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Author Topic: D&D 3.5: Sunless Sea: Back to the Normal Time.  (Read 56564 times)

Zako

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Re: D&D 3.5: Sunless Sea
« Reply #135 on: November 01, 2011, 07:34:23 am »

I personally reckon that my character might kill some dudes anyway if he believes he will benefit from it, he's not the type to sneak past a monster watchman and let him live if he needs to remain undetected, but would otherwise let them live. He would of course take everything of value off them, even their clothes if he thought that they might try something.
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Tidal

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Re: D&D 3.5: Sunless Sea
« Reply #136 on: November 01, 2011, 07:36:42 am »

We have like 9 people already. I was looking for like 5. I'm only letting more than 5 people join on the assumption that some fraction of them will flake out/quit and that we'll usually have only 5-6 people show up for a session. I'm also reworking some encounters to streamline them to a certain degree. More "puzzle" monsters, more solo bosses, less hordes of mooks. Which reminds me of something that I wanted to mention:

-Your enemies will usually surrender if you're beating them handedly, both because they'd be daft not to and because it saves us from having the combat drag out needlessly. As your DM, I request that you default to accepting these surrenders. I'll not cheat you out of loot if you fail to kill every last enemy, so don't feel obliged to kill and loot everyone you meet.
I support this.
sane
-ity for the win.

I'm going to have to incorporate this into my campaign, too.
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Dwarmin

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Re: D&D 3.5: Sunless Sea
« Reply #137 on: November 01, 2011, 07:37:57 am »

Well, if we're operating on GM ordered surrender to quicken encounters, I assume we wont have to worry about them afterwards...naturally, we'll be looting their clothes of course. :P
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Zako

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Re: D&D 3.5: Sunless Sea
« Reply #138 on: November 01, 2011, 07:46:18 am »

You wont have worry about them if they are dead. >.>
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Heron TSG

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Re: D&D 3.5: Sunless Sea
« Reply #139 on: November 01, 2011, 07:48:27 am »

In my campaign from ages past, enemies liked to run away when they were hurt. I hadn't even considered making them surrender.
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Zako

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Re: D&D 3.5: Sunless Sea
« Reply #140 on: November 01, 2011, 07:50:33 am »

Well, in any rate, it would be an interesting decision of how to handle them.
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The Fool

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Re: D&D 3.5: Sunless Sea
« Reply #141 on: November 01, 2011, 07:58:04 am »

You wont have worry about them if they are dead. >.>
I kind of have to agree with this. What is stopping a band of raiders from attacking the next group of adventurers? Unless there are more forces coming their way it is unreasonable to have them surrender without some form of terms or loss. Weapon loss would be good for most, but not all. What about the violent anarchistic monks that go around attacking old ladies in the streets?
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Dwarmin

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Re: D&D 3.5: Sunless Sea
« Reply #142 on: November 01, 2011, 08:03:27 am »

GM provided unlimited space prison brig in our ships hold that prisoners cannot escape from. Also, we don't pay money for their upkeep. :P

Then we can just assume to hand them off to the nearest authorities evey-time we make port. I'm willing to hand wave it like that.
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The Fool

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Re: D&D 3.5: Sunless Sea
« Reply #143 on: November 01, 2011, 08:13:29 am »

If that were the case I could take vow of peace and get away with it. That is a scary thought for a barbarian.

"PEACE---!!!" *Falls into blind rage swinging wildly*
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Zako

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Re: D&D 3.5: Sunless Sea
« Reply #144 on: November 01, 2011, 08:25:57 am »

You would have to use a nonleathal weapon then. That's why I took a sap, and I was considering taking a merciful enchantment on it as well.

EDIT: Just had a brainwave, if we take prisoners, if we hand them off to the officials at the docks, we could get paid! We would become bounty hunters!
« Last Edit: November 01, 2011, 08:34:18 am by Zako »
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Tidal

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Re: D&D 3.5: Sunless Sea
« Reply #145 on: November 01, 2011, 08:38:35 am »

Of course, it would probably be situational. There would be three responses to loss: a fight to the death, flight, or surrender. Fights would be the least common, flight would be the most common- especially for mooks and kobolds, surrender would slightly less common and normally performed by humans or human-like intelligence beings ("civilized"). I mean, I don't expect a spawn of Cthulhu to surrender. :P

Edit: Bounty hunters. Yesh.
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Criptfeind

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Re: D&D 3.5: Sunless Sea
« Reply #146 on: November 01, 2011, 12:39:00 pm »

What is the current system of technology and magic?

Is magic a everyday device? Or is it a rare device for mostly hidden magic users? How far has technology gone? It is about the norm for a DnD world?

How does religion handle magic? Is there a conflict? Who is winning the conflict if there is one?

Do the common people of the races hold prejudice against other races? Or magic users?

Can I buy scrolls to scribe into my spellbook? If so do I need to roll? Since one check can be taken once per day (And assumed I did this a while before the game started) and the other I make even if I roll a 1.



Trying to finish backstory and spend all the extra monies.
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Kogan Loloklam

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Re: D&D 3.5: Sunless Sea
« Reply #147 on: November 01, 2011, 12:46:40 pm »

We have like 9 people already. I was looking for like 5. I'm only letting more than 5 people join on the assumption that some fraction of them will flake out/quit and that we'll usually have only 5-6 people show up for a session.
Yea, that's usually how it goes. 50% loss rate. That's why Shoruke did his open I think. I assume yours isn't "poof you are there" and more "DM controls your foolish self if you miss a session"? It don't matter for me currently, seeing as until November 23 I have nothing that possibly be going on after 5:00 PM MST, and nothing on Sundays, and nothing in the immediate future going on before 5:00 PM MST.

As for surrendering enemies, it's nice to know that my Samurai demanding surrenders won't be ignored and everyone won't be flying the Jolly Roger.

Players generally play with the concept of No Quarter, which is why surrenders aren't accepted often, which is why DMs generally play with No Quarter. Certainly reputations come into effect. I'd hope instead of you forcing us to accept surrenders, instead you punish us with the same quality of treatment we give those who we defeat when we are at risk of defeat. Escaping from a Aboleth interrogation camp might be fun.

Also, as for handing prisoners off at the docks, that might not work. We have an increased chance from the city we are embarking from, as it of a military camp than an actual city. However, it isn't likely that this is an open battlefield, so we are more likely to run into local denizens than people our camp would accept from us. Some cities or camps or whatever we find along the Sunless Sea might accept our defeated as prisoners, some might find us exceptionally evil for capturing them. It really depends on what we find out there as to what we can do with prisoners. Certainly our ship will need a Brig, but sometimes just sending them away will be our best course of action.

Here's my personal ideas for what we need in a ship:
Large Cargo Space for long voyages (who knows how big the sunless sea is.)
Two sources of Locomotion (Oars and Sails would be acceptable, as would Sails and Magic)
Powerful Short-Range Chasers
Very Long-Range Broadsides
Compartmentalizing to make it harder to sink
Intelligent planning to reduce crew compliment as much as possible
An armory to store extra crew weapons and ammunition.
Extra bunk space so we can carry passengers or land raiding forces if needed.
A magazine to store extra Ship Weapon Ammunition.
Backup stores to have enough parts to repair battle damage.
A Small brig capable of holding at least 10% of the ship's crew, with multiple brigs if this equals more than 10 people.

I wonder what our ship's budget will be, and what rules for construction will be used.

You guys who don't have a backstory yet, You might want to consider tossing a point or two into Profession (Sailor) or Profession (Siege Engineer), or Profession (Carpenter) and put a bit of fluff about being a sailor, catapult operator, or shipwright in your background.
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Criptfeind

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Re: D&D 3.5: Sunless Sea
« Reply #148 on: November 01, 2011, 12:50:07 pm »

No wind in the endless underground Kogan.
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Tidal

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Re: D&D 3.5: Sunless Sea
« Reply #149 on: November 01, 2011, 01:00:41 pm »

No wind in the endless underground Kogan.
There might be. You never know. It might not be conventional wind.
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