• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

City of the Spider Queen (mini-campaign)

HolyMan

Thy wounds are healed!
It is a rule from Forgotten Realms Underdark.

Due to the uneven floor, rubble, and stalagmites there is really no way to get the straight line shot needed to charge. Now you can charge "in doors" but then I'm guessing for the fleshrakers the ceiling would be to low.

I'm sure there will be spots where the leaping pounce ability will come into play, just saying it won't be used every combat. (You all left the room with the ghost - bet it wouldn't have worked there. ;) )

HM
_
 

log in or register to remove this ad

Malachei

First Post
It is a rule from Forgotten Realms Underdark.

Due to the uneven floor, rubble, and stalagmites there is really no way to get the straight line shot needed to charge. Now you can charge "in doors" but then I'm guessing for the fleshrakers the ceiling would be to low.

I'm sure there will be spots where the leaping pounce ability will come into play, just saying it won't be used every combat. (You all left the room with the ghost - bet it wouldn't have worked there. ;) )

HM
_

It would be very interesting to read the rule to find its possible impact on my own campaign -- could you tell me where in the Underdark book it can be found?
 

Vertexx69

First Post
Thats' a fairly major optional house rule you forgot to put in the character creation guidelines there HM. It's easily sidestepped however by adding this item to my gear:[sblock=BOOTS OF THE MOUNTAIN KING]1,500 gp These boots allow you to ignore increased movement costs and skill check DC increases for light and dense rubble. In addition, you can move up stairs and slopes at normal speed and run or charge downhill without making a Balance check (DMG 89). These boots require no activation. Prerequisites: Craft Wondrous Item, freedom of movement. Cost to Create: 750 gp, 60 XP, 2 days.[/sblock]Which I would have done if I'd known about it. If you would have said no charging it would have at the very least changed my actions from the last round, where I wouldn't have set up for a charge and instead closed into melee range.

So how about instead of a high jump over them, I have the worgs move through the bebiliths taking AoOs as you see fit and then use the jump rolls to negate the uneven terrain to charge strait up to them instead?
 

HolyMan

Thy wounds are healed!
Not a house rule and it doesn't apply to the area you are in now. The problem now is height.
The bebiliths are huge and the ceiling is only at max 15ft. so getting above them is quite impossible.

I dug out the Forgotten Realms book and didn't find it there, but found it in the CotSQ module. It is in reference to the underdark so goofed thinking that was where I saw it. The boots you can start making later. You have craft wondrous item right?

In CotSQ when you enter the underdark areas (pretty much everything after the crypts) there will be two types. Inhabited and Uninhabited

Inhabited areas have been roughly cleared but the ground is still a little uneven, with large rocks and stalactites around on the floor. Stalagmites on the ceiling (another reason leaping would not be advisable). Balance checks DC10 to run or charge.

Uninhabited areas area rough cavrens that will have lots of stalactites and stalagmites. Areas that may need to be climbed or even have to go spelunking at times. In these areas there is no running or charging allowed.

So like I said the ability won't be wasted but will also not be usable every time.

HM
 
Last edited:

perrinmiller

Adventurer
So...

We are still waiting on the fleshrakers' actions to be resolved, correct? Since he cannot leaping pounce, isn't he allowed to charge normally? He already said the damage was the same for either attack.

No problem on the map, for this section. I just might take me more time to reply some days.
 

HolyMan

Thy wounds are healed!
It's ok perrinmiller if a map skips a round or so I'm glad for the time you have taken so far.

The damage should not be the same as the fleshrakers won't get to full attack or the extra rakes from pouncing. And the bebiliths will get AoO's before they strike.

So yes we will wait for a clarification to make sure, but I would plan that the demons will still be there.

HM
 

Vertexx69

First Post
then yes I'll be changing my entire action...and I'm not happy with this module based house rule...

if you wouldn't mind reading ahead to let us know if there are any other inconsistencies in the module vs the rest of the D&D universe I know I'd honestly appreciate it.

I'm mostly upset because the dice hate me 99% of the time and I absolutely have never hit with every attack before. to have it just wiped away by something as lame as that after the fact really sticks in my craw.

Would you agree that rolling in the 40s on a skill check would let a character precisely control how that skill is executed? for instance calculating a jump between stalactites (on ceiling) and stalagmites (on ground) to cover a charge distance (which is between 10ft and 120ft for my characters) or not? Just for my own info?
 

Malachei

First Post
Vertexx69, you are running a build that dishes out 300 damage and are complaining if there's rough terrain bringing you to a, well, more traditional level of damage output?
 

HolyMan

Thy wounds are healed!
Updating complete I think

Not I have listed the worgs locations so I think the two dinos are now in front of the bebiliths but with space in between because of reach.

Sorry Vertexx69 but it is a part of the game that is to throw the players for a loop. And not because they can't charge (who usually builds a character based around charging) but on the odd combat loctaions that will take place.

I can't wait till you are all on the side of a cliff (looking at a 600' drop) clinging to a giant web and facing... well you will see. :p

HM
 

HolyMan

Thy wounds are healed!
Time to address a few game play changes I wish to make.

First is posting time during combat. I have seen where DM's have stated that they will wait a few days for a post before saying a character is delaying. It looks like a good way to keep combat flowing, so I will implement it in most of my games starting with this one.

Since this is a medium speed game (I think) I will say everyone has 4 days after I post up a recap to get their actions posted. It should be enough time and if you think you can't for an upcoming round go ahead and post some upcoming alternate actions I could use. If you post nothing then you will be delaying till you re-post.

Second will be Knowledge(Monster) checks or any check that you can resolve yourself. Everyone playing I'm sure is familiar with the rules enough to know if a check succeeds or fails on you. Unless you need a DC from me you can go ahead and post the actions success or failure. One of the things I enjoy most is reading your action posts.

So with monster checks which I think will be a big part of this game (alot of monsters). You can figure the DC out from the MM and roll. Then if you succeed take and add up all the SA and SQ's for that creature and roll randomly for which ability(ies) you remember or if you fail post up that.

Example the Bebilith's the DC is 22 and if you succeed they have 8 SAs and SQs altogether. You would roll a d8 and find the ability by going in order.

So if you rolled a 1 your character would know about the poison, or if you rolled a 5 they would know it has darkvision.

Those without a MM can use the srd.

Going to re-post this at the beginning of this thread for easier reference.

HM
 

Remove ads

Top