEbJ} - Shackled City 25th session report [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Justisaur wrote:

> The move is finished, so you'll be seeing these more regularly, and I
> got to play again, yea!

Quite enjoying the tale, finally a reason to comment.

> They spend a month so Lorash can train a new pet before heading back
> to Occipitus. Seven picks up a wand of Alter self so he can change
> into a large humanoid and be huge with his permanent enlarge.

There are no large Humanoids. That trick is presicely what the
Giant type is for.

<etc>
> 3 rounds later he's back 500' up and drops
> a 50 lb rock on Seven using TK to aim it (so he doesn't take a -50 for
> range penalties.) and does 20 dice to him, 90 points. Being already
> injured this takes him to -21. Seven's player gets really pissed off
> about this (I thought he was just seconds from punching me, I've only
> seen someone this upset at a game 1ce before, and it wasn't about the
> game).

Yea, you sort of used a nuke (and I'd disagree about using TK to
aim a rock if it's moving faster than TK can move it). There's things
in the game that win with no real defence, the only sustainable
options being an agreement not to use them, or nerfing them: like
dropping rocks. If you hadn't run the Vrock away it'd have TPK'd the
party even without telekinesis, given time.

Still, your chainfighter needs a missile weapon, 500' is only -8
with a longbow (unless you've added house rules to account for
height). Real rock droppers start at 2000'+ and count the 20's; baby
dragon packs FTW.

> Seven's player remembers the fort save at -hp house rule I'm
> using and calms down, and just makes it with an action point.

So /that's/ what action points are for, stopping players killing
the DM. 8]

--
tussock

Aspie at work, sorry in advance.

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Dragonkat

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Since: Jun 02, 2007
Posts: 75



(Msg. 3) Posted: Wed Jun 13, 2007 7:28 am
Post subject: Re: {SCEbJ} - Shackled City 25th session report [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

The Goliath Race, from Races of Stone, is not a Giant
They are close to 7' Tall, but can use large wpns as if med. sz.
because they get a one-increment larger somesuch.
Enlarged, huge weapons would be possible...

Dragonkat
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Aaron

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Since: May 05, 2005
Posts: 18



(Msg. 4) Posted: Wed Jun 13, 2007 9:57 pm
Post subject: Re: {SCEbJ} - Shackled City 25th session report [Login to view extended thread Info.]
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In article <1181670159.134648.41980.RemoveThis@r19g2000prf.googlegroups.com>,
justisaur.RemoveThis@gmail.com says...
>
> The last one decides this is a good time to try something much
> different so TPs up 100' and starts using TK to toss his dead vrock
> companions at Seven. This isn't high enough to escape Zhray's magic
> missiles, so he TP's away. 3 rounds later he's back 500' up and drops
> a 50 lb rock on Seven using TK to aim it (so he doesn't take a -50 for
> range penalties.) and does 20 dice to him, 90 points. Being already
> injured this takes him to -21. Seven's player gets really pissed off
> about this

I'd say he had a right to be annoyed. Not sure where you made the ruling
for this maneuver from... but it doesn't seem even remotely legal.

First off, a 50lb object deals 1d6 for every 40' it drops (not 10') so
that alone means it should only have been 12d6. (only object weighing
over 200lbs do 1d6/10'. It scales down from there)

Now, onto the maneuver itself:

If we assume a 10HD vrock is caster level 10 (though the highest you can
use is 15, so no big difference if I'm off on that assumption)

In order to throw one object at another object, they need to be within
100' of each other. The rock and the target start off 500' from each
other... so TKing the whole way is out of the question.

If you're pretending he TK'd the rock the first 100 feet, then it is
falling the rest of the way, then its not using TK to move it for 400
out of the 500 feet, and thus his chances of hitting are small at best
(the -40 range penalty being the first thing that comes to mind, though
that might be a bit excessive given its designed for horizontal range,
not vertical) and the maximum damage it will do is 10d6 (though suppose
you might be able to reason adding a couple more for the additional
force of the first 100', but that's just 2d6 worth, so back up to
12d6)

If you're pretending the rock fell the first 400 feet, then he TK'd it
the final 100... then its a normal attack roll as per the spell, but
the damage is no long calculated as a falling object, because he's
moving it now, gravity isn't. So it would do the standard 1d6 per 25
pounds (or 2d6 damage in the case of your 50 lb rock) as per the spell
description. One could try to justify some additional damage, but
again, you're moving into non standard rulings again, and accuracy
penalties should still apply if they want to keep some of the
falling velocity to get the extra damage.

Giving the vrock a regular non penalized attack roll for 20d6 damage
was way out of line for many reasons, IMO.

A
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Justisaur

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Since: Jun 01, 2007
Posts: 205



(Msg. 5) Posted: Thu Jun 14, 2007 9:09 am
Post subject: Re: {SCEbJ} - Shackled City 25th session report [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Jun 13, 4:37 pm, a....TakeThisOut@nothanks.u (Aaron) wrote:
> In article <1181670159.134648.41....TakeThisOut@r19g2000prf.googlegroups.com>,
> justis....TakeThisOut@gmail.com says...
>
>
>
> > The last one decides this is a good time to try something much
> > different so TPs up 100' and starts using TK to toss his dead vrock
> > companions at Seven. This isn't high enough to escape Zhray's magic
> > missiles, so he TP's away. 3 rounds later he's back 500' up and drops
> > a 50 lb rock on Seven using TK to aim it (so he doesn't take a -50 for
> > range penalties.) and does 20 dice to him, 90 points. Being already
> > injured this takes him to -21. Seven's player gets really pissed off
> > about this
>
> I'd say he had a right to be annoyed. Not sure where you made the ruling
> for this maneuver from... but it doesn't seem even remotely legal.
>
> First off, a 50lb object deals 1d6 for every 40' it drops (not 10') so
> that alone means it should only have been 12d6. (only object weighing
> over 200lbs do 1d6/10'. It scales down from there)

Ah, I'd misread that, I thought it said that it had to drop 40' for
maximum damage which was 20d6... All in the heat of the game you
know, trying to figure it out on the spot.

>
> Now, onto the maneuver itself:
>
> If we assume a 10HD vrock is caster level 10 (though the highest you can
> use is 15, so no big difference if I'm off on that assumption)
>
> In order to throw one object at another object, they need to be within
> 100' of each other. The rock and the target start off 500' from each
> other... so TKing the whole way is out of the question.
>
> If you're pretending he TK'd the rock the first 100 feet, then it is
> falling the rest of the way, then its not using TK to move it for 400
> out of the 500 feet, and thus his chances of hitting are small at best
> (the -40 range penalty being the first thing that comes to mind, though
> that might be a bit excessive given its designed for horizontal range,
> not vertical) and the maximum damage it will do is 10d6 (though suppose
> you might be able to reason adding a couple more for the additional
> force of the first 100', but that's just 2d6 worth, so back up to
> 12d6)
>
> If you're pretending the rock fell the first 400 feet, then he TK'd it
> the final 100... then its a normal attack roll as per the spell, but
> the damage is no long calculated as a falling object, because he's
> moving it now, gravity isn't. So it would do the standard 1d6 per 25
> pounds (or 2d6 damage in the case of your 50 lb rock) as per the spell
> description. One could try to justify some additional damage, but
> again, you're moving into non standard rulings again, and accuracy
> penalties should still apply if they want to keep some of the
> falling velocity to get the extra damage.
>
> Giving the vrock a regular non penalized attack roll for 20d6 damage
> was way out of line for many reasons, IMO.
>

I seem to have a lot of trouble figuring this spell out, thanks for
the info. So how would you use TK in this situation to 'maximum
effect'.

- Justisaur
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Marcel Beaudoin

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Since: Jan 06, 2006
Posts: 289



(Msg. 6) Posted: Thu Jun 14, 2007 11:56 pm
Post subject: Re: {SCEbJ} - Shackled City 25th session report [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Justisaur <justisaur.TakeThisOut@gmail.com> wrote news:1181837359.642024.217830
@a26g2000pre.googlegroups.com in rec.games.frp.dnd:

> I seem to have a lot of trouble figuring this spell out, thanks for
> the info. So how would you use TK in this situation to 'maximum
> effect'.

FWIW, if the Vrock simply used TK to move it onto target
(left/right/up/down, all of the orthogonal to the direction that gravity is
pulling the stone) the stone would kep the same vertical velocity.

--
Marcel
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Aaron

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Since: May 05, 2005
Posts: 18



(Msg. 7) Posted: Mon Jun 18, 2007 2:56 pm
Post subject: Re: {SCEbJ} - Shackled City 25th session report [Login to view extended thread Info.]
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In article <Xns994FEB03A1BD0mbeausympaticoca.DeleteThis@130.133.1.4>,
marcel.beaudoin.DeleteThis@gmail.com says...
>
>Justisaur <justisaur.DeleteThis@gmail.com> wrote news:1181837359.642024.217830
>@a26g2000pre.googlegroups.com in rec.games.frp.dnd:
>
>> I seem to have a lot of trouble figuring this spell out, thanks for
>> the info. So how would you use TK in this situation to 'maximum
>> effect'.
>
>FWIW, if the Vrock simply used TK to move it onto target
>(left/right/up/down, all of the orthogonal to the direction that gravity is
>pulling the stone) the stone would kep the same vertical velocity.

I'd certainly not rule it that way, as it then takes the spell well out
of its described parameters.

You can only move an object 100' at most in a single round for the
indicated damage. If its already moving faster then that, then you
shouldn't be able to use the TK 'violent thrust' option at all.

If you allow the TK to affect it, then you have to also assume they're
slowing the object down to the TK limits in the process.

Allowing anything outside of this just begs for insane rules interpretations
as has already been demonstrated.
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