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Gryndel
2011-10-19, 07:09 PM
For all those messy posts needed for pbp that muck up the game thread.

Gryndel
2011-10-19, 07:49 PM
You guys can reroll your stats here and take this set if they're better.

Gryndel
2011-10-19, 07:50 PM
Who's up for a down home old fashion dungeon crawl?

4d6 drop lowest rerollones, roll 2 sets abd take your choice.

Starting level 6 (but so close to 7th you can smell it, and anticipate relatively fast level gain in the game)

max HP

Starting GP 18,000

Sources: core & complete series, MIC, lets try to keep it relatively simple. Variants (Unearthed Arcana, etc) are possible, ask me.

*the sources cited so far are fine for purposes stated.

Special Note (added to first post too):
All characters in this game get their racial favored class as a bonus level!

For those with 'Any', well, make it a good one!

MDM Decision: Wood Elf may alter wizard to sorcerer

Daryk
2011-10-19, 07:59 PM
One attempt at a reroll, coming right up...

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

Pre-re-rolled ones:
[roll6]
[roll7]

Daryk
2011-10-19, 08:03 PM
Wow... I read those as:

9, 13, 11, 12, 8, 12... I think I'll keep that first set.

Daryk
2011-10-19, 08:09 PM
Which was:
14, 13, 13, 12, 11, 11

Plugged in to an elf:
S: 14 (+1 at 4th level)
I: 12
W: 11
D: 16 (+2 for race)
C: 11 (-2 for race)
Ch: 11

18,000 will alter my shopping list a bit, but probably tomorrow at this point.

Question: are traits allowed? I'm specifically looking at "Quick", which gives you +10' movement rate in trade for -1 hp/level.

Gryndel
2011-10-19, 08:09 PM
d'oh!

ok so everyone gets three tries, use the best set!

Gryndel
2011-10-19, 08:10 PM
mind you, its not because I'm a kind DM, quite the contrary, you'll NEED max HP and some good stats to combine with smart playing to survive this for long.

Daryk
2011-10-19, 08:11 PM
Cool! Third time (might be) the charm?

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

And plenty of pre-re-rolled one's this time:
[roll6]
[roll7]
[roll8]

Gryndel
2011-10-19, 08:12 PM
Anyway, how about opening it up to recruitment? Or do any of you know others who might be interested?

Daryk
2011-10-19, 08:40 PM
MUCH better this time... thanks!

I read: 12, 15, 15, 13, 14, 15

Probably back to ye olde Woode Elfe, then:

S: 18 (15+2 Race+1 at 4th level)
I: 11 (13-2 Race)
W: 14
D: 17 (15+2 Race)
C: 13 (15-2 Race)
Ch: 12

Still looking at Quick, if possible (so as to keep up with the Cooshee when wearing Boots of Striding and Springing).

Gryndel
2011-10-19, 09:03 PM
Looks good, but please put them in 3.5 order :smallwink:

now where is that cooshee entry? RoWild?

Remember, this is a vast dungeon crawl...

Daryk
2011-10-19, 09:23 PM
Heh... that's one thing I had to go look up. 3/3.5e character sheets always mess me up.

S: 18
D: 17
C: 13
I: 11
W: 14
Ch: 12

And yes, the Cooshee is in Races of the Wild, pages 189-190 to be precise. Totally worth the two hit points in my book. Speaking of which, it's either 40 or 46 hit points: 6, 8, 8, 6, 4, 8, plus CON, possibly minus Quick.

Skill Points: 32 + 6 + 6 + 8 + 2 + 6 = 60 total

Favored Enemies: Servants of Llolth, +6; Undead +3

Draft Spells known (Sorcerer 1):
Level 0: Detect Magic, Mage Hand, Message, Prestidigitation
Level 1: Feather Fall, True Strike

Gryndel
2011-10-19, 09:24 PM
Is that counting max HP?

Jokes
2011-10-19, 10:18 PM
Ok, so I'm trying for a Halfling Dragon Shaman, and my other set didn't give me an ability over 14 so here are some rerolls.

Set 2
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

Set 3
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]

[roll12]

There's one feat not in core that I'd like, Shape Breath from Draconomicon.

Gryndel
2011-10-19, 10:35 PM
Ok, so I'm trying for a Halfling Dragon Shaman, and my other set didn't give me an ability over 14 so here are some rerolls.

Set 2
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

Set 3
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]

[roll12]

There's one feat not in core that I'd like, Shape Breath from Draconomicon.

Acceptable. What type of dragon?

Jokes
2011-10-20, 01:56 AM
Sienna Coppertoken (http://www.myth-weavers.com/sheetview.php?sheetid=185324), Dragon Hunter.

I just have to buy some mundane equipment.

Daryk
2011-10-20, 04:27 AM
Is that counting max HP?

Yes. The two Elven substitution levels drop the hit die to d6 and up the skill points to 8 per level.

Gryndel
2011-10-20, 12:20 PM
So far we have a halfling ranger/dragon shaman (I like it!) and a wood elf archer/sorcerer (just don't name him Legolas and I'll like it). Can you link the sheet again Daryk? Memnarch rolled in the other thread, but not sure he's playing, or if so, what he's planning.

Haven't heard from Diella in a while, but I suspect when she notices this she'll want to play. She may patiently decide to set aside her kender for now, waiting to see if the site where we originally played this will return.

Given the general background and type of characters, the elf and halfling may well know each other from previous adventure(s).

Gryndel
2011-10-20, 01:16 PM
Special Note (added to info post too):
All characters in this game get their racial favored class as a bonus level!

For those with 'Any', well, make it a good one!

MDM Decision: Wood Elf may alter wizard to sorcerer

Daryk
2011-10-20, 07:14 PM
Actually, the favored class of Wood Elves is Ranger (that's the main reason I took it). When you say "bonus level" do you mean we're 7th level now?

Daryk
2011-10-20, 08:42 PM
Here's what I have so far for Halad Alacarim: http://www.myth-weavers.com/sheetview.php?sheetid=82908.

It's still a work in progress. I re-purposed an old sheet, so there's still some mundane gear I haven't paid for yet, though I have 501 gp left to spend, which should be more than plenty.

Gryndel
2011-10-21, 02:34 AM
both look good so far.

I opened an ad (http://www.giantitp.com/forums/showthread.php?t=219607) and got several replies already, some quite far from 'relatively simple'.

Daryk
2011-10-21, 04:32 AM
That would be an understatement... wow.

Gryndel
2011-10-21, 12:48 PM
That would be an understatement... wow.

12 so far, though 1 of them posted to be replacement player later, and nary a divine caster.

Gryndel
2011-10-21, 12:57 PM
Halad and Sienna can post in the game thread anytime you want. As I said before, they could well be associates already, if not close friends. Or they could be meeting for the first time, both interested in exploring Ryclend.

Jokes
2011-10-21, 12:59 PM
OK, pretty sure I'm finished on my sheet; added in the extra rogue level plus some gear.

Well, I have half the healing covered, at least :smalltongue:

Gryndel
2011-10-21, 01:03 PM
OK, pretty sure I'm finished on my sheet; added in the extra rogue level plus some gear.

Well, I have half the healing covered, at least :smalltongue:

Cool, lets not forget about Tsojcanth!

Daryk
2011-10-21, 05:33 PM
12 so far, though 1 of them posted to be replacement player later, and nary a divine caster.

Not entirely true... Halad can cast a divine spell! :smallamused:

Seriously, I'm almost done with his sheet. Here's a complicating question of my own: can I craft my (non-magical) bow? The practical effect would be cutting it from costing 800 gp to just 268 gp for the material costs.

Daryk
2011-10-21, 05:57 PM
OK, now that I've posted in the IC, I really want to save that cash. What I'd like is to purchase a non-mummified "Hand of the Mage"-like item. Perhaps a ring, bracer, or headband. The reason for this is to retain the ability to use Mage Hand, but be able to add Mending to my cantrips so as to make Halad's statement true (i.e. being able to repair her cloak with a minor charm).

EDIT: Orrr, maybe add it as a function to my Amulet of Natural Armor?

EDIT 2: I just realized the bow doesn't need to be Masterwork anymore, so that will cut the material cost down to 168 (a third of 500).

Daryk
2011-10-21, 07:46 PM
Argh! I just double checked my pre-reqs, and I can't quite reach Arcance Archer yet. Next level for that (you have to have a +6 Base Attack first). So, back to the Masterwork bow, Ryn (the Cooshee) gets some nice bonuses, and Halad's saves get better. Back to the drawing board... :smallsigh:

Gryndel
2011-10-22, 12:59 AM
Yes you can craft your own bow.

Yes you can add the Mage Hand to your Amulet. It would cost 1.5 the normal book value for the Hand of the Mage item to add it to the Amulet. Or you can simpy choose another form for the Mage Hand Item, fine by me.

Gryndel
2011-10-22, 02:12 AM
10 players, 1 cleric, better stock up on potions and other healing goodies or get ready for scars galore! :smallamused:

Daryk
2011-10-22, 04:37 AM
Yes you can craft your own bow.

Yes you can add the Mage Hand to your Amulet. It would cost 1.5 the normal book value for the Hand of the Mage item to add it to the Amulet. Or you can simpy choose another form for the Mage Hand Item, fine by me.
Cool! I'm going for a ring, because the idea of eventually "handing" it to my familiar amuses me to no end... :smallamused:

Gryndel
2011-10-22, 04:58 AM
Cool! I'm going for a ring, because the idea of eventually "handing" it to my familiar amuses me to no end... :smallamused:
ROFL!


I'm sure everyone will be thrilled to know that I've finished all the encounters up through the 1st level of the dungeon. It turned out quite nice using a random generator and some DM tweaking.

Questions, comments, critiques, concerns, or just plain ol bitchin are always encouraged, though not necessarily answered. :smallwink:

Note that I made a dice thread (link in sig) for extraneous rolling, though you're welcome to put rolls in spoilers in the game posts where they belong.

Daryk
2011-10-22, 05:31 AM
When you get a chance, could you please verify I advanced Ryn (my cooshee) correctly? The +2 HD moved her up to 4 total, which I think means two more skill points (thrown in to Move Silently), an attribute point (to CON), a feat (Improved Initiative) and improved base attack and saves.

Also, is the "+2" for alchemical silver ammunition per arrow, or for the bundle of 20?

Gryndel
2011-10-22, 05:41 AM
When you get a chance, could you please verify I advanced Ryn (my cooshee) correctly? The +2 HD moved her up to 4 total, which I think means two more skill points (thrown in to Move Silently), an attribute point (to CON), a feat (Improved Initiative) and improved base attack and saves.
Sounds spot on for the Cooshee, I'll check later to make sure.


Also, is the "+2" for alchemical silver ammunition per arrow, or for the bundle of 20?
A light weapon is +20 gp, so if its +2 for a single arrow it would be +40 gp for 20 arrows. That's twice as much as light weapon and less than half for one handed weapon. Sounds about right to me.

Daryk
2011-10-22, 06:14 AM
Right, then! 10 silver arrows it is. Fortunately, cold iron is much cheaper.

white rider
2011-10-22, 07:37 AM
hello, I'm a new character, Carn the rogue.
sheet
carn, human Rogue 7

chaotic good, 5'6''
STR 16 +3
DEX 18 +4
CON 13 +1
INT 14 +2
WIS 12 +1
CHA 16 +3

ARMOR CLASS 19, flat footed 19, touch 14
INITIATIVE:+4
fort:+3
ref:+9
will:+3
+1 flaming Bastard sword +10 1d10+4+ 1d6 fire 19-20
Bastard sword x2 +8/+8 1d10+4/1d10+2+1d6 fire 19-20
Mwk shortbow +9 1d6 X3 60 ft 40 arrows
FEATS :Two weapon fighting, weapon focus (bsastard sword), oversized two weapon fighting, two weapon defense
Bluff +13 Listen +6 Move Silently +14 Open Lock +16 Diplomacy +17 Disable Device +14 Escape Artist +9 Search +7 Sense Motive +11 Sleight of Hands +9 Hide +12 Intimidate +10 speak language (Abyssal Common Dwarven Elven Goblin Infernal Orc Undercommon)
Sneak attack +4d6, trapfinding, evasion, trap sense, uncanny dodge
backpack
bedroll
Flint and steel
Hooded lantern
Oil flasks x5
Mwk thieves tools
6 potions clw
hand of the mage
35gp
fluff
carn had lived a good, if poor life as a son of a town guard, but he was forced to join a gang to avoid violence. between his father teaching him how to fight and the dirty street violence, carn became an accomplished warrior, skilled in fighting without rules. he fled his hometown after the new guard captain slew several gang members, and now wanders, searching for adventure.

Figment_
2011-10-22, 09:39 AM
Hi there!

I'll be your cleric for the evening, any special orders, let me know in advance, and remember, the 9:00 show is totally different from the 6:00 show.

http://www.thetangledweb.net/forums/profiler/view_char.php?cid=53921

JungleBox90
2011-10-22, 11:21 AM
stat rerolls...

Set 1:

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]


14, 15, 14, 13, 15, 10... I think.

Set 2:

[roll7]
[roll8]
[roll9]
[roll10]
[roll11]
[roll12]
[roll13]


lets see... 16, 15, 11, 15, 14, 17

Totally goin' with set 2.

edit; I added in mild fluff in my C.S. (see description and personality at the bottom)

Link (http://www.myth-weavers.com/sheetview.php?sheetid=339133)

edit...again; just noticed set 2 should be 16, 15, 11 15, 15, 17

Dark_Stalion
2011-10-22, 07:04 PM
Hello all. Sorry I'm a bit late to the party. Posted IC already. Have got a basic character background (http://www.dndonlinegames.com/profiler/view.php?id=26316) up. It's more fleshed out in my head, but I'd rater keep details known sketchy so there's flexibility for more creativity further down the line, particularly when Bartholemu starts to tell stories. Who knows whether what he's telling is true. Probably he doesn't even remember if it's real or not, having convinced himself of some untruths before, no doubt.

Is it ok if I take the colour BLUE for his speach and thoughts? Hope I'm not infringing on any pre-determined colour schemes.

Daryk
2011-10-22, 07:22 PM
I prefer just using black text myself, but I highlight which character is talking with a bold color heading.

white rider
2011-10-22, 08:51 PM
i have navy for carn, hope that's not too confusing

Vauron
2011-10-22, 10:04 PM
Salutations. Victor (http://www.myth-weavers.com/sheetview.php?sheetid=339112) is a bit more bare-bones at the moment than I care for, but that just means he has more room to grow. Quite simply, he is in the area for the treasure hunting and is debating whether or not to join a group due to the mortality rate.

Gadora
2011-10-22, 10:12 PM
Sorry if I'm a bit late. Today's been a bit crazy, and it was hard to find time to finish up equipping. For that matter, I still need to buy up a bunch of mundane equipment. I'd get that up now, but I'm hitting the point where I really should be heading for bed.

Anyhow, let me introduce Alberich Naebul (http://www.myth-weavers.com/sheetview.php?sheetid=338950). I'm rather excited to finally get a chance to play a summoner. If no one minds, I'd like to take Dark Slate Gray for Alberich's speech.

Gryndel
2011-10-23, 01:30 AM
Looking good so far, and everyone except bobthe6th, Gadora and Sidelar posted at least once in the game thread already. I suspect both will shortly, and we can move things along.

While I've glanced over each one very briefly, I'll be reviewing sheets tomorrow, and in detail on Monday (day off work). If I find errors or have questions I'll PM you, makes things easier all the way around.

Did everyone remember to add 1 to an ability score for level 4?

Jokes
2011-10-23, 04:19 AM
Ah, will saves... [roll0]. Immune if it's a paralysis or sleep effect.

I am 99.9% certain my sheet is now perfect.

Gryndel
2011-10-23, 04:42 AM
Now that would be really mean, trying to paralyze everyone or put them to sleep as the first roll! :smalleek:

I might have been known as the Mean DM (MDM), but I was never THAT mean :smallwink:

Jokes
2011-10-23, 04:54 AM
Now that would be really mean, trying to paralyze everyone or put them to sleep as the first roll! :smalleek:

I might have been known as the Mean DM (MDM), but I was never THAT mean :smallwink:

It's certainly something I'd do :smallwink:

Gryndel
2011-10-23, 04:59 AM
It's certainly something I'd do :smallwink:

Oh I always warm em up a bit first, get the roll jitters and kinks worked out, then WHAM!

*cough* see Tsojcanth *cough*

:amused:

Dark_Stalion
2011-10-23, 05:46 AM
Well, whatever it is, Barty's been knocked over the head with it. He must have rolled a 3 to get that score, but at least he's holding on tightly to his purse :P

Daryk
2011-10-23, 06:21 AM
So the familiar and animal companion are unaffected by whatever it was, but Halad missed by 1 (if it's an enchantment) or 3 (otherwise).

white rider
2011-10-23, 08:24 AM
i got [roll0]

Dark_Stalion
2011-10-23, 08:25 AM
Just to clarify (in case there was some confusion) Bartholemu approached Sienna, Haland and Roderick.

white rider
2011-10-23, 08:31 AM
Alright, i curiously approach the gathering.

Gryndel
2011-10-23, 01:13 PM
Now that the majority of you have rolled, I'll tell you here what the save was; a special Detect Thoughts enacted by Elduin. Just remember, nobody has any means (of which I am aware) to know this info ic, but easier to deal with this way. Essentially, when he saw all the would be adventurers gathering he wanted to get an idea of what they were thinking. Once he determined it was Deephold, he dismissed the effect and proceeded tot he next step, which I just posted.

Hope we hear from Sidelar soon, though someone did mention something about not posting on the weekend...

Gryndel
2011-10-24, 03:21 PM
I checked over sheets in some detail and sent some PMs, nothing major.

I'm hoping we can get this first bit wrapped up quickly and start the meeting, the introduction of which I'll post today.

Daryk
2011-10-25, 07:27 PM
I was holding off for the "lyrics pending" and/or Sienna to say something before heading up stairs. Since we seem to have moved on, I'll post Halad heading up there tomorrow morning.

Gryndel
2011-10-26, 04:29 AM
The lyrics might be pending a while, if we depend on Elan!


Halad

Halad stood at the back of the room with Ryn at his side. Craban was perched unsteadily on his shoulder. He listened to the questions of the others, and Elduin's answers. When the subject of payment came up, the elf grimaced. Maybe Sienna had a few coins to spare.

Iw was going to say something when we created characters, but didn't want to open a whole bunch of questions before we got started, more fun this way. Perhaps a loan is in order? I know a one eyed gnome... :smallamused:

Gryndel
2011-10-26, 04:33 AM
Actually I noticed that most have typical adventuring gear included, and not all have the money to pay for a room for a week. While some of that gear may prove useful on the short trip there (about 2 days), once inside the dungeon it will literally be dead weight. So you could trim down your mundane gear a bit and probably have enough for a week - or at least enough to share a room with a buddy.

Gadora
2011-10-26, 06:02 AM
You know what? If I'd grabbed rope trick, as I so nearly did, instead of alter self, Alberich would be trying to get a group to run in without the keys. He's got food for a large group covered pretty handily too, though he is admittedly quite tired of conjured food.

Gryndel
2011-10-26, 03:10 PM
The rogue trying to bluff the elf wizard about a magic item? bwuahahahahahaha!

OK Sense Motive 1st; [roll0]

Gryndel
2011-10-26, 05:23 PM
You know what? If I'd grabbed rope trick, as I so nearly did, instead of alter self, Alberich would be trying to get a group to run in without the keys. He's got food for a large group covered pretty handily too, though he is admittedly quite tired of conjured food.
I believe it was in the recruitment thread, but I stated that you could alter your character up to the point when you leave the inn on the journey. So everyone should feel free to alter equipment, spells, whatever until then. Probably a good idea not to change anything major (race, class, etc). If you do make any changes, please let me know in PM so I'm aware of the changes.

As to going it on your own, the only comment I have at this point is that its purely a player choice to participate and agree to the terms of Greenhorn Hall.

white rider
2011-10-26, 06:48 PM
eh. it was worth a shot.
sheet
carn, human Rogue 7

chaotic good, 5'6''
STR 16 +3
DEX 18 +4
CON 13 +1
INT 14 +2
WIS 12 +1
CHA 16 +3

ARMOR CLASS 20, flat footed 20, touch 15
INITIATIVE:+4
fort:+4
ref:+10
will:+4
+1 flaming Bastard sword +11 1d10+5+ 1d6 fire 19-20
Bastard sword x2 +9/+9 1d10+5/1d10+3+1d6 fire 19-20
Mwk shortbow +9 1d6+1 X3 60 ft 40 arrows
FEATS :Two weapon fighting, weapon focus (bastard sword), oversized two weapon fighting, two weapon defense
Bluff +14 Listen +7 Move Silently +15 Open Lock +17 Diplomacy +18 Disable Device +15 Escape Artist +10 Search +8 Sense Motive +12 Sleight of Hands +10 Hide +13 Intimidate +11 speak language (Abyssal Common Dwarven Elven Goblin Infernal Orc Undercommon)
Sneak attack +4d6, trapfinding, evasion, trap sense, uncanny dodge
backpack
bedroll
Flint and steel
Hooded lantern
Oil flasks x5
Mwk thieves tools
6 potions clw
hand of the mage
35gp

Gryndel
2011-10-26, 11:33 PM
After thinking over everything involved, I decided to offer this as an alternate option.

Ruk Ra’al
A dwarf wearing a full set of mithral plate mail covered by a cloak of dark brown walked in. His long beard was held firmly in three thick braids; a larger central one with a silver holy symbol of Moradin dangling from the end, flanked by a pair of slightly tighter and shorter braids each with a gold ring tied to the end.

With an introductory bow he said pleasantly, “Greetings, Deephold Delvers. I’m Ruk Ra’al, warrior of the Orcsplitter clan, Silver Hammer (ie paladin) of Moradin, and Amabssador of King Riktor Steelchin. I’m here to freely offer my services and help put an end to the incessant threats of Ryclend forever.”

Getting a mug of ale he joined them at the table and explained, “The local dwarf clan is bursting with pride as their Thane recently became King of the Northern Delv. Among the first edicts of the new ruler is a demand to put a stop once and for all to the incursions we continually face, which has been traced to the depths of Ryclend Deephold. In frustration over the inability for decades to find any access to the Deephold from underground, King Riktor Steelchin sent ambassadors to the appropriate authorities to initiate official proceedings.

After all the protocol of local politics had been handled, King Riktor dispatched me as a special envoy here, to Greenhorn Hall. You see, unless the threats from Deephold cease by next spring, His Majesty intends to send a team to begin construction of a new castle atop Ryclend Deephold. Arrangements have been finalized between my Liege and the human King, who share rightful claim to these lands above and below. Together they will secure the area and recognize Deephold as dwarven holdings; including the proposed castle. That would certainly change things around here, some of which the locals have expressed a personal dislike, particularly taxes.”

With a smile and nod to Elduin, Ruk concluded his diplomatic effort, “So, unless some valid objection exists that any of you believe would jeopardize success, I am to accompany you to explore Deephold. Mind you, this is not intended as some intrusion on your excursion, but rather a friendly gesture to assist in eradicating the evil that lives under Ryclend. So in addition to my presence to aid you, without claim to any share of treasures found, I’m authorized to give each of you a potion of your choice (from the srd table, less than 1000 gp). I will also personally pay for half your room fee each week, meaning if nay pair of you split a room its free for both.”


Elduin
The elf looked slightly perturbed about something, but smiled and nodded, “As you please, Ambassador, an honorable enticement.”

If the majority of you agree, I'll post that in the game thread.

Daryk
2011-10-27, 04:31 AM
Works for me. I'm thinking Sienna will still be willing to split a room with Halad.

Figment_
2011-10-27, 12:22 PM
You're the DM, I'm good with it. :)

Gryndel
2011-10-27, 12:27 PM
So far:

Carn paid 30 and Alberich is joining him in that room, presumably to pay half? If so, Carn gets 5 back and room paid in full.

Roderick paid 50 for his room and offered to share it.

Roderick paid 50 for a room that Halad and Sienna will share.

Victor paid 50 for a room and offered to share it.

Bartholemu currently negotiating...


Leaving Boggard, Kathtak, and Terev uncommitted. One can join Roderick, one can join Victor, and the last can join Bartholemu?

With the majority posting about room arrangements, I conclude the same majority (except Daryk, who posted here about it) doesn't want the dwarf paladin along. So pending final roomie arrangements I think we can move on. As some might suspect by now, regardless of how often he's asked, Elduin will remain vague about what you might find in Ryclend.

I don't mind playing that out, or any other questions for that matter, but I would like to move along as soon as possible to the next day when you leave. For beginning the game and joining the team you get enough XP to gain a level. You can update sheets any time, let me know what you changed, and we can start the journey to Death Knoll!

Gadora
2011-10-27, 01:49 PM
So far:

Carn paid 30 and Alberich is joining him in that room, presumably to pay half? If so, Carn gets 5 back and room paid in full.


Leaving Boggard, Kathtak, and Terev uncommitted. One can join Roderick, one can join Victor, and the last can join Bartholemu?

With the majority posting about room arrangements, I conclude the same majority (except Daryk, who posted here about it) doesn't want the dwarf paladin along. So pending final roomie arrangements I think we can move on. As some might suspect by now, regardless of how often he's asked, Elduin will remain vague about what you might find in Ryclend.

I don't mind playing that out, or any other questions for that matter, but I would like to move along as soon as possible to the next day when you leave. For beginning the game and joining the team you get enough XP to gain a level. You can update sheets any time, let me know what you changed, and we can start the journey to Death Knoll!

Aye, Alberich's paying his half, but shouldn't Carn be getting more than five gold back? Alberich is providing food for the both of them, after all.

"Yes, those not in need of sustenance would pay only 35 gold per week.."
And wow, you really weren't kidding about us leveling quickly.


Also, I'm sort of hoping someone asks how many people Alberich can provide food for...

Gryndel
2011-10-27, 02:17 PM
Aye, Alberich's paying his half, but shouldn't Carn be getting more than five gold back? Alberich is providing food for the both of them, after all.
Ahh yes, he initially paid 30, so the room without food/drink is 35. Half is 17.5, meaning he'd get 12.5 from his 30.

Of course it won't be like the sumptuous meals and endless drink you'd get for the full room fee, but you should be able to survive on it.

Gadora
2011-10-27, 02:44 PM
Ahh yes, he initially paid 30, so the room without food/drink is 35. Half is 17.5, meaning he'd get 12.5 from his 30.

Of course it won't be like the sumptuous meals and endless drink you'd get for the full room fee, but you should be able to survive on it.

Oh no, Alberich's already quite sick of conjured food, and I quite expect him to regret this. On the other hand, he is a bit bit of a skinflint, so there's really no way he'd have passed up on the reduced rate.

Any chance you'd be willing to throw in lavish descriptions of the glorious food everyone else is eating? It'd be fun to see Alberich squirm a bit.:smalltongue:

white rider
2011-10-27, 04:45 PM
and carn will probably chip in the extra 8 gold necessary for lavish food too. by my calculations, if carn pays 25 and alberich pays 17.5, carn can eat however he wants. (and will probably taunt alberich about it, too)

Gadora
2011-10-27, 05:35 PM
and carn will probably chip in the extra 8 gold necessary for lavish food too. by my calculations, if carn pays 25 and alberich pays 17.5, carn can eat however he wants. (and will probably taunt alberich about it, too)

Meanie.:smalltongue:

Figment_
2011-10-27, 06:27 PM
Leveled up, put stat point in Str. Only thing that really changed was spell column, hp and Str score.

white rider
2011-10-27, 06:58 PM
sheet up
carn, human Rogue 8
Hp: 7d6+14
chaotic good, 5'6''
STR 16 +3
DEX 19 +4
CON 13 +1
INT 14 +2
WIS 12 +1
CHA 16 +3

ARMOR CLASS 20, flat footed 20, touch 15
INITIATIVE:+4
fort:+4
ref:+11 (+13 vs. traps)
will:+4
+1 flaming Bastard sword +12/+7 1d10+5+ 1d6 fire 19-20
Bastard sword x2 +10/+10/+5/+5 1d10+5/1d10+3+1d6 fire 19-20
Mwk shortbow +9 1d6+1 X3 60 ft 40 arrows
FEATS :Two weapon fighting, weapon focus (bastard sword), oversized two weapon fighting, two weapon defense
Bluff +15 Listen +8 Move Silently +16 Open Lock +18 Diplomacy +19 Disable Device +16 Escape Artist +11 Search +8 Sense Motive +13 Sleight of Hands +11 Hide +14 Intimidate +12 speak language (Abyssal Common Dwarven Elven Goblin Infernal Orc Undercommon)
Sneak attack +4d6, trapfinding, evasion, trap sense, improved uncanny dodge
backpack
bedroll
Flint and steel
Hooded lantern
Oil flasks x5
Mwk thieves tools
6 potions clw
hand of the mage
5gp

Daryk
2011-10-27, 07:00 PM
...
With the majority posting about room arrangements, I conclude the same majority (except Daryk, who posted here about it) doesn't want the dwarf paladin along...
Your exception is correct. I was somewhat looking forward to having an arsenal of Neutralize Poison and Remove Curse potions in the party.

That said, the majority does appear to be in favor of foregoing the paladin, and I'm OK with that too.

I'll be posting in response to Roderick's offer shortly after I update my character sheet. Speaking of which:

1) Adding a level of Arcane Archer (didn't need the Masterwork bow after all)
2) Adding a point of DEX
3) Adding four skill points
4) Updating Saves, BAB, HP, AC, et al.
5) Updating Familiar stats

Vauron
2011-10-28, 07:51 PM
I think it might be a good idea to have everyone put a link to their sheet either in the OOC thread or in their signature.

Gadora
2011-10-28, 08:46 PM
I think it might be a good idea to have everyone put a link to their sheet either in the OOC thread or in their signature.

I didn't do that?:smallredface: Here's a link to Alberich (http://www.myth-weavers.com/sheetview.php?sheetid=338950).



Finally made up my mind on Alberich's second new spell, so here's a summary of the changes:


Gained six hp
Increased Int by one
Increased saves
Spent six skill points
Added first level four spells to spellbook(!)
Gained Summon Elemental as a bonus feat(already had Skill Focus(Bluff), so Malconvoker specifies that you choose any that you qualify for.)


I hadn't realized just how much I was going to pick up this level.

Gryndel
2011-10-29, 01:39 AM
sheet up
carn, human Rogue 7

chaotic good, 5'6''
STR 16 +3
DEX 19 +4
CON 13 +1
INT 14 +2
WIS 12 +1
CHA 16 +3

ARMOR CLASS 20, flat footed 20, touch 15
INITIATIVE:+4
fort:+4
ref:+11 (+13 vs. traps)
will:+4
+1 flaming Bastard sword +12/+7 1d10+5+ 1d6 fire 19-20
Bastard sword x2 +10/+10/+5/+5 1d10+5/1d10+3+1d6 fire 19-20
Mwk shortbow +9 1d6+1 X3 60 ft 40 arrows
FEATS :Two weapon fighting, weapon focus (bastard sword), oversized two weapon fighting, two weapon defense
Bluff +15 Listen +8 Move Silently +16 Open Lock +18 Diplomacy +19 Disable Device +16 Escape Artist +11 Search +8 Sense Motive +13 Sleight of Hands +11 Hide +14 Intimidate +12 speak language (Abyssal Common Dwarven Elven Goblin Infernal Orc Undercommon)
Sneak attack +4d6, trapfinding, evasion, trap sense, improved uncanny dodge
backpack
bedroll
Flint and steel
Hooded lantern
Oil flasks x5
Mwk thieves tools
6 potions clw
hand of the mage
5gp

Should be level 8 total.

Where's his HPs?

Could you do a sheet on MythWeavers or somewhere? If you're not sure how or whatever I'm sure I or someone could help.

Gryndel
2011-10-29, 01:40 AM
I think it might be a good idea to have everyone put a link to their sheet either in the OOC thread or in their signature.

Agreed, great idea!

Gryndel
2011-10-29, 01:47 AM
We need to work out a marching order, you could easily go double file on the road, as its generally 10' wide. Probably a good idea to start working out single file order too, for when it comes up later... of course both subject to change as needed.

Daryk
2011-10-29, 06:47 AM
I think Halad out front with Sienna on a fishing pole will work... :smallamused:

white rider
2011-10-29, 07:23 AM
I will probably be in the role of trap-finder/lock-picker, what with my build

Jokes
2011-10-29, 07:35 AM
I think Halad out front with Sienna on a fishing pole will work... :smallamused:

... That plan will cost you more gold than you have :smallamused:

Either way, Carn and Sienna up front, with Aura of Senses up (+2 listen, spot and initiative).

I don't use signatures, so I don't think me having a sheet in there will even show up. Maybe link them all in the first OOC post?

Daryk
2011-10-29, 11:21 AM
In seriousness, while we're outside, I think it's better to keep Halad out front. His Spot and Listen are +11/+11, and he can maneuver quickly enough to get out of an ambush if need be.

Gadora
2011-10-29, 11:32 AM
Probably best to plop Alberich somewhere in the middle. He's a bit squishy and can act pretty well at range.

Dark_Stalion
2011-10-29, 11:52 AM
Considering that Bartholemu has less than 10 gold in his purse (the rest of the bulk is made up of pebbles) he is perhaps understandably nervous of showing his poverty infront of the others. After all, he was trying to "buy" their services. Don't expect him to say his vows too loudly either :smalltongue:

Edit: Uh, as for tactics and stuff, Elmond is stictly a support mage. He has almost nothing directly offensive, so he'll be giving out pre- and mid-battle buffs and later on re-arranging the landscape to suite the group. However he is very good at running away (+3 initiative from dex, +4 from improved innitiative, +5 from Nerveskitter and Expeditious Retreat add up to a pretty speedy blur) and has got some nice defences in the form of Blur and possibly Reduce Person. +12 to initiative should mean he can get his buffs in early too. Stick him in the middle of the pack and he'll run around like a chicken with it's head off causing beneficial chaos. Stick him in the back and he might just try to leg it out of the dungeon.

white rider
2011-10-29, 12:35 PM
my sheet is now linked in my sig

white rider
2011-10-29, 12:39 PM
Also, at 9th level i qualify for 2 feats: greater two weapon fighting (4 attacks per round) and disemboweling strike (choose between doing normal SA damage or doing 4d6 less and dealing 1d4 con damage)
advice?

Dark_Stalion
2011-10-29, 01:03 PM
White rider, I clicked on your char-sheet and as far as I can see it's blank. May be just me, but thought I should mention. :smallsmile:

Gryndel
2011-10-29, 01:15 PM
White rider, I clicked on your char-sheet and as far as I can see it's blank. May be just me, but thought I should mention. :smallsmile:

Aye, totally blank

Daryk
2011-10-29, 02:33 PM
Advice-wise, extra attacks all the time against some nifty sneak attack damage when you meet the requirements to deal some? I'd take the extra attacks this time around, and save the sneak attack business for 12th level.

Jokes
2011-10-29, 09:16 PM
Also, at 9th level i qualify for 2 feats: greater two weapon fighting (4 attacks per round) and disemboweling strike (choose between doing normal SA damage or doing 4d6 less and dealing 1d4 con damage)
advice?

Actually, Exotic Weapon Proficiency: Bastard Sword might come in handy...

Edit: Are the map squares 5ft or 10ft?

Gryndel
2011-10-29, 11:57 PM
Actually, Exotic Weapon Proficiency: Bastard Sword might come in handy...
Aye, without it you'd have a penalty of -4 to attack


Edit: Are the map squares 5ft or 10ft?
5'

Gryndel
2011-10-30, 01:54 AM
bobthe6th (thri kree) has yet to post here or in the game thread. So I'm assuming he lost interest, forgot, or has no time to post, or some other reason.

Jungle Box90 hasn't posted in a while either.

Dusky Ranger wrote up a replacement PC, paladin/sorcerer I believe.

While I'm perfectly happy with 8 to start, since I allowed 10 (with the stated premise of losing people) its only fair to allow Dusky Ranger a chance in if he wants. Otherwise I think we can proceed as soon as everyone finishes leveling up.

So far those I know of who have completed the level:
Halad
Sienna
Roderick
Alberich
Terev

Presumed (single class advancement)
Carn (rogue?)
Bartholemu (sorcerer?)
Victor (warlock?)

Daryk
2011-10-30, 06:52 AM
To answer your specific questions, Craban flies about 250' up, and ranges up to 150' ahead.

white rider
2011-10-30, 08:26 AM
hrm, the blank sheet isn't good. also, i guess i will take a level of fighter. i was going to have the flaw shaky (-2 to ranged attacks) to pay for my exotic weapon proficiency, but i don't know the dm's policy on flaws, so i guess i deleted the wrong feat.
edit: i think i fixed it

Dark_Stalion
2011-10-30, 09:15 AM
Wait, we've leveled up? Did I miss something? :smallfrown:

Edit: Hang on, I think I failed to read an entire page of OOC. I'm so blind :smallbiggrin:

Vauron
2011-10-30, 09:20 AM
Victor takes another level in warlock, gaining:

+1 BAB, and an iterative attack
+1 to Know(Arcana, Planes), Concentration, and UMD
Fiendish Resilience
+1 to will
+1 to CHA
Gained Eldritch Chain

Dark_Stalion
2011-10-30, 09:22 AM
Can Bartholemu offer a tanglefoot bag (worth 50 gp) in exchange for a week? Since we've all moved on from that scene, could we retro-fit that and I just remove a tanglefoot bag?

As for level up:
+1 char
+1 Concentration & Craft
+4 HP
+ Stone Shape (lvl 4 spell)
+ Stick (cantrip)
+1 Will

Gryndel
2011-10-30, 01:36 PM
Can Bartholemu offer a tanglefoot bag (worth 50 gp) in exchange for a week? Since we've all moved on from that scene, could we retro-fit that and I just remove a tanglefoot bag?
Sure, I think I posted something about this before, but its easy to get lost with all the ooc posts.

Gadora
2011-10-30, 01:50 PM
Considering that Bartholemu has less than 10 gold in his purse (the rest of the bulk is made up of pebbles) he is perhaps understandably nervous of showing his poverty infront of the others. After all, he was trying to "buy" their services. Don't expect him to say his vows too loudly either :smalltongue:
*slow clap*

Edit: Uh, as for tactics and stuff, Elmond is stictly a support mage. He has almost nothing directly offensive, so he'll be giving out pre- and mid-battle buffs and later on re-arranging the landscape to suite the group. However he is very good at running away (+3 initiative from dex, +4 from improved innitiative, +5 from Nerveskitter and Expeditious Retreat add up to a pretty speedy blur) and has got some nice defences in the form of Blur and possibly Reduce Person. +12 to initiative should mean he can get his buffs in early too. Stick him in the middle of the pack and he'll run around like a chicken with it's head off causing beneficial chaos. Stick him in the back and he might just try to leg it out of the dungeon.
Nerveskitter? I hadn't realized that Spell Compedium was allowed; is it too late to swap out a few spells know?

I'd rather like to pick up benign and and baleful transposition, if I could. I might also grab a few other scattered level ones while I'm at it, since I wasn't exactly thrilled with my available options for those.


Blargh, it's been crazy for the past few days...

Gryndel
2011-10-30, 02:11 PM
*slow clap*

Nerveskitter? I hadn't realized that Spell Compedium was allowed; is it too late to swap out a few spells know?

I'd rather like to pick up benign and and baleful transposition, if I could. I might also grab a few other scattered level ones while I'm at it, since I wasn't exactly thrilled with my available options for those.


Blargh, it's been crazy for the past few days...

Sure, just under the wire (though technically we started the journey,I'll allow some leeway), you can still make changes before we really get going.

white rider
2011-10-30, 03:48 PM
wait, are flaws allowed? it would make a huge difference.

Gadora
2011-10-30, 03:52 PM
Sure, just under the wire (though technically we started the journey,I'll allow some leeway), you can still make changes before we really get going.

Thanks. I wouldn't have asked, but I hadn't known the book was on the table and I'd been rather sad that I couldn't get those two spells.

Anywho, list of changes made:

Swapped shield for benign transposition
Swapped charm person for serene visage
Swapped alter self for baleful transposition


Not a huge change, but it makes me feel a bit happier.

Gryndel
2011-10-31, 02:04 AM
wait, are flaws allowed? it would make a huge difference.

no, though I believe one or two special requests were granted, a trait and something else...

Gryndel
2011-10-31, 02:06 AM
Thanks. I wouldn't have asked, but I hadn't known the book was on the table and I'd been rather sad that I couldn't get those two spells.

Anywho, list of changes made:

Swapped shield for benign transposition
Swapped charm person for serene visage
Swapped alter self for baleful transposition


Not a huge change, but it makes me feel a bit happier.

yeah I like those transposition spells, very handy.

Vauron
2011-10-31, 06:40 PM
Just out of curiosity, do any of you have the ability to apply fear effects? As each blast I connect with will have 'save or be shaken' as a rider effect, I'm curious as to whether we might be able to use fear to incapacitate enemies quickly.

I think I'll have Victor float the idea in character after the current fight.

Gadora
2011-10-31, 10:21 PM
Just out of curiosity, do any of you have the ability to apply fear effects? As each blast I connect with will have 'save or be shaken' as a rider effect, I'm curious as to whether we might be able to use fear to incapacitate enemies quickly.

I think I'll have Victor float the idea in character after the current fight.

Let me check through my summons.

Okay, I've got the Yeth Hound with a low DC will save against panic, but the problem here is that it'd be affecting the party as well, with too great a range to really let me avoid hitting the party, and the Dretch that has scare as a SLA which only affects creatures with six or less HD.

I'm sorry, but I don't know that I'm really going to be able to help with the fear effects. Still, if the situation arises, I'll have the summons handy.

I've been assuming I'm restricted to Core for my summons. This is correct, no?

Daryk
2011-11-01, 06:36 AM
I just realized I forgot to roll initiative:
[roll0]

Vauron
2011-11-01, 10:46 AM
Let me check through my summons.

Okay, I've got the Yeth Hound with a low DC will save against panic, but the problem here is that it'd be affecting the party as well, with too great a range to really let me avoid hitting the party, and the Dretch that has scare as a SLA which only affects creatures with six or less HD.

I'm sorry, but I don't know that I'm really going to be able to help with the fear effects. Still, if the situation arises, I'll have the summons handy.

I've been assuming I'm restricted to Core for my summons. This is correct, no?

Don't worry about it. I was just mildly curious.

Gryndel
2011-11-01, 11:32 AM
White Rider, Carn should have 56 HP

Vauron, Victor should have 64 HP

I think the rest are max.

Gryndel
2011-11-01, 11:34 AM
I've been assuming I'm restricted to Core for my summons. This is correct, no?
If you what you mean by 'core' is what's listed under the Summon Monster spells, then yes.

Gryndel
2011-11-01, 12:19 PM
Waiting only on Jokes...

given initiative and the fact that you can't see it until it moves on its turn, readied action for Halad, fire after it moves (changes init to 7 just after manticore) or wait for your turn next round?

Is Carn still waiting for it to get closer, or taking a shot when it comes into line of sight (also delays init)? He'd get a full attack round, so 2 arrows, at range penalty of course. BTW his MW bow would be +11/+6 attack. Same with Bastardsword (-2 each with two of them).

white rider
2011-11-01, 05:19 PM
i will go immediately after it moves within 60 ft, so my init should be directly after it

Vauron
2011-11-01, 05:46 PM
Something to note: At the end of its turn, it will still be ~200 feet away.

Daryk
2011-11-01, 07:04 PM
Yes, readied action for Halad, with whatever movement (i.e. 5 foot step) toward cover.

Gadora
2011-11-01, 11:23 PM
If you what you mean by 'core' is what's listed under the Summon Monster spells, then yes.

Good. That's what I'd been assuming, but I didn't want to discover that I'd been 'expected' to go diving for all the critters in Stormwrack and the like, that note themselves as additions to the summoning lists.

Also, how should would you like to handle summoned critters? Would you like me to toss up stat blocks here in the OOC thread?

Gryndel
2011-11-02, 02:06 PM
Also, how should would you like to handle summoned critters? Would you like me to toss up stat blocks here in the OOC thread?

If you want, or in a spoiler in your post when you cast the summons. Please note all alterations due to enhanced summoning of any kind (ie feats etc). I'll cnp each one and store it elsewhere, for future use if it comes up again.

Vauron
2011-11-02, 03:31 PM
I'd like to note that I also rolled Knowledge Arcana, and that I did well enough to remember something.

Gryndel
2011-11-02, 04:56 PM
I'd like to note that I also rolled Knowledge Arcana, and that I did well enough to remember something.

Indeed, sorry, I forgot to put in the knowledge results.

Its known that they can launch spikes from their tail and are known to have flyby attack...

Gadora
2011-11-02, 08:04 PM
If you want, or in a spoiler in your post when you cast the summons. Please note all alterations due to enhanced summoning of any kind (ie feats etc). I'll cnp each one and store it elsewhere, for future use if it comes up again.

Yeah, the fiendish/celestial template plus Augment Summon are really the only reasons they can't just be run out of the books. As far as feats gained from changing type away from vermin, I'm just assuming they're being put into useless skill focuses, like Profession(masseuse).

Vauron
2011-11-02, 08:08 PM
Messed up my to-hit roll

[roll0]

Dark_Stalion
2011-11-03, 07:34 AM
Don't forget to add bonus attacks, atack bonus and damage bonus from haste :)

Vauron
2011-11-03, 12:41 PM
No point in me trying to remember haste, Victor will have moved out of range before haste is cast.

Gryndel
2011-11-03, 02:13 PM
Don't forget to add bonus attacks, atack bonus and damage bonus from haste :)

There's no damage bonus, nobody gets the benefits until after your turn, and Victor is out of range.

Gadora
2011-11-03, 03:43 PM
Fiendish (http://www.d20srd.org/srd/monsters/fiendishCreature.htm) Monstrous Spider (http://www.d20srd.org/srd/monsters/monstrousSpider.htm), augmented
Medium magical beast(extraplanar);Hit dice 2d8+6; hp 15; initiative +3; Speed 30 ft, climb 20 ft; AC 14, touch 13, flatfooted 11;Base attack +1; Grapple +3; Attack: Bite +4 melee (1d6+3 plus poison); SA: Poison, web, smite good; SQ: Darkvision 60 ft, Tremorsense 60 ft, Resist cold/fire 5, SR 7, natural weapons overcome DR as magic; AL: CE; Fort +6, Ref +3, Will +0; Str 15, Dex 17, Con 16, Int 3, Wis 10, Cha 2

Skill and Feats: Climb, +13, Hide +7, Jump +2, Spot +4; Weapon Finesse(B)

Poison: Fort DC 14, 1d4 Str/1d4 Str
Web: Escape Artist DC 14, Strength DC 19

HP, Poison DC, and Web DCs were all boosted due to increased Con from Augment Summoning.
Bite, Grapple, climb, and jump were boosted due to increased Str from Augment Summoning.

Dark_Stalion
2011-11-03, 08:24 PM
There's no damage bonus, nobody gets the benefits until after your turn, and Victor is out of range.

Ah, of course. forgot about the innitiatve :P

Gryndel
2011-11-06, 02:38 AM
Oy, weekend and still have no post from Daryk, Jokes, or Sidelar...:smallannoyed:

Jokes
2011-11-06, 06:53 AM
Sorry, I didn't think the thing was in range for me to bother. How close is it?

Daryk
2011-11-06, 08:49 AM
Oh! Sorry about that. For some reason, I thought I was caught up.

Daryk
2011-11-06, 09:11 AM
:sigh:
Got carried away with the cut and paste there. Here's the correct damage rolls:

Damage #1: [roll0]
Damage #2: [roll1]
Damage #3: [roll2]
Damage #4: [roll3]

Gryndel
2011-11-06, 02:09 PM
Sorry, I didn't think the thing was in range for me to bother. How close is it?
As posted, its 200' away after its turn last round. Kinda long range for her sling, but might be worth a shot. :smalltongue:

This brings up a good point too. In combat, even if you do nothing, please post that (even if its here ooc) so we know we're not waiting on you. While some situations may seem obvious to the player that there's nothing they can or would do, its not always so clear to me, unless you post such. After all, there are many things that could be done as a potential enemy approaches; spells, abilities, potions, etc. While doing nothing is a perfectly viable option, its not clear to me if that's the 'action' unless posted.

I do this out of an abundance of consideration for people's real life and their sometimes limited ability to post, so nobody gets passed over.

So, presumed from specific PC, Terev likely stands his ground and do nothing. Carn is waiting for the manticore to get within 60', so we can continue...

Gadora
2011-11-06, 06:21 PM
Pardon me if you did post this, and I simply missed it, but how far out and up is the manticore now?

Jokes
2011-11-06, 09:43 PM
Maybe this (http://www.editgrid.com/user/jokes/Ryclend_Deephold) will help. Unfortunately, I only know where Bart and Sienna are, and I guess the manticore has moved since.

Also, are you sure the manticore's attack bonus should be that high :smalleek:

Vauron
2011-11-06, 10:28 PM
Pardon me if you did post this, and I simply missed it, but how far out and up is the manticore now?

Its never been clear how high the manticore is, but before this turn it was 200 feet away from the group. Than, it moved forward 50 feet and fired its quills, so it should be ~150 feet away from the center of the group. At least, that is what I think. Actually, thinking about that, I have made a mistake. As I moved 30 feet toward the manticore, Victor is currently 120 feet from the target. This is mostly a problem because Eldritch Blast has a range of 60 feet. Whoops. Should we retcon it so that I didn't ready an action and instead double moved toward it? Than, on this turn I'd move toward it again and loose a blast.

Gryndel
2011-11-07, 03:03 PM
Also, are you sure the manticore's attack bonus should be that high :smalleek:

Quite certain, there's a very good reason you all have max HP and other such boons... and I'm just getting started!:smallamused:

Gryndel
2011-11-07, 03:18 PM
As to location, hard to do this by description only, and my mapping skills are sadly lacking, so bear with me. The manticore is flying over the hill and angling down slightly toward the road. Its approaching at a right angle tot he road and flying very low to the ground, but is now just above the top of the hill. With the distance up the hill and the angle, the distance between each of you matters little (rounds to the same 5' square). Using simple geometry I came up with the 200' initial distance at the end of rd 1.

On rd 2 it moved 50' closer (edited post to add in this detail, sorry I forgot) and fired spikes, so its 150' from everyone, except Victor. As it moved in range he fired off his blast as readied action, before it launched it barrage of spikes.

So we start rd 3 with Victor 60' away, the rest are 150' away from the monster, which is approaching and angled directly at Victor. The spot check for Victor succeeds in two ways: he sees the new PC approaching AND he notes another manticore flying just beyond the hilltop toward the east, 300' away and moving fast parallel to the road!

Gryndel
2011-11-07, 03:44 PM
Oh yes, the summoned spiders and Terev are 30' up the hill, thus closer (120' to start rd 3).

Gryndel
2011-11-07, 04:31 PM
Oy, and Victor...

Rd 1 he flew up 10, making him 40 above road. Manticore flew 100' closer, 200' from party, 190' from Victor.

Rd 2 Victor flew 30' directly at monster, leaving him 160' away. Manticore flew directly at Victor but still dive speed coming down, so 100' closer (60' away).. in range for blast. I see that I forgot to note that in the game post, which I fixed.

Gryndel
2011-11-07, 04:38 PM
There, should be all fixed and clear now, if not let me know and we'll hash this out somehow! :smalltongue:

Gryndel
2011-11-07, 04:46 PM
Oh is Victor, & everyone else, adding in Prayer bonuses?

All but Vic (& new PC) are also hasted

Vauron
2011-11-07, 05:01 PM
Apparently I forgot to add the prayer bonus to damage this turn, but didn't forget the bonus to hit (not that I needed it, yay touch attack).

Gryndel
2011-11-07, 05:10 PM
Apparently I forgot to add the prayer bonus to damage this turn, but didn't forget the bonus to hit (not that I needed it, yay touch attack).

+7 BaB +2 dex +1 luck (key) +1 Prayer TOTAL +11 attack

Gryndel
2011-11-07, 05:13 PM
Apparently I forgot to add the prayer bonus to damage this turn, but didn't forget the bonus to hit (not that I needed it, yay touch attack).

+7 BaB +2 dex +1 luck (key) +1 Prayer TOTAL +11 attack

Actually Prayer (http://www.d20srd.org/srd/spells/prayer.htm) does specifically say weapon damage, and its debatable whether that would apply to eldritch blast. If allowed, it could be argued that it should then apply to any spell that causes damage. I don't see either one as viable, as if iterative attacks weren't enough! :smallbiggrin:

Vauron
2011-11-07, 06:14 PM
+7 BaB +2 dex +1 luck (key) +1 Prayer TOTAL +11 attack

Actually Prayer (http://www.d20srd.org/srd/spells/prayer.htm) does specifically say weapon damage, and its debatable whether that would apply to eldritch blast. If allowed, it could be argued that it should then apply to any spell that causes damage. I don't see either one as viable, as if iterative attacks weren't enough! :smallbiggrin:

Alright, than subtract one damage from what I did last turn.

Also, my to-hit formula is +6 BaB +2 Dex +1 Key +1 Prayer. I will get another +1 to hit and damage if I can get within 30 feet, but that doesn't apply currently.

Gryndel
2011-11-07, 06:44 PM
Alright, than subtract one damage from what I did last turn.

Also, my to-hit formula is +6 BaB +2 Dex +1 Key +1 Prayer. I will get another +1 to hit and damage if I can get within 30 feet, but that doesn't apply currently.

Ahh you're correct, I misread it

Dark_Stalion
2011-11-08, 11:22 AM
Minor wounds? That's half his hitpoints gone :smallbiggrin: Barty's getting out of there :smalltongue:

Edit: Bartholemu was meant to be behind the wall he created. Did you roll for his partial cover?

Gryndel
2011-11-08, 01:46 PM
Minor wounds? That's half his hitpoints gone :smallbiggrin: Barty's getting out of there :smalltongue:
LOL yeah, minor to everyone else I guess, more like moderate or severe to Bart!


Edit: Bartholemu was meant to be behind the wall he created. Did you roll for his partial cover?
Ooooh noted the wrong person, but changed it in my last post, and yes I gave Bart & Sienna +4 for cover.

Jokes
2011-11-08, 11:47 PM
Good ol' crits...

[roll0]
[roll1]

Jokes
2011-11-08, 11:49 PM
And my post happened to be the 151st, which doesn't show up unless someone posts...

Gryndel
2011-11-09, 05:31 AM
Just waiting on Gadora to see if Alberich is doing anything this round.

Gadora
2011-11-09, 06:35 AM
Ergh. Somehow managed to post this in the in-game thread.:smallsigh: Oi, do I seem to be made of fail, of late.

Sorry. I'd been trying to come up with something a bit more helpful to do than "add a new target for the spines" but I guess I'll just add the new target.

EDIT: The air elemental is a bog standard small air elemental (http://www.d20srd.org/srd/monsters/elemental.htm). By my reading, since it was summoned with a feat, and not a spell, it doesn't even benefit from Augment Summoning.

I am sorry for the delay. I'll do my best not to be the cause of such in the future.

Gryndel
2011-11-09, 02:58 PM
Ergh. Somehow managed to post this in the in-game thread.:smallsigh: Oi, do I seem to be made of fail, of late.

Sorry. I'd been trying to come up with something a bit more helpful to do than "add a new target for the spines" but I guess I'll just add the new target.

EDIT: The air elemental is a bog standard small air elemental (http://www.d20srd.org/srd/monsters/elemental.htm). By my reading, since it was summoned with a feat, and not a spell, it doesn't even benefit from Augment Summoning.

I am sorry for the delay. I'll do my best not to be the cause of such in the future.
Sometimes a 'new target' is the perfect thing to summon.

The reserve feat depends on and feeds from spells you have prepared to summon, so I'd say the elementals benefit from Augment Summoning.

However, if at the end of your turn you are more than 30' from the elemental it disappears.

Gadora
2011-11-09, 04:53 PM
Sometimes a 'new target' is the perfect thing to summon.

The reserve feat depends on and feeds from spells you have prepared to summon, so I'd say the elementals benefit from Augment Summoning.

However, if at the end of your turn you are more than 30' from the elemental it disappears.

Thank you for both of the first two.

As for the third, I wanted to ask you something related to that, but was having a bit of a difficult time wording it well. Would you say that the elemental is free to leave that thirty foot radius? For example, would you rule that it could have done a charge attack on the manticore? It would disappear at the end of my turn, of course.

Also, a few quick notes about how long the spiders are out. I've got a caster level of seven, due to Malconvoker not advancing casting on its first level. This is increased by one for conjuration(summoning) spells, due to the Summon Elemental. (I noticed that you did catch this one, I just point it out for completeness's sake) I also made my bluff checks for Deceptive Summons, which, for now, doubles the duration of the spell. So, instead of being on round two of nine, they should be on round two of sixteen. I doubt it will matter, in this case, but I thought it best to clear it up before it did matter.

Gryndel
2011-11-09, 06:07 PM
Thank you for both of the first two.

As for the third, I wanted to ask you something related to that, but was having a bit of a difficult time wording it well. Would you say that the elemental is free to leave that thirty foot radius? For example, would you rule that it could have done a charge attack on the manticore? It would disappear at the end of my turn, of course.
Hmm yes, I would agree, up to its move limit and such.



Also, a few quick notes about how long the spiders are out. I've got a caster level of seven, due to Malconvoker not advancing casting on its first level. This is increased by one for conjuration(summoning) spells, due to the Summon Elemental. (I noticed that you did catch this one, I just point it out for completeness's sake) I also made my bluff checks for Deceptive Summons, which, for now, doubles the duration of the spell. So, instead of being on round two of nine, they should be on round two of sixteen. I doubt it will matter, in this case, but I thought it best to clear it up before it did matter.
Good points, and I didn't catch them... edited durations.

So CL is actually 7 right now, except for summoning/conjuration, which is 8 due to feat bonus.

Duration is important indeed, though not always, and not this time apparently. I'd need to roll (Sense Motive presumably) to oppose each Bluff, to see if they're deceived into staying longer?

Gryndel
2011-11-09, 06:10 PM
Move action: up to 40' back to approximate center of the group.

Free action: activate pearl of power to restore Magic Weapon spell.

Standard action: delay until manticore is visible, then mental command to spiritual weapon to attack new threat.

I think using the pearl of power is a standard action. No big deal right now either way, but its good to get these lil things sorted out early.

BTW good job all, so far...:smalltongue:

Gadora
2011-11-10, 05:39 AM
Hmm yes, I would agree, up to its move limit and such.



Good points, and I didn't catch them... edited durations.

So CL is actually 7 right now, except for summoning/conjuration, which is 8 due to feat bonus.

Duration is important indeed, though not always, and not this time apparently. I'd need to roll (Sense Motive presumably) to oppose each Bluff, to see if they're deceived into staying longer?

I'd thought I'd just run the sense motive checks, since that cuts down on the number of posts needed per round. It means that they're right next to the matching bluff check, as well as meaning I don't need to wait for you to make a post before giving orders to the critters. If you'd rather run the sense motives though, then, other than it perhaps taking a bit longer, I have no objection.

Probably the two most important things to know about the bluff checks are that if I fail by five or more, the critter is hostile, though it can still be dismissed as normal,1 and I can choose not to use the class feature, and just summon a normal, undeceived monster.

Next level, critters that I successfully deceive will also be "whip[ped]... into an infernal fury," gaining two extra damage on weapon damage rolls, as well as an extra 2 hp per HD.:smallbiggrin: (They're getting close to being dang good ablative armor.)

And yeah, duration's not important now, but it's best to get this sort of thing
cleared up as early as possible.

And I'll work on getting the modified stat blocks posted for the four elementals I can summon with the feat. Only things that need to change are Str and Con, but those are sure to have a few ripples.

1At least by my reading. It's very strongly implied by their level nine class feature.

Vauron
2011-11-10, 07:01 AM
Gryndel, please try to denote the height of the enemy when possible, as I had consistently misjudged the manticore's height, and had thought it was at a lower elevation than Victor. I'm aware that it likely wont come up that often in the dungeon proper, but it'd help me make decisions.

Just to clarify, the first manticore came from the north, and made a right angle with the road, right? As the new victim is coming from the east, would come from further up the road, or further down the road. If the latter, than it'd likely be right behind the new pc. Which is the case?

Gadora
2011-11-10, 08:39 AM
Air Elemental (http://www.d20srd.org/srd/monsters/elemental.htm), small, augmented
Small Elemental(air, extraplanar);Hit dice 2d8+4; hp 13; initiative +7; Speed Fly 100 ft (Perfect); AC 17, touch 14, flatfooted 14;Base attack +1; Grapple +1; Attack: Slam +5 melee (1d4+2); SA: Air Mastery, Whirlwind; SQ: Darkvision 60 ft, elemental traits (http://www.d20srd.org/srd/typesSubtypes.htm#elementalType); AL: N; Fort +2, Ref +6, Will +0; Str 14, Dex 17, Con 14, Int 4, Wis 11, Cha 11

Skill and Feats: Listen +2, Spot +3; Flyby Attack, Improved Initiative(B), Weapon Finesse(B)

Whirlwind DC 13
HP was boosted due to increased Con from Augment Summoning.
Slam and whirlwind DC were boosted due to increased Str from Augment Summoning.


Earth Elemental (http://www.d20srd.org/srd/monsters/elemental.htm), small, augmented
Small Elemental(earth, extraplanar);Hit dice 2d8+6; hp 15; initiative -1; Speed 20 ft.; AC 17, touch 10, flatfooted 17;Base attack +1; Grapple +2; Attack: Slam +7 melee (1d6+6); SA: Earth Mastery, Push; SQ: Darkvision 60 ft, Earthglide, elemental traits (http://www.d20srd.org/srd/typesSubtypes.htm#elementalType); AL: N; Fort +6, Ref -1, Will +0; Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11

Skill and Feats: Listen +3, Spot +2; Power Attack
HP boosted due to increased Con from Augment Summoning.
Slam boosted due to increased Str from Augment Summoning.


Fire Elemental (http://www.d20srd.org/srd/monsters/elemental.htm), small, augmented
Small Elemental(fire, extraplanar);Hit dice 2d8+4; hp 13; initiative +5; Speed 50 ft; AC 15, touch 12, flatfooted 14;Base attack +1; Grapple -1; Attack: Slam +4 melee (1d4+2 plus 1d4 fire); SA: Burn; SQ: Darkvision 60 ft, elemental traits (http://www.d20srd.org/srd/typesSubtypes.htm#elementalType) immunity to fire, vulnerability to cold; AL: N; Fort +2, Ref +4, Will +0; Str 14, Dex 13, Con 14, Int 4, Wis 11, Cha 11

Skill and Feats: Listen +2, Spot +3; Dodge, Improved Initiative(B), Weapon Finesse(B)

Burn DC 13
Slam boosted due to increased Str.
HP and Burn boosted due to increased Con.


Water Elemental (http://www.d20srd.org/srd/monsters/elemental.htm), small, augmented
Small Elemental(water, extraplanar);Hit dice 2d8+6; hp 15; initiative +0; Speed 20 ft, Swim 90; AC 17, touch 11, flatfooted 17;Base attack +1; Grapple +1; Attack: Slam +6 melee (1d6+5); SA: Water Mastery, Drench, Vortex; SQ: Darkvision 60 ft, elemental traits (http://www.d20srd.org/srd/typesSubtypes.htm#elementalType); AL: N; Fort +6, Ref +0, Will +0; Str 18, Dex 10, Con 17, Int 4, Wis 11, Cha 11

Skill and Feats: Listen +2, Spot +3; Power Attack

Vortex DC 13
Slam and Vortex boosted due to increased Str.
HP boosted due to increased Con.

Figment_
2011-11-10, 10:49 AM
I think using the pearl of power is a standard action. No big deal right now either way, but its good to get these lil things sorted out early.


You are right, I misread command activation. Corrected my post, no delayed action to sic the sword on the new manticore.

Gryndel
2011-11-10, 02:51 PM
Gryndel, please try to denote the height of the enemy when possible, as I had consistently misjudged the manticore's height, and had thought it was at a lower elevation than Victor. I'm aware that it likely wont come up that often in the dungeon proper, but it'd help me make decisions.

Just to clarify, the first manticore came from the north, and made a right angle with the road, right? As the new victim is coming from the east, would come from further up the road, or further down the road. If the latter, than it'd likely be right behind the new pc. Which is the case?

OK I'll be more explicit about distances.

The road passes between steep hills, so the ground on either side is higher than the road. The 1st manticore came over the hill to the north, though it remained close to the ground the whole time. I thought that would be enough of a description to denote that it was well above the group, diving toward them to attack.

You got the orientation of the first one correct, but exactly opposite on the 2nd. The 2nd manticore is flying parallel to the road from west to east, just north of the hill, which lies north of the road. So its flying away from the group.

Again, sorry for the confusion and curse my lack of map making skills. If something isn't clear to you feel free to comment on it here and I'll try my best to get it straightened out.

Gryndel
2011-11-10, 03:12 PM
Well done all, that was a 15 HD Manticore with high HP, additional feats and all the boosts for higher HD, etc...

Gryndel
2011-11-10, 03:27 PM
To any individual, some of the monsters in this game will seem overpowered. In fact most (if not all) will be advanced monsters, far tougher than the book entries. They will also occasionally have magic items & such other treasures that will aid them in combat. Just keep in mind I don't specifically design opponents just for you to kill, but that will challenge your limits and could kill any one of you at anytime.

I believe that if the player know they might die it makes for a more enjoyable game and inspires better play, albeit it occasionally results in PC death (awwwww). But fret not on that front, particularly those of you who may never have had a PC die, if you're a player of even moderate ability I'll find a way for you to continue playing, if you want.

Just remember there are 9 of you, each fairly powerful in your own right for your level. Combined, that makes for a substantially higher potential of damage you can deal out (& collective take), and mathematically increases the Challenge Rating you could allegedly handle as a group.

Daryk
2011-11-10, 08:26 PM
Pardon me a moment while I revel in Halad's elfness... it's not every day you hit an enemy you can't see... :smallbiggrin:

white rider
2011-11-11, 08:28 AM
oops, forgot
50 or lower is miss
[roll0]
[roll1]
[roll2]

Jokes
2011-11-11, 09:07 AM
To any individual, some of the monsters in this game will seem overpowered. In fact most (if not all) will be advanced monsters, far tougher than the book entries. They will also occasionally have magic items & such other treasures that will aid them in combat. Just keep in mind I don't specifically design opponents just for you to kill, but that will challenge your limits and could kill any one of you at anytime.

Meh, as long as we are getting outrageous amounts of XP for it.

white rider
2011-11-11, 09:30 AM
Actually, our xp will be divided by 10, so we probably will not be getting loads of it.:smallfrown:

Jokes
2011-11-11, 12:00 PM
Actually, our xp will be divided by 10, so we probably will not be getting loads of it.:smallfrown:

:smalleek: Next you'll be telling me we also have to split all the treasure.

white rider
2011-11-11, 12:39 PM
don't worry, the treasure will still go to the person best at picking pockets:smallamused:

Figment_
2011-11-11, 01:42 PM
don't worry, the treasure will still go to the person best at picking pockets:smallamused:


Well, there goes any of my loot. Unless I start charging for healing, I suppose.

Gryndel
2011-11-11, 02:23 PM
Actually, our xp will be divided by 10, so we probably will not be getting loads of it.:smallfrown:

Split by 9, actually, but still substantial.

A few words about that, I tend to think of things in terms of levels, not individual XP. While the raw XP for a given monster, treasure, or whatever is part of the calculation, I also consider the actions of each player and how it contributes to the whole effort. As discussed before, I also reward the group in other ways, for role playing and clever use of spells and items and such. So instead of rewarding you after each encounter, or each day, I just keep a tally of overall XP and decide at certain points its time you all go up a level. Hence, the initial bit about going up relatively fast in levels.

Daryk
2011-11-11, 02:30 PM
Right, we'll go up at the speed of plot... :smallamused:

Gryndel
2011-11-11, 02:41 PM
LOL, I recently had a rather sneaky elf sorcerer who outdid a pair of greedy and sneaky gnome rogues on almost every incident where treasure was found. Clever use of bluff and other skills along with detect magic, mage hand, prestidigitation, and other minor spells enabled me to abscond with more valuable goodies than they ever imagined! However, generally I like playing in games where treasure is split equitably, regardless of who finds it.

As to treasure in this game, I have little control over what you do with it, once found. But I do have absolute control over what you find, where it is, who discovers it, who or what is using it (if at all), what condition its found in, etc. I expect everyone to do their bit, relative to class and abilities, and earn their fair share of the treasure. But I won't institute any sort of 'fair share' policy.

That said, I won't interfere in any role playing actions, reactions, or interactions concerning treasure found or how you decide to split it up. I will ask for rolls in some situations, and of course judge the results of such.

Gryndel
2011-11-11, 02:53 PM
Carn calmly launched three arrows at the second manticore
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

Should be:
Bow +10/+5
Prayer +1
Haste +1
so attack total is +12/+7

Range increment is 60' so at 300' the range penalty is -8, making it +4/-1.. all misses even without concealment. But a worthy effort nonetheless.

white rider
2011-11-11, 04:07 PM
oh, sorry. misread the modifiers:smallredface:

Gadora
2011-11-11, 07:17 PM
Hm... I've a question that I'd like to get out of the way before it really matters. Can fiendish creatures speak? Same question for celestial creatures, I suppose.

At the moment it doesn't make much difference, but I'm going to have my spiders run off and act as scouts for the remaining duration of the spell, and I'd like to know if I should order them to "Yell if you see anything dangerous," or "If you see anything threatening, throw web in the air to alert me."

On the topic of treasure, I support equal shares of all treasure that isn't looted from individual nemeses. It just seems to make things go a bit smoother.

Daryk
2011-11-11, 07:26 PM
I'm for working it out in character when the time comes. To my mind, it's not something that needs to be metagamed.

Jokes
2011-11-12, 07:26 AM
Ok, just to be clear, the other manticore is flying away from us, so we appear to be relatively out of danger?

Daryk
2011-11-12, 08:12 AM
I read it as flying parallel to the road, not away from us.

Gryndel
2011-11-12, 02:18 PM
You are both correct, flying parallel to the road and away from you to the east, the exact direction you need to go to get to Death Knoll and Ryclend.

As to the danger bit, guess we'll have to wait and see... though if not now, soon enough!

Daryk
2011-11-12, 02:27 PM
Oh, well then... I guess we'll have to chase it down... :smallamused:

Gryndel
2011-11-12, 03:06 PM
hehe silly elf, but still...

Halad fired 1 shot and hit (could move this round too).
Carn fired 3 arrows and missed.
Manticore started at 300' from party, moved 100' east (now 400' [or 330 if he moved] from Halad).

The last roll just posted for Halad would be the next round.

So each round the elf moves 70 and shoots, the manticore moves 100, meaning it would only gain 30'/rd distance. With small terrain variations in hills and the road, this situation wouldn't change for several more rounds at least. With max range of 1100' feet he could potentially fire at it for quite a while (depending on arrow supply), until it changes directions out of sight from Victor, or the road curves around the next hill to the south (in sight, about 150' ahead).

Daryk
2011-11-13, 06:33 AM
It would be quite a while, but the haste won't last that long. I forgot it was taking double moves, and am reluctant to run head long after it.

Vauron
2011-11-13, 01:55 PM
Victor is only at 3 wounds, he used a charge from his healing belt to heal 5 of his wounds.

Dark_Stalion
2011-11-13, 02:17 PM
Sorry for being absent for a few days. If I gave Skyrim as an excuse, would you forgive me?

Gryndel
2011-11-13, 02:37 PM
Victor is only at 3 wounds, he used a charge from his healing belt to heal 5 of his wounds.
Oy, missed that :smalleek: edited.


Sorry for being absent for a few days. If I gave Skyrim as an excuse, would you forgive me?
No forgiveness for that :smallconfused: but none really needed. :smallwink:

white rider
2011-11-13, 05:01 PM
aid another roll for appraise
[roll0]

Daryk
2011-11-13, 08:06 PM
Flipping through Races of the Wild and Complete Adventurer, I found a few nifty Ranger spells I'd like to ask about. Here are the details:

Arrow Mind(CAdv p143)
<Div, VSM(flint arrowhead), 1 Immediate Action,
Personal, 1min/lvl(D)>
– When using a straight bow of any size, the
caster threatens all hexes within his/her
normal reach, allowing Attacks of
Opportunity with the bow.
In addition, the caster does not generate Attacks
of Opportunity when firing a bow in a
threatened hex.

Exacting Shot(CAdv p148)
<Trans, VS, 1StdAct, Touched, 1min/lvl>
– The touched ranged weapon gains the
following bonuses against the caster’s
Favored Enemies:
a) any threatened critical is automatically
confirmed; and
b) ignores miss chance due to Concealment
(but not Total Concealment).
Note: the spell fails if the target ranged weapon
has any magical effects or properties related
to critical hits (such as ‘Flaming Burst’).

Guided Shot(CAdv p150)
<Div, V, 1 Swift Action, Personal, 1rnd>
– The caster receives the following bonuses with
ranged attacks:
a) attack does not receive a penalty due to
distance (though the maximum distance is
still the same); and
b) ignores AC bonus due to Cover for less
than Total Cover.

Hawkeye(CDiv p166)(CAdv p151)
<Trans, V, 1StdAct, Personal, 10min/lvl(D)>
– Gain a +5 Competence bonus on Spot checks
and all projectile weapon range increments
are increased by 50%.

Raptor’s Sight(RotW p175)
<Trans, VS/DF, 1StdAct, Personal, 1hr/lvl(D)>
– The caster receives the following:
a) +5 Competence bonus on Spot checks; &
b) If the caster has at least 5 ranks in Spot,
he/she only receives –1 penalty per range
increment on ranged attacks (normally –2).

Gryndel
2011-11-14, 07:23 PM
Hm... I've a question that I'd like to get out of the way before it really matters. Can fiendish creatures speak? Same question for celestial creatures, I suppose.

At the moment it doesn't make much difference, but I'm going to have my spiders run off and act as scouts for the remaining duration of the spell, and I'd like to know if I should order them to "Yell if you see anything dangerous," or "If you see anything threatening, throw web in the air to alert me."

I tend to go by the entry in the SRD for most things like that. Some can understand it and respond to commands but not speak. Others can also speak, and if they have either celestial or fiendish as summoned monsters those would be available for communication.

So, the spiders understand fiendish but can't speak it.

Gryndel
2011-11-14, 07:25 PM
@Daryk

Those spells look acceptable.

Daryk
2011-11-14, 07:30 PM
Great, thanks!

Figment_
2011-11-14, 09:06 PM
Gryn, the use of my healing belt on Carn was only one charge, and the 1st charge today. Don't care too much, but if we have another 2-3 encounters today, wee may need em :)

Gryndel
2011-11-15, 08:59 AM
Gryn, the use of my healing belt on Carn was only one charge, and the 1st charge today. Don't care too much, but if we have another 2-3 encounters today, wee may need em :)

Right you are, Victor used a charge from his belt and I mistakenly credited that to Roderick. I fixed the notation in my post.

Vauron
2011-11-20, 03:16 PM
What time is it? I thought we were still in the morning or early afternoon at most.

Gryndel
2011-11-21, 03:06 AM
What time is it? I thought we were still in the morning or early afternoon at most.

Encountered the manticore in the "early afternoon" (http://www.giantitp.com/forums/showpost.php?p=12134993&postcount=85) My last game post ended near sunset. So you have hours to walk (fly in at least one case, ok 2 with the raven) along the road and talk - if any of you want to do so.

Otherwise just decide whether to push on into the night or rest. Best estimate would be that you would arrive at Death Knoll sometime after midnight, possibly hours after.

Gryndel
2011-11-22, 12:44 PM
If you decide to push on it would be considered a forced march. So each person would normally need a constitution check (DC 10 initially) or take 1d6 nonlethal damage and be fatigued. Each hour after the first another check is needed (+2 on DC each hour). Healing any nonlethal damage taken from failure would also remove the fatigue.

Dark_Stalion
2011-11-22, 02:08 PM
Bartholemu will trudge along silently unless someone talks to him. Roll for fatigue: [roll0]

Edit: Ah, typical bartholemu, slowing everyone down :smalltongue:

white rider
2011-11-22, 03:28 PM
Carn
Carn will walk along, joking and making small talk.
roll for fatigue: [roll0]

Gadora
2011-11-22, 05:43 PM
If you decide to push on it would be considered a forced march. So each person would normally need a constitution check (DC 10 initially) or take 1d6 nonlethal damage and be fatigued. Each hour after the first another check is needed (+2 on DC each hour). Healing any nonlethal damage taken from failure would also remove the fatigue.

Huh. This is not why I bought the easy travel armor, but hooray! Alberich's good for another two hours before he needs to make rolls.

Daryk
2011-11-22, 07:53 PM
With Endurance, Halad gets a total of +5 for the CON check (+1 for CON, +4 for the feat). Is there any bonus for moving almost half speed (30 out of 50)?

CON Check: [roll0]

Daryk
2011-11-22, 07:56 PM
With the number of folks taking non-lethal damage, I think we should halt after the first hour of force marching. We're likely to be attacked over night no matter how close or far we are from Death Knoll, and we should save our strength as much as possible for that.

Vauron
2011-11-22, 11:58 PM
Con check
[roll0]
Nonlethal
[roll1]

Remember, the keys we were all given add a +1 to essentially all d20 rolls, in addition to damage rolls.

Jokes
2011-11-23, 10:05 PM
Huh. This is not why I bought the easy travel armor, but hooray! Alberich's good for another two hours before he needs to make rolls.

I have easy travel armour as well.

Sorry for being absent, work gets pretty draining this time of year.

white rider
2011-11-25, 10:57 AM
Wait- I just realized something: Christopher Paolini stole my name! Seriously, there is a character named Carn in inheritance
spoiler alert
who dies in the 21st chapter

Gryndel
2011-12-01, 02:10 PM
Sorry gang, been dealing with a housing issue here and had no time for gaming fun recently. I'll be posting again in a day or three.

Daryk
2011-12-03, 06:22 PM
Marching order-wise, I'd swap Ferdinand and Halad, leaving the 'Sorcadin' at the front of the main body while the Ranger takes point some distance ahead.

Gryndel
2011-12-04, 03:08 AM
Marching order-wise, I'd swap Ferdinand and Halad, leaving the 'Sorcadin' at the front of the main body while the Ranger takes point some distance ahead.

Probably a good idea.

white rider
2011-12-04, 09:59 AM
Yeah, Carn should maybe move up a bit as well. He can take care of himself and isn't bad in a fight.

Jokes
2011-12-04, 02:21 PM
Before I post, is there a stream or water source nearby? And would anyone happen to have a rather large pot?

Gryndel
2011-12-04, 02:23 PM
Before I post, is there a stream or water source nearby? And would anyone happen to have a rather large pot?

None was found in the area, though I suspect there's a goodly quantity of water among the group if needed.

Daryk
2011-12-04, 02:25 PM
Do I need a Survival check to find water? If so: [roll0]

Jokes
2011-12-04, 02:27 PM
None was found in the area, though I suspect there's a goodly quantity of water among the group if needed.

It'll all be going to waste, so I'd rather not use the groups supply.

Gryndel
2011-12-04, 02:32 PM
ok you find a small stream nearby

Gryndel
2011-12-05, 03:04 AM
So, how much of the tanning process can Prestidigitation actually accomplish? I'm sure it can at least 'clean' the hide, and maybe 'preserve' it long enough to get to a proper pot. With the acorns and other raw materials available, is it a bridge to far to actually 'tan' it?

*heavy sigh* tanning, a crudely cut hide from a manticore, in the field, with primitive means at best?

How about we say you can make every effort and save enough for a nice rug or cloak or even armor if you want, I suppose... fashioned later by professionals in such things who live in town.

Where are you putting this btw?

Daryk
2011-12-05, 07:30 PM
I'm sure Sienna can find room in her Handy Haversack... :smallbiggrin:

Jokes
2011-12-06, 09:36 AM
I'm sure Sienna can find room in her Handy Haversack... :smallbiggrin:

No self respecting halfling will allow any of their possessions to be "magicked away." Haversacks are the worst place to put stolen plundered goods, since if anyone else wants something specific *poof* it's on top... Hey, a fair few of you seem to have Haversacks...


*heavy sigh* tanning, a crudely cut hide from a manticore, in the field, with primitive means at best?

It's incredible the things a sleep deprived mind will come up with. I started thinking about making acorn bread, but a series of googles later and here we are.

Daryk
2011-12-06, 08:23 PM
Then I guess it will have to go in Halad's haversack, then... :smallamused:

Figment_
2011-12-09, 03:37 PM
So, hows it going? Any status for us?

Figment_
2011-12-21, 08:29 PM
Has this game gone the way of the dodo? Or is it the holidays that is stalling us out?

Daryk
2011-12-21, 08:58 PM
The DM mentioned something about a problem keeping him away, but he's been very reliable in the past, and said he'd be back when he could. I'm still checking here daily.

Gadora
2011-12-23, 08:54 PM
So basically, my life's a bit of a mess. And I need to cut out a lot of distractions while I get things in order.

I hate to do this, but the Playground needs to be one of them.

I hope that I can come back someday, which is why I'm not asking for this account to be closed, as I am with so many others. I do know that if I can, it's not going to be soon.

If you need to contact me, you can send me an email through my profile.

I'm sorry and goodbye.

Sorry guys, regardless of whether or not the game goes on, I need to drop.

Daryk
2011-12-23, 09:02 PM
Good luck with whatever is pulling you away. I'm sure at least some of us will still be here when you get back.

Gryndel
2011-12-24, 06:14 AM
Apologies for my absence.

Sorry to lose you Gadora, best wishes to you, and you'd be welcome back anytime.

I'll be working on a post, probably do it Sunday night or Monday.

Due to the holidays, and because its been a while since my last post, I don't expect response immediately, but maybe within a week to let us know who's still onbaord. After all, we were just getting started!

white rider
2011-12-24, 11:45 AM
Aaand a dragon swoops down and eats aldrich. In all seriousness, however, I'm sorry to see you go. I hope you can get your life under control soon!

Gryndel
2011-12-28, 06:13 PM
and for xmas I got... very sick!

oh well, feeling better now, so time to organize a game post of some sort.

Jokes
2011-12-28, 11:39 PM
The Old Republic has stolen my life! :smalleek: Sorry for not being around, but... Star Wars.

white rider
2012-01-07, 10:50 PM
well, holidays are over, time to start playing.

Daryk
2012-01-14, 09:19 PM
Dang it... I just realized I forgot to add the key's luck bonus to my damage rolls. Please add one point to each.

Daryk
2012-01-21, 07:15 PM
Yes, elves are immune to ghoul paralysis, but not ghast (http://www.d20srd.org/srd/monsters/ghoul.htm).

Change Halad's five foot step from "out of the path of friendly charges" to "away from the pair of ghouls attacking him". Assuming the ghouls are charging, all three of Halad's arrows hit (their 14 AC becomes 12 when charging). The first two arrows combined do 27 hit points of damage (16, then 11). If this is enough to drop G3, G4 takes 16, otherwise, G3 eats 43 points of damage.

Gryndel
2012-01-24, 03:37 PM
I think Carn's attack bonus is off a little here (http://www.giantitp.com/forums/showpost.php?p=12575818&postcount=189).

Normally he's +10 when using both swords, but charging only allows one attack. So it should be at +12 and +2 for charge. So I'm rolling for his potential crit miss as +14 and we'll see what happens from there.

Daryk
2012-01-24, 07:50 PM
I'll post Halad's attacks if there are any ghouls left by the time his initiative rolls around... it's no use wasting dice karma unnecessarily. :smallamused:

Gryndel
2012-01-26, 05:23 PM
Confirm Critical for Ferdinand here (http://www.giantitp.com/forums/showpost.php?p=12594025&postcount=194) or roll your own and live with that result!
Attack [roll0]
Damage [roll1]

Gryndel
2012-01-26, 05:43 PM
I'll post Halad's attacks if there are any ghouls left by the time his initiative rolls around... it's no use wasting dice karma unnecessarily. :smallamused:

Eh you wuss!

As it turned out we need those rolls, there's one ghoul left, unwounded, on Roderick.

Daryk
2012-01-26, 06:50 PM
Well, at least I now know which ghoul to shoot... :smallamused:

Post will be up shortly... my wife just got home.

white rider
2012-01-26, 08:30 PM
time to start today's round of FUN WITH MAGE HAND!!
players will be amused!
monsters will be killed in inventive ways!
Dungeon Masters will need aspirin!
:smalltongue:

Vauron
2012-01-26, 09:36 PM
Just out of curiosity, am I the only one waiting for the other shoe to drop? Or am I just being overly paranoid?

Also, Rider, are you intending that to be an action taken out of combat? Note that Halad and Sienna did not take a turn yet. As such, everyone else will take an action before Carn does, which makes it very unlikely that there will be any survivors. Well, survivors of the ghouls at least.

white rider
2012-01-27, 03:35 PM
yes, this is after the last ghoul is dead. I wish to draw out any other undead, so I orchestrated a diversion.

Gryndel
2012-01-30, 01:36 AM
Ooc:
Gryndel aren't undead destroyed at 0 hp?

Oh, uhm yeah, I guess they are! I'll edit the appropriate game post... thanks :smallcool:

white rider
2012-01-30, 08:15 PM
Is it just me, or did we loose a couple players? I mean, I know Aldrich dropped out, but we started with around 10 and now we are down to 5-6.

Gryndel
2012-01-31, 02:10 AM
Is it just me, or did we loose a couple players? I mean, I know Aldrich dropped out, but we started with around 10 and now we are down to 5-6.

Yes, originally 11 signed up, 9 posted in the game thread, and after the holidays and my illness only 6 have responded. Another is likely to join us soon, an old gamer buddy of mine from another site.

Fret not, I'll tailor the game to how many we have...

Vauron
2012-02-03, 05:22 AM
I think that a few of the people we have left might be waiting for Victor to report back what he sees.

Gryndel
2012-02-12, 05:56 AM
Sorry gang, moving took a lot more out of me than I thought. I'll get settled into a routine very soon though, and then we'll see if you can all keep up! :smallamused:

Be prepared for man battles, as if you couldn't guess from the game premise. :smallbiggrin:

Daryk
2012-02-12, 08:58 AM
Umm... Roderick and Halad are fully healed (per posts #204 and #205).

Initiative: [roll0]

white rider
2012-02-12, 03:19 PM
Carn's init: [roll0]

Grodech
2012-02-14, 01:14 PM
Another is likely to join us soon, an old gamer buddy of mine from another site.

That'd be me, fyi, and the stonechild barbarian coming up from behind....:smallbiggrin:

I took the liberty of adding white rider, Daryk, and Jokes as viewers on Rukesh' character sheet on MythWeavers. (http://www.myth-weavers.com/sheetview.php?sheetid=366545) If anyone else wants access, just shoot me your MythWeaver's handle and I will add it.

Gryndel
2012-02-14, 02:26 PM
welcome aboard Grodech.

Did we lose Sienna somewhere.. Jokes?

Vauron
2012-02-18, 08:15 AM
A thought occurred to me. Would you be fine with me 'targeting the ground' with eldritch blast and using eldritch chain to hit targets further than 60 feet away? Considering any damage would be halved I don't think it'd be particularly overpowering, but I'll abide by whatever decision you make.

Gryndel
2012-02-18, 01:12 PM
So essentially you want to blast holes in the ground and have half the energy ricochet to other targets that would normally be out of range?

Hmmm, a creative use, or some might say obvious abuse, of warlock invocation. I like the idea, go for it! I'll decide what, if any, repercussions might occur from such action.