Strahd's "The lost Caverns of Tsojcanth" - Game Ended successfully!

Thanee said:
This here is the part I meant up there with the DC 20: Control Mount in Battle.
I have a simple logic rule, If the enemy is 10 ft. away from you and the horse, you roll only "Guide with knees DC" to control the horse.
less than 10 ft. - you roll "Control mount in battle DC" as long as you rides non "WAR" kind of horse, but this rule is flexible and I leave the decision to me
Thanee said:
And about the Web...
Please carefully reread the highlighted parts in the quote from the Web spell in my post above. You are confusing the movement one can do inside the spell's area with the entangle condition (half-speed), I believe, which makes the spell a lot weaker than it is. While it's true, that you are entangled, your movement is also *much* more restricted than that (even if you made the save successfully!); you need to make Str checks every round (as a Full-Round action supposedly (-> 'each round devoted to moving')) to move at all (DC 15+ allows 5 ft. of movement, DC 20+ is 10 ft., and so on).
It's OK, the Ogre needs to roll Str each round to advanced in the web, he is still entangled, although he passed the Str check in his round, as a full action.
 

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Strahd_Von_Zarovich said:
I have a simple logic rule, If the enemy is 10 ft. away from you and the horse, you roll only "Guide with knees DC" to control the horse.
less than 10 ft. - you roll "Control mount in battle DC" as long as you rides non "WAR" kind of horse, but this rule is flexible and I leave the decision to me.

Sounds fair. :)


It's OK, the Ogre needs to roll Str each round to advanced in the web, he is still entangled, although he passed the Str check in his round, as a full action.

Correct. Since he failed the Reflex save, he first needs to spend a full round to rip himself free (no movement) with the DC 20 check (he made that on his turn). Then on each following round, he can only move step by step through the web. Same goes for the wolf, who made the save, only without the initial DC 20 check, he can start 'moving' slooooowly right away.

Anyways, just wanted to point that out, since it seemed you had missed the special movement rules for Web at the end of the description. It's higher level than Entangle for a reason.

Just for future uses of Web, no need to change everything upside down now. :)

Bye
Thanee
 

One last post about Web ;-)

There's something else, that is surely fair to be pointed out, and which limits the usefulness of the spell to some degree:

These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears.

HERE's a map from my game, where a Web spell has been used, which shows what that means. The spell doesn't cover the full area, only the area between anchorpoints, where it can be anchored properly from both sides.

In our case, the ogre zombie would probably only need to move 5 feet before he's outside the web already, since there is nothing to anchor it to in the other direction. So he could get out of the web on the currently active round (with a DC 15+ Str check), and then on the following round start to act normally.

Ok... enough about webs I guess... :lol: :heh: :)

Bye
Thanee
 

Thanee said:
There's something else, that is surely fair to be pointed out, and which limits the usefulness of the spell to some degree:
In our case, the ogre zombie would probably only need to move 5 feet before he's outside the web already, since there is nothing to anchor it to in the other direction. So he could get out of the web on the currently active round (with a DC 15+ Str check), and then on the following round start to act normally.

You are right, and I'll use it.
Thanks.
 

Something I just noticed on the actions - Steve, you don't need to roll initiative for Keldar every round; it's rolled just once at the start of combat (unless Strahd is using some house rules that I've missed), and that sets your initiative for the duration.
 

"summoned creatures"

Although I haven't posted round 3, I want to discuss something.
Thanee posted Allyra's action, her fiendish black scorpion is quite an intimidate sight, but I assume those who are not Allyra don't know that the scorpion is a magical beast summoned by Allyra or the goblin, let say Garon fights the zombie in front of him, The albino goblin on the right side, and now he sees a black scorpion coming from the left.
Does he deserve AoO? as we assume he don't know the scorpion supposed to be ally, seeing a black scorpion is not a "good" sight.
What do you say?

If you think I'm right, adjust your actions to face "reality".
 

Others see Allyra vanishing, they can hear her cast a spell, a scorpion appears and attacks the wolf. They know Allyra can summon things (like horses).

Conclusions should be rather obvious. :)

Besides, Garon has no reach, so he wouldn't even get an AoO, if the scorpion was an enemy.
From the map, I also don't think the ogre zombie will get an AoO, since the church should provide cover during the approach (no AoO against targets with cover).

Bye
Thanee
 

Now, if - for example - Allyra was summoning the scorpion out of sight (the summoning process itself cannot be seen), and the first thing it did was rush out of hiding and next to an ally (in order to attack a nearby foe), then I would probably give the ally the AoO (only if one is provoked, of course, i.e. moving next to an ally with a reach weapon), because he/she cannot know that the scorpion is an ally at that point, and could well think that he/she is the target of the attack.

Bye
Thanee
 


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