In this episode, we at last have our spooky times in the haunted house and dig up some dirt on necro-alchemy.
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53 – gg no re:view: Deep Carbon Observatory
Our discussion & review of Deep Carbon Observatory, text by Patrick Stuart and art by Scrap Princess. MAJOR SPOILERS.
tl;dl: it’s a work of superlative imagination. It refreshes the underdark and specifically the drow, and contains some structural/mechanical experiments you can lift for other purposes. It’s a no brainer purchase. However, needs a second edition that focuses on the “presentation layer”—how the ideas are to be communicated to the players, both in the maps and in the room contents.
Here’s the character generation episode we did for the module, and here’s the first episode of the module proper.
- Gus L’s maps: http://dungeonofsigns.blogspot.com/2014/07/deep-carbon-observatory-maps.html
- Courtney Campbell on how to write up a game area with presentation/user-interface in mind: http://hackslashmaster.blogspot.com/2012/06/on-set-design.html
- Buy the module (affiliate link): http://www.drivethrurpg.com/product/131801/Deep-Carbon-Observatory?affiliate_id=433586
- The author’s site: http://falsemachine.blogspot.com/
- Check out the artist’s site: http://monstermanualsewnfrompants.blogspot.com/
- Get that deep carbon swag: https://www.redbubble.com/people/scrapprincess/works/13775543-inversion-deep-carbon-observatory?p=t-shirt
“Lewis and Dekalb” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/
Soundcloud player background image by Scrap Princess, from the module.
46 – Let’s Play Deep Carbon Observatory (Part 7) – Have You Seen My Brother?
We explore the dam, and something terrible happens.
And you get a sense of the death & dying rules of Into the Odd!
Actual play starts @ 9:42.
Links
Bloodshades
Ashes of Ariandel
For the record, Tim is playing it now and enjoying it, TOLD YA
—Daniel
Destiny
Episode image background sketch by Scrap Princess, from the module.
“Lewis and Dekalb” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/
45 – Let’s Play Deep Carbon Observatory (Part 6) – All 16 Animate at Once
We enter the dam; and, don’t worry, everything’s fine, and nothing’s bad!
monster image by Scrap Princess: http://monstermanualsewnfrompants.blogspot.com/
featured image: Complete set of canopic jars, circa 900 and circa 800 BC.[4] The Walters Art Museum. https://en.wikipedia.org/wiki/Canopic_jar#/media/File:Egyptian_-_A_Complete_Set_of_Canopic_Jars_-_Walters_41171,_41172,_41173,_41174_-_Group.jpg
“Lewis and Dekalb” Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/
Episode 18: Now It’s the Adventures of Dave and Bart
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| Dave’s bardic inspiration lined up, ready to go |
I use the term adventures rather loosely — farming ghouls for XP — ghouls are way nerfed in 5e — an empty room explored at length — Daniel refuses to draw a map — Tim annoyed at this — Pally tank game mad strong — dodging while restrained — nothing fancy, just doin werk.
I use the term adventures rather loosely
Because this episode honestly don’t have a lot going on. Tim and Jim just put in some work. A two man wrecking crew. Methodically hitting those rooms and hitting those faces.
farming ghouls for XP
Incentives matter. If you didn’t get XP for kills, we wouldn’t have bothered. So, if this part is boring, thank Mike Mearls.
ghouls are way nerfed in 5e
They really are. Only one attack per round, save vs paralysis at the end of each of your turns?!?!
Compare this to the 1981 Moldvay Basic set:
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| teach me how to moldvay |
So of course Dave & Bart were like
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| okay 5e |
an empty room explored at length
This was a badly written empty room. There are well written ones. Go read +Courtney Campbell talk about how to write good ones.
Pally tank game mad strong
Really, it’s not fair. Paladin with shield, plate, and defensive fighting style has 21 AC. It’s extremely tough to hit, especially when the bard uses cutting words to debuff an attack that actually does manage to get through. Or when the bard banes everyone. And pallies can self-heal.
dodging while restrained
Funny thing, as I was listening to this ep, I was also reading this post from +Justin Alexander about fiction-mechanics relations. We had a relevant moment pop up:
Dave is hit by the One-Eyed Shiver’s ice eye ray attack. He’s restrained until he makes a Strength check. I’m thinking this is because he’s frozen to the ground or encased in ice or whatever.
Then the guy casts thunderwave against Dave. You can Dex save for half damage vs thunderwave. But I ruled that Dave couldn’t make the save since he was held in place by ice.
Whoever you think was right (wink wink), the convo is exactly the sort of situation that Justin talks about in his article. Go read.
nothing fancy, just doin werk
That’s it. We’re going to be putting up some more info about the character roster in the near future. Expect a couple special episodes not too far off from now.
Warning: 90% Stunned By What You’ll See Next!
Or A Brief Study in Creating the Optimal Stunner
Unfortunately, last week’s overpowered optimization was cancelled thanks to Wizards’ publishing the Players Handbook Errata. It was a little looser than I’d prefer anyway… but, no time to dwell on the past; the “char op” must go on. By request, we’re going to talk systematically about the development of my next build. Today, we’re working through to the #1 Stunner.
Outlining Objectives
First to make explicit our goals:
- Inflict the stunned condition maximally, or “stunlock” as the kids say.
- Be disruptive otherwise, especially when stunlock strategy is inapplicable.
- Be resilient.
We will work through finding the simplest solution to these goals. First, I believe it is very hard to dispute that the class with the most frequent and consistent ability to stun is the monk class. At level 5, one may expend a single ki point to cause any hit to have a chance to stun. You will also have very many chances to hit with multi-attack and free bonus attacks. In fact, one would not do too badly of our goals putting all character levels into monk class….
Yet, I’d suggest there are several alternatives to mono-Monk that are superior because the mono-Monk stunner doesn’t take advantage of spells that would greatly increase his chances of causing a stunlock. More, besides stuns and some reasonable damage, he doesn’t have much more utility to the other party members and will do little to be disruptive. Last, some abilities do offer remarkable resiliency but improvements can be made through multi-classing.
Reasoning to Objective Optimization
So, addressing Goal 1, how can the monk be made a more efficient stunner? At very low levels there is access to Spell Level 1 Bane, which will improve chance to stun from 5-20%. As a bonus, it will be disruptive of multiple foes through debuffing their chances to hit. Next improvement comes with Spell Level 3 Bestow Curse giving disadvantage on saving throws but only to one target. Then there is Spell Level 5 Contagion that will cause Slimy Doom which will not only cause disadvantage to constitution saves, but any damage will stun the creature.
And that’s it.
There are many abilities and spells that affect ability skill checks, but hardly any that effect saving throws negatively. That’s fair, but it makes our job tougher. Thankfully, Bane is easy with only one level multi-class and Bestow Curse isn’t too much of a stretch.
Now Goal 2, given constraints of Goal 1, is simpler. The following classes can learn spells that will buff our stun chance: Bard, Any Cleric, Oath of Vengeance Paladin, Warlock. One of these is not like the others. See it? Yes, that’s it: we would be forced to split the ability score focus into Dexterity, Wisdom, and Charisma to do any multiclass but the Cleric.
So, Cleric it is.
On examination of the cleric specializations, I believe Light Domain is the strongest here. It gives the following benefits, most with very little commitment.
- Access to the spells we want to buff out stunlock abilities.
- Access to very nasty fire spells with long ranges, like fireball.
- Disruptive Warding Flare ability that gives disadvantage to enemy attack at Cleric 1
- Ability to apply the disadvantage to enemy attacks to other at Cleric 6
- Channel Divinity 30-foot-radius Area of Effect 2d10 + Cleric Level
And regarding Goal 3, access to other Cleric spells besides those noted so far only augments the inherent resiliency of the Monk class over a mono-Monk build with little tradeoff. The ability to cast Sanctuary, use ki points to dodge, and retreat while healing others is impossible to dismiss, even neglecting the Warding Flare ability granted by Light Domain.
Given the success of a Monk / Cleric multiclass over mono-Monk stunner, I will propose a build: the Stunning Hieromonk (SHM), also known as the Stun Clonk.
The Build
Although I really like idea of starting Cleric, then immediately switching to get access to Monk’s Stunning Strike, the rest of the advancement order is up to the player and may vary widely based on campaign expectations and party make up. My personal preference would be to immediately move to Bestow Curse and Fireball after Stunning Strike. The build proceeds as below, assuming maximum level roughly 15th CL
- Select Human, prioritize wisdom, then dexterity in array. Take Alert.
- Cleric 1, Light Domain; gain Warding Flare, Spellcasting for Bane.
- Take Monk 1; gain Unarmored Defense, Martial Arts.
- Take Monk 2; gain Unarmored Movement (+10 ft) and ki abilities.
- Take Monk 3; gain Opened Hand tradition, Deflect Missile.
- Take Monk 4; gain Slow Fall, take Wisdom ability +2.
- Take Monk 5; gain Stunning Strike, Extra Attack.
- Take Cleric 2; gain Channel Divinity (1/rest)Turn Undead, Radiance of Dawn;
- Take Cleric 3; gain Spell 2nd Level Spells
- Take Cleric 4; take Wisdom Ability +2
- Take Cleric 5; gain Destroy Undead, 3rd Level Spells
- Take Monk 6; gain Ki-Empowered Strikes, Open Hands’s Wholeness of Body.
- Take Monk 7; gain Evasion, Stillness of Mind.
- Take Monk 8; gain feat Lucky, Warcaster, or Mobility, or improve Dexterity +2.
- Take Cleric 6, gain Channel Divinity (2/rest),Improved Warding Flare
- Take Monk to gain mobility on vertical surfaces, or Cleric for 4th Level Spells.
The strategy will be to act as early as possible and never be surprised. Size up foes. If numerous and tough, you should begin nuking from a distance with fire magic to soften up the opposition. Then Bane and wade in, relying on combination of Mobility, Warding Flare and Bane as well as Open Palm techniques to conserve HP while lesser foes are picked off. Then focus on stunlocking the remaining opponents.
If faced with many smaller critters, the build excels at large numbers of consistently damaging area of effect magics– largely lacking unless ki points are optionally expended for Monk’s Four Elements spells– with access to fire magic like Burning Hands, Wall of Fire, Fireball and Light Domain Channel Divinity Radiance of Dawn.
For dealing with solo opponents, you should cast Bestow Curse and stunlock it while protecting yourself and others with Warding Flare, Evasion, bonus action dodging, Cleric heals/debuffs/fire magics, Open Hand proning techniques…
You get the point: there are more than enough tools to get the job done.
Also, you can have 50 or more feet of movement… and on vertical surfaces if you want.
Conclusion
Beginning with a clear goal in mind– propagating a useful status ailment– and working rationally through the problem has yielded a very effective solution indeed. There are a few interesting solutions left unexplored here. However, I can say from experience as DM that a even a 5th edition mono-Monk can frustrate and disrupt most any encounter, and I’m thankful the SHM hasn’t shown up at my table yet. But beware, its coming to a table near you, as below:
Enjoy!!~
Come back next week for a general discussion of tanking and my beloved Drubarian.<3








