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Collaborative Cave #2 - Updated map (see 1st post) - Now doing room assignment
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<blockquote data-quote="Dannyalcatraz" data-source="post: 3749855" data-attributes="member: 19675"><p>Here's a first run at my room...what do you think?</p><p></p><p></p><p></p><p>The attackers are typical Skum, armed with longspears. There are 9 of them, grouped in 3's. They are using the reach of the longspears to attack the boat while remaining below the water. The water's darkness & distortion of the surface makes fighting difficult. Furthermore, the Skum's longspears are primitive, with flaked stone heads. (Use the primitive weapon breaking rules of the DMG.)</p><p></p><p>(To reflect the difficulty of this kind of fighting, treat the water's surface as providing soft cover- IOW, a -4 to attack. However, with each successful hit, reduce the penalties by 1, and eliminate the penalty if a hit results in a crit threat. Since the Skum have some experience with this, they start off with only -2.)</p><p></p><p>The Skum are trying to damage the party, to be sure, but they are mostly trying to herd the party towards their unseen 10th member. To that end, they are attacking on 3 sides, leaving the 4th side (nearest the opening to the next cave) open.</p><p></p><p>Submerged at the entrance of the next cave is the one they call "The Beast" Nabbar. He is a Large Skum (6HD), Str 21, Dex 15, Con 15, Int 10, Wis 10, Cha 6 </p><p></p><p>Unlike his smaller bretheren, he is mildly psionic- the end result of selective breeding including psionic stock by his Aboleth Master. Instead of Alertness, he has Improved Natural Attack: Bite (now 3d6), Wild Talent, and Psionic Fist (expend psionic focus to have Unarmed Attack or Natural Weapon deal +2d6 damage).</p><p></p><p>As an alternative to Psionics, give Nabbar the usual Alertness, plus Improved Initiative and INA, but give him the Half-Fiend template. He is the end result of the breeding program including a number of would-be sorcerers.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 3749855, member: 19675"] Here's a first run at my room...what do you think? The attackers are typical Skum, armed with longspears. There are 9 of them, grouped in 3's. They are using the reach of the longspears to attack the boat while remaining below the water. The water's darkness & distortion of the surface makes fighting difficult. Furthermore, the Skum's longspears are primitive, with flaked stone heads. (Use the primitive weapon breaking rules of the DMG.) (To reflect the difficulty of this kind of fighting, treat the water's surface as providing soft cover- IOW, a -4 to attack. However, with each successful hit, reduce the penalties by 1, and eliminate the penalty if a hit results in a crit threat. Since the Skum have some experience with this, they start off with only -2.) The Skum are trying to damage the party, to be sure, but they are mostly trying to herd the party towards their unseen 10th member. To that end, they are attacking on 3 sides, leaving the 4th side (nearest the opening to the next cave) open. Submerged at the entrance of the next cave is the one they call "The Beast" Nabbar. He is a Large Skum (6HD), Str 21, Dex 15, Con 15, Int 10, Wis 10, Cha 6 Unlike his smaller bretheren, he is mildly psionic- the end result of selective breeding including psionic stock by his Aboleth Master. Instead of Alertness, he has Improved Natural Attack: Bite (now 3d6), Wild Talent, and Psionic Fist (expend psionic focus to have Unarmed Attack or Natural Weapon deal +2d6 damage). As an alternative to Psionics, give Nabbar the usual Alertness, plus Improved Initiative and INA, but give him the Half-Fiend template. He is the end result of the breeding program including a number of would-be sorcerers. [/QUOTE]
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