Post by ffilz on Oct 4, 2018 17:25:53 GMT -6
With this board being brought onto the front page from the depths, I thought I'd share a bit about my game session last night, and maybe get some more folks interested in playing (yes, my game is open to new players).
We've had I dunno, 4 or 5 sessions of play. The player(s) (we only had one player last night) have been exploring the Rainbow Mounds scenario from Apple Lane. The previous session they had made their way through the Zig Zag Tunnel to the False Trollkin Quarters. Last night they barged into the Trollkin Quarters and found 8 sleeping trollkin, of which they dispatched 4 before the others woke up. The battle got off to a good start with immediately crippling the leg of Gork. Unfortunately after that, they struggled to land much for significant blows and soon Whiteye joined the fray along with three more trollkin.
Whiteye laid Barkor low with a solid blow to the abdomen that also ran him out of general hit points. At that point, the rest of the PCs decided to make a run for it. Balar knew he could run with almost no risk since the trollkin were doing 1d6 damage and he had 6 or 7 armor points in every location (chain mail plus padding). Ulf only had to worry about one trollkin and was mostly protected. Riswyn took the biggest risk since he had to flee Whiteeye, but he managed to avoid injury and was able to flee also. They quickly got back into the Zig Zag Tunnel (which they will have to figure out how to safely navigate, they took a beating coming through it the first time).
For the first part of the battle, I totally forgot about parries and defense... We rectified that for the second half of the battle. I also messed up strike ranks initially. One difference with Roll20 play is we're not filling out traditional character sheets, so it's harder to keep track of stuff.
We're playing almost straight by the books. I am using my alternate crit and impale rules, crit gives choice of applying 1/2 the armor of the target, or doing double damage after armor. Impaling weapons crit with 10% instead of 5% and there's no special impalement damage (and I'm definitely not using any of the other special damages from RQ2). I do use RQ2 Protection spell vs. RQ1 Padding and Protection and have the RQ2 Xenohealing spell. There may be a few other house rules tossed in.
Frank
We've had I dunno, 4 or 5 sessions of play. The player(s) (we only had one player last night) have been exploring the Rainbow Mounds scenario from Apple Lane. The previous session they had made their way through the Zig Zag Tunnel to the False Trollkin Quarters. Last night they barged into the Trollkin Quarters and found 8 sleeping trollkin, of which they dispatched 4 before the others woke up. The battle got off to a good start with immediately crippling the leg of Gork. Unfortunately after that, they struggled to land much for significant blows and soon Whiteye joined the fray along with three more trollkin.
Whiteye laid Barkor low with a solid blow to the abdomen that also ran him out of general hit points. At that point, the rest of the PCs decided to make a run for it. Balar knew he could run with almost no risk since the trollkin were doing 1d6 damage and he had 6 or 7 armor points in every location (chain mail plus padding). Ulf only had to worry about one trollkin and was mostly protected. Riswyn took the biggest risk since he had to flee Whiteeye, but he managed to avoid injury and was able to flee also. They quickly got back into the Zig Zag Tunnel (which they will have to figure out how to safely navigate, they took a beating coming through it the first time).
For the first part of the battle, I totally forgot about parries and defense... We rectified that for the second half of the battle. I also messed up strike ranks initially. One difference with Roll20 play is we're not filling out traditional character sheets, so it's harder to keep track of stuff.
We're playing almost straight by the books. I am using my alternate crit and impale rules, crit gives choice of applying 1/2 the armor of the target, or doing double damage after armor. Impaling weapons crit with 10% instead of 5% and there's no special impalement damage (and I'm definitely not using any of the other special damages from RQ2). I do use RQ2 Protection spell vs. RQ1 Padding and Protection and have the RQ2 Xenohealing spell. There may be a few other house rules tossed in.
Frank