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Lateral
2012-09-03, 12:11 PM
NEW IC thread! (http://www.giantitp.com/forums/showthread.php?p=14314462#post14314462)


{table=head]Player | Character | Race | Class | Speech Colour
Lix Lorn | Vivian (http://www.myth-weavers.com/sheetview.php?sheetid=439927) | Lesser Cryophoenix (http://www.giantitp.com/forums/showthread.php?p=13761574#post13761574) | RHD 3/LA 3/Wilder 2//Radiant 9 (http://www.giantitp.com/forums/showthread.php?t=249172) | Navy
Jeff the Green | Davhkur (http://www.myth-weavers.com/sheetview.php?sheetid=470241) | Necropolitan Unseelie Illumian |Beguiler 7/Mindbender 1//Archivist 6/Swordsage 1/Shadow Adept 1| Sandy Brown
BelGareth | Oberon (http://www.myth-weavers.com/sheetview.php?sheetid=470305) | Pixie | LA 4/Rogue 4/Ranger 1//Warmage 9 (http://www.giantitp.com/forums/showthread.php?t=131346) | Dark Green
GuyFawkes |Ravana (http://www.myth-weavers.com/sheetview.php?sheetid=472538) | Rakshasa | Rakshasa 9 (http://www.minmaxboards.com/index.php?topic=2245.0)//Swordmage 9 (http://wiki.faxcelestis.net/index.php?title=Swordmage) | Cafe Noir
Derjuin | Titania (http://www.myth-weavers.com/sheetview.php?sheetid=464202) | Gloura | RHD 7/LA 2//Ranger 2/Targeteer 4/Deepwod Sniper 2/Peerless Archer 1 | Dark Olive
[/table]

Nice job keeping it short, Jeff.
_______________________

Hello, and welcome to the OOC thread of For Gold & Glory! Everyone, use one post each to do the following:

Pick a speech colour
Give your character's background
Give a brief description of your character's appearance and personality
Give a brief description of your character's common general tactics.

Wait until everyone has a post before you start chatting. Once everyone's reserved a post for this purpose, I'll get to work on the IC.

Campaign Information and 16:
The caravan drops you all off at a small clearing in the middle of a thick, dark forest in the middle of the night. You do not know where you are, or why you have all been called together, but there is a hundred-platinum advance in each of your purses that tells you not to ask questions.

In the center of this clearing, there is a great wooden table. A man at the head, clad in Karrnathi military dress, motions for you to come sit. When you have all taken your seats and partaken of some very expensive-tasting red wine, the man and begins to speak.

"I'm sure you all know of the Glowing Chasm in the region formerly known as Cyre." He pushes a slip of paper over to your end of the table. "For those who do not, here is a sketch. It is a great canyon carved by the Mourning four years ago, from which a purple glow with a peculiar effect on the mutant fauna of the Mournland emits. Since that terrible day, many have tried to descend into the Chasm in hope of finding the cause of the Mourning, but so far none have ever returned."

"The nation of Karrnath has an interest in this. A few weeks ago, our seers were able to uncover information regarding an ancient legend which tells of a powerful artifact, created by the progenitor wyrms over a hundred million years ago as a tool with which to learn the secrets of the universe. It is said that it was used to discover the Draconic Prophecy, and that it was removed from the world by Siberys in order to prevent Khyber from using it. Until recently, this was thought to be a myth; however, based on what our seers understand, the catastrophic event that caused the Mourning reopened the sealed rift through which this artifact was dropped." He hands you an envelope. "This contains much of the specific information that we have gathered regarding the nature of the chasm. Basically, it's a hole in the world, and we believe that you five are some of the only people in the world capable of exploring it."

"I don't think you need to be told how incredibly dangerous this is. If you are successful, the government of Karrnath is prepared to pay each of you a sum of one hundred thousand platinum. In addition, we believe that this realm may have, over the eons, bled through and stolen other items of power throughout history; you will be paid an extra ten thousand platinum for any other relics, and you may keep anything else you find."

––––––––––––––––––––––––––––––


1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
D&D 3.5. Pathfinder classes are allowed, but we're using all 3.5 rules- if there are compatibility issues, talk to me.

2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
Eberron. Xen'drik. Abandoned giant temple. Mournlands. Khorvaire. Hole in the universe. Since we aren't really interacting with the world, though, it's not too important- it just gives some scenery and background. Plus healing is all screwed up.

3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
Up to six. I'm starting with requesting specific people, then if I don't get at least four I'll open it up to anyone.

4. What's the gaming medium (OOTS, chat, e-mail etc.)?
OOTS forum.

5. What is the characters' starting status (i.e. experience level)?
Flexible on this, depending on what you guys want. Just not epic or near-epic- I've only DMed once before.

6. How much gold or other starting funds will the characters begin with?
Wealth by level.

7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
Homebrew is allowed on request, so long as you can link me to it. If there's something that is shaky on rules, talk with me about it. I'm flexible.

8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
Same as classes. Again, I'm flexible on rules.

9. By what method should Players generate their attributes/ability scores and Hit Points?
4d6b3 seven times, drop lowest. If you don't like your rolls, then 32 point buy.

10. Does your game use alignment? What are your restrictions, if so?
Alignment is in play, but it's not too important. The golden rule is "Don't create intraparty conflict. Unless it's funny."

11. Do you allow multi-classing, or have any particular rules in regards to it?
No multiclass penalties.

12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
You guys roll your stuff, I'll roll mine. The exceptions to that rule are saving throws that you don't know about and skill checks where hiding failure may be important. The relevant skills here are Appraise, Bluff, Decipher Script, Disguise, Forgery, Intimidate, Listen, Search, Sense Motive, Spot, and Use Rope. If you take 10 or 20, obviously it doesn't matter.

13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
Persuasion, not Diplomacy. (http://www.giantitp.com/forums/showthread.php?t=172910) Mostly useless, either way, but just in case. Also, since you're in the Mournlands, natural and magical healing do not work, but Goodberry Wine, Healing Belts, and any method of gaining temporary HP do. While you're outside of the universe, I reserve the right to make magic do crazy ****.

14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Just a short thing. It's not that important, it just helps me (and other players) gauge your character.

15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Puzzle-solving and hack-and-slash, plus traps and hazards. Often all at the same time.

16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
All 1st party sources are available. Dragon Magazine is on approval. Homebrew is on approval. Third-party is on approval if you can show it to me online; otherwise, it's a no.

Incantations:
Resurrections:
Raise Dead
Conjuration (Healing)
Effective Level: 5th
Skill CheckKnowledge (religion) DC 25, 5 successes
Failure: Attack
Components: V, S, B
Casting Time: 4 hours
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the incantation does not work; therefore, a subject that wants to return receives no saving throw.

Coming back from the dead is an ordeal. The subject of the incantation loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can’t be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.

A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the incantation closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this incantation.

A creature who has been turned into an undead creature or killed by a death effect normally can’t be raised by this incantation, nor can constructs, elementals, outsiders, or undead creatures. The incantation cannot bring back a creature that has died of old age.

The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 5 to resurrect a dead creature regardless of the condition of the remains, so long as some small portion of the creature's body still exists. The creature can have been dead no longer than 10 years per level of the caster.

The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 5 to resurrect someone who has been turned into an undead creature and then destroyed or who was killed by a death effect.

The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 10 to resurrect a creature whose body has been destroyed provided the caster can unambiguously identify the deceased in some fashion. The creature can have been dead no longer than 10 years per level of the caster.

Failure
1d4+1 ephemeral swarms appear and attack the caster and any other living creatures nearby. The ephemeral swarms disappear after 1 minute or after they are destroyed.

Backlash Component
The caster suffers 1d4 points of Wisdom damage and 1d4 points of Charisma damage.

Resurrection
Conjuration (Healing)
Effective Level: 7th
Skill CheckKnowledge (religion) DC 25, 5 successes; Heal DC 25, 2 successes
Failure: Attack
Components: V, S, SC, B
Casting Time: 6 hours
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the incantation does not work; therefore, a subject that wants to return receives no saving throw.

Coming back from the dead is an ordeal. The subject of the incantation receives a negative level that cannot be removed by magic and the Fortitude DC to eliminate it naturally is 15 + 1/2 the subject's HD. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can’t be raised). This Constitution loss cannot be repaired by any means, and any level loss from the negative level cannot be repaired by any means. Upon completion of the incantation, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells.

A creature who has been turned into an undead creature or killed by a death effect normally can’t be raised by this incantation, nor can constructs, elementals, outsiders, or undead creatures. The incantation cannot bring back a creature that has died of old age.

The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 5 to resurrect a dead creature regardless of the condition of the remains, so long as some small portion of the creature's body still exists. The creature can have been dead no longer than 10 years per level of the caster.

The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 5 to resurrect someone who has been turned into an undead creature and then destroyed or who was killed by a death effect, or to resurrect an elemental or outsider.

The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 10 to resurrect a creature whose body has been destroyed provided the caster can unambiguously identify the deceased in some fashion. The creature can have been dead no longer than 10 years per level of the caster.

Secondary Casters
An extra caster may assist by making the Heal checks; if so the DCs of all checks increase by 2.

Failure
A nalfenshee appears and attacks the caster and any other living creatures nearby. The nalfenshee disappears after 1 minute or after it is killed.

Backlash Component
The caster suffers 1d4+1 points of Wisdom damage and 1d4+1 points of Charisma damage. Any secondary caster suffers 1 point of Wisdom damage and 1 point of Charisma damage

True Resurrection
Conjuration (Healing)
Effective Level: 7th
Skill CheckKnowledge (religion) DC 25, 5 successes; Heal DC 25, 4 successes
Failure: Attack
Components: V, S, SC, B
Casting Time: 8 hours
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)

You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the incantation does not work; therefore, a subject that wants to return receives no saving throw. Upon completion of the incantation, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells.

A creature who has been turned into an undead creature or killed by a death effect normally can’t be raised by this incantation, nor can constructs, elementals, outsiders, or undead creatures. The incantation cannot bring back a creature that has died of old age.

The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 5 to resurrect a dead creature regardless of the condition of the remains, so long as some small portion of the creature's body still exists. The creature can have been dead no longer than 10 years per level of the caster.

The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 5 to resurrect someone who has been turned into an undead creature and then destroyed or who was killed by a death effect, or to resurrect an elemental or outsider.

The caster may voluntarily increase the DCs of the Knowledge (religion) checks by 10 to resurrect a creature whose body has been destroyed provided the caster can unambiguously identify the deceased in some fashion. The creature can have been dead no longer than 10 years per level of the caster.

Secondary Casters
An extra caster may assist by making the Heal checks; if so the DCs of all checks increase by 2.

Failure
A sorrowsworn appears and attacks the caster and any other living creatures nearby. The sorrowsworn disappears after 1 minute or after it is killed.

Backlash Component
The caster suffers 1d4+2 points of Wisdom damage and 1d4+2 points of Charisma damage. Any secondary caster suffers 2 points of Wisdom damage and 2 points of Charisma damage
Magic Items:
Create Universal Unguent
Conjuration (creation)
Effective Level: 4th
Skill CheckKnowledge (arcana or nature or religion) DC varies, 4 successes
Failure: Destruction
Components: V, S, M, F, SC, B
Casting Time: 1 hour
Range: 0 ft.
Target: Vial of Universal Unguent
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By sacrificing magic or valuable items, you fill a vial with Universal Unguent, a magic substance that can replace expensive material components. A particular vial of Universal Unguent is tied to a particular spell. A prepared version of this spell (or a spell slot of a spontaneous caster that knows the spell) must be expended during this incantation.

The skill checks required varies depending on what list or lists the spell appears on. If the spell appears on an arcane caster's list, Knowledge (arcana) may be used in this incantation; if the spell appears on the cleric or paladin spell lists, Knowledge (religion) may be used; if the spell appears on the druid or ranger spell lists Knowledge (nature) may be used. If the spell appears on multiple lists, any of the associated Knowledge skills may be used.

The DCs of the check depends on the value of the spell's components as in the following table:
{table=head]Material Component Cost|DC
1-500 gp|25
501-5000 gp|30
>5000 gp|35[/table]

The Unguent lasts a total of 4 days plus one day for each Knowledge check that beat the DC by 5 or more before becoming inert.

Secondary Casters
An extra caster may provide the prepared spell or spell slot expended during the incantation.

Material Component
Valuable items worth at least 1.5 x the value of the material component the Universal Unguent is to replace.

Focus
A glass vial.

Failure
The material component is destroyed in a cascade of magical energy, dealing 2d6 damage to all casters and creating a permanent 5-foot radius antimagic field in the location where the incantation was attempted.

Backlash Component
The caster is unable to cast spells, use spell-like abilities, or use incantations for 2d4 hours.

Transfer Dweomer
Transmutation
Effective Level: 6th
Skill CheckKnowledge (arcana) DC 25, 6 successes
Failure: Delusion
Components: V, S, M, F, SC, B
Casting Time: 1 hour
Range: Touch
Target: Two magic items touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By sacrificing magic or valuable items, you transfer the magical properties of one permanent magic item to another. You first touch the item with the properties you wish to transfer—the "donor"—then the item you wish to transfer them to—the "recipient." Both items must be of the same type and occupy the same body slot, if any. When the incantation is completed, the donor is permanently rendered nonmagical, while any abilities it might have had are immediately bestowed on the recipient.

You may alternatively transfer only some of the abilities from the donor to the recipient by voluntarily increasing the Knowledge (arcana) DC by 5. In this case the donor does not become permanently nonmagical, but it does permanently lose the abilities transferred to the recipient.

Material Component
Valuable items worth at least twice the difference between the sum of the donor's and the recipient's original value and the recipient's new value, minimum 1000 gp. A caster with the appropriate [Item Creation] feat requires only half this value.

Failure
Both the donor and recipient magic items have their magical properties suppressed for 2d4 days, but unless the caster succeeds on a DC 15 Will save he believes he succeeded until faced with irrefutable proof or after the suppression ends.

Backlash Component
The caster is exhausted.

Recharge Wand
Evocation
Effective Level: 4th
Skill CheckKnowledge (arcana) DC 25, 4 successes
Failure: Backfire
Components: V, S, M, XP, B
Casting Time: 1 hour
Range: Touch
Target: Wand touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By sacrificing magic or valuable items as well as your own vitality, you restore charges expended from a wand. You must restore all of the charges expended from the wand, leaving it with 50.

Material Component
Valuable items worth at least the wand's spell level x the wand's caster level x 30 x the number of charges restored. A caster with the Craft Wand feat requires only half this value.

XP Component
(Wand's spell level x the wand's caster level x 3) XP per 10 charges restored, minimum 1 XP.

Failure
1+1d6 charges, up to the number of charges remaining, burst forth from the wand in an eruption of magical energy dealing 1d6 damage per charge to the caster. If the wand is thereby left with zero charges, it is destroyed.

Backlash Component
The caster takes a penalty to Use Magic Device checks equal to the level of the spell contained in the wand and cannot activate spell trigger items without a Use Magic Device check, even if the spell appears on his class list. This penalty and restriction lasts for 24 hours.

Automagic Tailor
Transmutation
Effective Level: 2nd
Skill CheckKnowledge (arcana) DC 20, 2 successes
Failure: Mirrorcast
Components: V, S, B
Casting Time: 5 hours
Range: Touch
Target: Weapon, shield, or armor touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You resize a weapon, shield, or piece of armor to fit a character of a different size than it currently does. For each change in size category beyond the first, the spell increases in level by 2 and requires two additional successful Knowedge (arcana) checks against DC 20.

Failure
The size change is reversed. For example, if the caster intended to resize a small +1 chain shirt to medium, it would instead become tiny, while if the caster intended to resize a huge +2 longbow to small size, it would become fine. An item cannot become smaller than fine or larger than colossal because of this. In addition, the caster cannot attempt to cast this incantation on the same item until 24 hours have elapsed.

Backlash Component
The caster suffers a -1 penalty to AC if the target is a shield or piece of armor or a -1 penalty to attack rolls if the target is a weapon. Backlash from multiple castings of automagic tailor stack.

Obviated Artificer
Transmutation
Effective Level: 6nd
Skill CheckKnowledge (arcana) DC 25, 3 successes, Use Magic Device DC 25, 3 successes
Failure: Impotence
Components: V, S, B
Casting Time: 2 hours
Range: Self
Target: Personal
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You feed raw magical energy into the creation of a magic item. This ritual is conducted immediately prior to crafting a magic weapon. You may ignore any spell prerequisites for creating a single magic item so long as you have at least twice as many HD as the highest level spell's level. To craft a spell completion magic item, you must make an additional successful Use Magic Device check. To craft a spell trigger magic item, you must make two additional successful Use Magic Device checks.

Failure
The caster cannot craft any magic items for 2d6 days.

Backlash Component
The caster is incapable of casting spells or mysteries, using SLAs, or binding vestiges of the same level as the highest level spell obviated in this way for 24 hours.

IOU: -4230 GP (-846 GP apiece).
Running XP Tally: 36,643 (31,416 for Davhkur).

Lix Lorn
2012-09-03, 12:34 PM
As I'm sure you predicted, I'm gonna claim... navy, for the midnight blue colour.

===> [S] Apocalypse: Occur.

Personality/Background/Appearence (From Sheet)
Before anything else, Vivian is sarcastic. A little self-obsessed, rather narcissistic, and endlessly curious, she's difficult to get along with.

Which is what shocks people who see her in her home town. A small mountain village, its inhabitants all Savayan and mostly Harpies, they worship the moon-and consider Vivian the moon's prophet. Under her 'leadership', they've become less popular with nearby villages, but far more successful. She has promoted raiding of non-allied trade, and expeditions to local towers, dungeons, and other areas supposedly full of treasure. Recently, she's been trying to create an elite force of zealous harpies, able to wield the moon as well as she can, but is having a little trouble. She remembers the old days, before she was called back for her duties as the priestess, and decides to go treasure hunting herself. She's due a break.

Vivian has black hair, her feathers a matching colour, and eyes of midnight blue. She's attractive, wearing light armour of carefully made scales, covering her torso, but leaving her legs free about where they turn to blackened scales. She wears a satchel at her side, far larger than it appears, and a glimmering collar of blue-white about her neck. A small earring hides under her hair, a tiny cerscent of golden white, and a silver anklet sits on her right foot.

In a battle, Vivian is most likely to reply on a long range bombardment, using her Radiance to boost the strength of her frost. If necessary, she can create short lived undead as expendable minions, and she's a skilled liar.

Jeff the Green
2012-09-03, 12:49 PM
I'm going to pick, appropriately enough, forest green.

Like I said in recruitment, I won't have 'Teia's background short story ready for a few days. It's over 700 words now and probably only a quarter of the way done. Here's the introduction and the synopsis:

It was the first day of Atalanteia's 225th birthday and Art had taken her to The Oak and Grape, a bar in the Platinum Heights of Sharn that made up for its hopelessly obvious name with the best wine in Breland and a view of the Dagger River rivaled only by the towers of the richest of the city's plutocrats. 'Teia—the full five syllables were far too cumbersome for everyday use—would enter her bisequicentenial in style if her friend had anything to say about it. Granted, neither of them were affected much by the alcohol, but the taste was rich with the notes of chocolate and raspberries and melon that they had learned to distinguish since their retirement. They also derived an almost perverse enjoyment from the shocked stares of the other patrons.

"Ah," 'Teia sighed contentedly after her third glass, "this, Art, is why I started adventuring. I'm glad you found this place."

"Strictly speaking," the warforged answered, "I started adventuring because you owned me."

"I didn't own you, I set you free as soon as I was discharged."

"You can't set a hammer free, or a sword, or even that bow of yours. Until two years ago, you owned me."

"Do you really resent me that much, Art?" She pouted just slightly, enough for Art to know he was only teasing.

"I could never resent you, 'Teia. The Cyrian army, maybe, but not you."

"Well, good."

'Teia glanced around the room at the young men—and even a few women—who had been altogether obviously ogling her in her green dress with the short hem and plunging neckline. A predatory grin spread across her face. "What do you think, should I break a few hearts tonight?"

Strictly speaking Art couldn't grin back, but he tried. "You always do whether you try or not. I'm going to see if they've managed to discover a drink that works on those of us without brains of meat."

As 'Teia fluttered about the bar flirting shamelessly and promiscuously, Art downed liquor after liquor. With his booming business and inorganic brain he could afford it. No one flirted with him, though. Not that he minded—he didn't have the equipment required to act on lust even if he felt it—but it gave him time to think. And as it often did the cogs and springs and mithril and wood that made up his brain drifted to his first memory.

There was pain. Momentarily. His thoughts moved jerkily, like he had been pulled into existence against his will. And then he saw two people standing over him, one a man, tanned and wrinkled and the other a woman with skin of birch bark. If he had known anything but war he would have thought it strange, but he didn't. The woman waved her hand in front of his face. "Did it work? He hasn't moved." She said.

"I don't know. Can you hear me, Designated 3?" the man said from out of sight. Designated 3. That was what Art was called before he was Art.

"I can." Designated 3 responded.

There was a whoop of joy as the man leaped into sight and twirled the dryad around the room in an awkward jig. Designated 3 tried to sit up, but found that he was restrained at his forehead, chest, arms and legs. For some reason he was okay with that. It seemed right.

Once the man released the bark-skinned woman from the dance she came to Designated 3's side and stroked his arm appraisingly. "So what's next, Aaren?"

Aaren suddenly reappeared with a curious contraption of lenses and gears across his face. He peered at Designated 3's head through some of the lenses. "Now we test him, my dear."

The tests were hardly enjoyable. The first were tests of his senses: could he see, could he hear, did he have proper "nociception," as the moderately deranged artificer called it. The last one mostly involved blasting Designated 3 with various painful magics and then repairing him. Throughout these tests only the bark-skinned woman showed concern for Designated 3's pain. Aaren was simply too engrossed in the data he was collecting from the magical sensors he'd attached to Designated 3's head.

Next came tests of agility, strength, weapon use, endurance, and skills. He apparently succeeded, if the two experimenters' reactions were any reflection. The tests went on for several weeks, and Aarven and 'Teia—Designated 3 had learned her name in the first few days—were unguarded in their conversations around the construct.

Synopis:

Atalanteia started life bound to a birch tree in the Karrnwood in Karrnath.
Her grove was cut down to build war machines, but she managed to bind herself to a livewood tree, which though felled was still alive.
She stole away the lumber from her bound tree and hid in the forest, shaping her tree into a bow.
She took her bow and slew the lumberjacks to the man.
Became a wandering adventurer, and eventually met Aaren d'Cannith, who was intrigued by the possibilities of using livewood in constructs.
Atalanteia helped him perfect the warforged using livewood for certain crucial components.
Aaren d'Cannith joined the Cyrian army shortly thereafter as a mercenary captain, and Aaren d'Cannith gave the first successful warforged to her as a bodyguard/slave.
Both she and the warforged, whom she named "Art" for his skill with creating magic items, acquitted themselves well, and she was discharged with high honors at the end of her service.
She freed Art and began adventuring again, but he refused to accept his manumission because, until the end of the Last War, warforged were property, so Art followed and protected her.
Over the course of their adventures, 'Teia stopped so many logging and mining operations and saved so many villages and farms from ravaging beasts, a few of the less stable people of Khorvaire began worshiping her as an avatar of Arawai.
Her worshipers started to endanger themselves by following her into e.g. Khyber and to annoy her with poorly written hymns, so she appointed Art to be her Head Priest and command them to leave her alone. He was not happy with his elevation to hierarch.
They became exceedingly wealthy adventuring throughout Khorvaire, Xen'drik, and even Aerenal.
They retired in Sharn where Art set up a shop and 'Teia became a socialite and lover of a number of powerful figures.
Someone connected to another member of the party* contacted Art about the adventure to Xen'drik, and Art told 'Teia.
Art decided to stay in Sharn to take care of his shop, while 'Teia travelled to Xen'drik


Her physical description, copy/pasted from the sheet:


Atalanteia ('Teia to those who know her well) cuts an impressive figure. She towers over even the tallest warforged, and the bow she carries across her back is even longer. Unlike most dryads, her skin resembles the pale bark of birch trees and in autumn her hair burns a fiery orange. She wears simple leather thonged sandles and leather armor that only barely covers her impressive body. Despite her considerable age, her skin is flawless and she attracts a considerable following of young (and not so young) men and even some women.

And her personality, likewise:

Intelligent, strong-willed, competent, graceful, a competent strategist, charismatic, brave, narcissistic, flighty, vengeful.

Her strategy is, basically, to buff and shoot. She mostly prepares buffing cleric spells like Tyche's touch and good hope, though she also has dispel magic and bewildering substitution prepared and of course can shift day-to-day. She also has a climb speed, which she can use to fire on her enemies from the ceiling in three ways. If there's a corner she can climb up, she can use the skill trick Corner Perch to brace herself with her legs and fire for a round. She also has two girallon's blessings prepared which will let her hang out on the ceiling and fire. Finally, if those are used up, she also has a spider kit which she can use to mount herself to a wall or ceiling, though that takes a full-round action.

She's not great in melee, but not useless either. She has decent strength and her bow doubles as a quarterstaff. She also has decent damage reduction and so-so AC.

If there are any particular buffs your character would benefit from, let me know.

*Need someone for that part of the story.

Postmodernist
2012-09-03, 01:51 PM
Dark Red for my evil character.

Ek'ann Xar'cha

Background
Once, Scorpion sought to cross a mighty river, but had no means of traversing it. He approached the Turtle and implored him, "Master Turtle, bear me across your back so that I might cross the river." The Turtle refused, "No, Scorpion, for once you are upon my back you will sting me, and I shall die." Scorpion replied, "I shall not sting you, friend Turtle, for if I do, I shall drown and we both die." Turtle thought on this, then realized that Scorpion told the truth, and agreed to take him upon his back. When they were halfway across the river, Scorpion raised his tail, and stung Turtle right between the eyes. As the poison began to tear through Turtle's veins, he cried out, "Why, Scorpion? Why did you break your promise? Why did you sting me, though it kills us both?"

Scorpion simply replied, "Because I must."

Ek'ann was a fool before he died and darkness took him. His party of Sulatar warriors had tried to ambush the Inspired who encroached upon their territory, but the psions had set a trap for them. They haunted their minds with illusions, and the Drow war party was easily captured and subdued. One by one, they pried secrets from the dark elves, tearing them from their minds with nightmares and pain. Each night, another warrior was selected from the drow party and tortured, and each dawn he was returned drooling and ruined to the makeshift prison they occupied.

The attack came at night. Ek'ann knew it was his fellow Drow, but they were somehow foreign. They slew the Inspired in near silence, and freed the captives. One of the prisoners drew breath to thank his liberator, but a long knife flashed and tore open his throat. Speaking was forbidden until they were safe. These were not Sulatar elves, they were the Umbragen.

The Umbragen brought Ek'ann and his comrades down into Khyber, The Dragon Below. There, they restored them to health while relating the story of their war against the daelkyr and other monstrous aberrations in the darkness. They told him of the quori and their mad goals, and the ancient might of the Qabalrin elves. He learned the full breadth and meaning of the wars between giant and dragon and quori, and the fouler things below. He learned of his insignificance. He learned that sacrifice was necessary to ensure the freedom and safety of his people, and that no cost was too great.

Ek'ann dedicated himself to the drow as a whole, blending the traditions of the martial Sulatar with the dark practices of the Umbragen. He worshiped the Flame, the Umbra, and The Scorpion God in equal measure. He learned the secrets of making pacts with unspeakable creatures and acquiring their power. These demons, unlike the enemies of his people, kept their word, and whatever pain the fell magics wrought, the trade was worth it. He would not allow those who sought to reduce his people to slavery win. The ends justified the means, no matter how terrible.

Ek'ann has emerged from darkness of Khyber reborn. He and his brothers have raided their enemies for months, striking from darkness and disappearing again like ghosts. He leads his fellows against any who might oppose them, whether Inspired lord, quori monstrosity, daelkyr aberration, or imperialists explorer from Stormreach. Still, not all the fool adventurers seek to enslave his people, and some have proven useful allies against the madness that stalks the jungles. He has agreed to accompany three strange adventurers, acting as a guide through the jungles and diplomat among the dark elves, to an ancient temple. Therein, Ek'ann seeks to unearth ancient secrets and objects of power to aid him in the liberation of his people from their oppressors.

Appearance
Ek'ann is a near zealot, though his unswerving devotion is tempered by an astute and reasonable mind. He is a striking force of personality, able to command a room with a glance. Though ruggedly handsome, unnerving cicatrices of ritual scarification mingle with flame-like tattoos across the entirety of his body. Though he is slight of build and lean, his body seems charged with an unnatural strength, as though some vile divinity has chosen him as its harbinger. His armor is a horrifying mass of spiky protrusions, and his glaive seems to moan with anguish while he wields it. Unwilling to surrender, he seems otherworldly in his nature; no doubt his enemies and the demon vestiges he binds promise worse punishment than death should he fail in his appointed task.

Gnomish Wanderer
2012-09-04, 03:33 AM
I'll go with "Purple."
Arapim
AppearanceArapim seems attractive, when seen from a glance, or from the other side of a dark library, or while moving through town. Flawless pale skin, smooth and perfect hair, a thin lithe form, and pretty even face.

But what could otherwise make Arapim attractive somehow makes her unsettling. The flawless skin is unnaturally so, and has an unsettling slight hue of purple below the alabaster surface. The perfect hair is a deep purple with natural dark highlights, but it is almost like that of a doll with its perfect rows and sways rather than a person's. The lithe form is an uncomfortable tall, almost lanky with arms and legs that appear just barely too long for her torso. And the even pretty face is too much, eyes too even and nose too sculpted.

Besides her odd features Arapim often smells of wax, aiding to her inhuman aura. She tends to stand with her hands entwined with each other, always seeming out of place no matter where she is. Her manner of speaking is almost blank, flat, without much infliction and absolutely no discernible accent. Overall, she's just unsettlingly odd.PersonalityArapim is there for the next challenge. She sees things as situations to overcome, including people, which leads to a rather blunt worldview than can be somewhat insulting. Often she'll speak without considering how the other person feels until it affects her, and her words still tend to be very direct and irritatingly straightforward. Her natural habit to point out of the obvious can make her seem condescending as well.BackgroundArapim is a known treasure hunter and adventurer, traveling the world without a home.

Originally from Cyre where she spent much of her youth trying to figure out just how she was linkd to Daanvi, Arapim's world was torn up during the Last War and her family either killed or scattered, Arapim still not knowing their full fate.

During the War itself she spent most of her time as a scout, gaining renown as an able warrior though refusing any position of authority herself. She left the war a hero in her own right, though there was nowhere left to return and few left to celebrate her victories.

Since the end of the war Arapim's just kept to the road, intent on finding some purpose through the challenges ancient ruins and the dangers of the world bring, almost self-destructively.With that, she would be a good key if any of you wanted a reason for being here specifically, she'd have invited you if she thought your skills would be valuable
Common TacticsArapim is known for being fast, usually the first in the battle. She likes to attack and get out of range of an enemies' attacks, using her speed to avoid being hurt and bring extra momentum into her attacks.

Lateral
2012-09-04, 08:24 AM
IC is up. (http://www.giantitp.com/forums/showthread.php?p=13839030)

Postmodernist
2012-09-04, 05:03 PM
Background is complete. Still need to spend about 9k on gear. Otherwise, I'm pretty much ready to rock. Anything we desperately need for this party?

Jeff the Green
2012-09-04, 06:39 PM
Background is complete. Still need to spend about 9k on gear. Otherwise, I'm pretty much ready to rock. Anything we desperately need for this party?

Utility wands/scrolls are nice. I've got lesser vigor, lesser restoration, and wieldskill, but I'm sure there are other low-level ones we could use. Considering we're on a smash-and-grab, maybe some more extradimensional storage?

Nothing that we actually need, though. Maybe get an Amulet of Tears (MIC), weapon/armor crystals, +Strength/Constitution/deflection AC gear, Circlet of Persuasion, or other gear that improves your tankiness and melee ability. Maybe even consider some grafts.

Postmodernist
2012-09-04, 07:01 PM
I was contemplating a Haversack, for obvious reasons. Definitely considering some utility wands, since the Karsus vestige allows their use. Thinking about Alter Self, especially, though not sure about others. Open to suggestions.

What's the Amulet of Tears? Definitely grabbing the good, inexpensive augment crystals, probably a restful armor and least return weapon. Hadn't considered grafts, though they'd have to be inexpensive ones. I'm also going to probably grab a bit of poison, at it fits into the character's fluff nicely, and there's a vestige that allows poison use.

Also, I'm torn about the second vestige. Open to suggestions.

Lateral
2012-09-04, 07:52 PM
Hmm. Direct approach, huh? You aren't going to go for magic tricks or anything?

If anyone disagrees, speak now (IC) or forever hold your peace. If nobody objects, roll initiative- I'll be doing group initiative, so you guys can go in whatever order you like amongst yourselves. No surprise rounds for anyone.

(Statue's initiative, if you guys do choose to attack: [roll0])

Postmodernist
2012-09-04, 07:57 PM
Yup, also, please note the slight changes in the character sheet. It's now LA/Pally4/Crusader1/RKV2//Binder 8.

Ek'ann will likely want to remain between you guys. Lots of options, though. Any buffs would be nice, too.

Still need a few more items to toss in before this fight really begins...

Postmodernist
2012-09-04, 08:07 PM
Rolling for Maneuvers (assume order on page, going down):

[roll0]
[roll1]
[roll2]

EDIT: Looks like Defensive Rebuke, Douse the Flames, and Vanguard Strike. Not ideal, but I'll take it.

Jeff the Green
2012-09-04, 08:17 PM
Hmm. Direct approach, huh? You aren't going to go for magic tricks or anything?

I did say 'Teia was flighty.


What's the Amulet of Tears? Definitely grabbing the good, inexpensive augment crystals, probably a restful armor and least return weapon. Hadn't considered grafts, though they'd have to be inexpensive ones.

Amulet of Tears has three charges per day, and you can expend them to get 12-24 temporary HP.

Looking through the grafts, I see two that might be nice. One is the Silthilar graft Chitin Plating (LoM), which grants you a natural armor bonus that stacks with barkskin and the like and costs the same as a slotless natural armor-boosting item. The elemental graft Stony Plating is the same, but costs less (2800 gp), is limited to +1, and costs you 4 HP.

For vestiges, Astaroth (http://www.wizards.com/default.asp?x=dnd/we/20070307a) could be nice. Nauseated/sickened are pretty powerful, and suggestion is pretty nice. Arete (http://www.wizards.com/default.asp?x=dnd/psm/20070119a) is decent for boosting defense (+4 to a saving throw, DR 5/-, 13 PP to manifest a couple healing powers).

FYI, I'm in Punishing Stance (-2 AC, +1d6 damage) and I've got the following long/medium-duration buffs up:

Tyche's touch (LeOF)
Divine insight (CC)
Lore of the gods, extended (CC)
Treestride (SLA)


I can also provide a(n extended) barkskin to someone.

Edit: Oh, and if someone does want to do something more strategic and less likely to get us killed on our first encounter, I have speak with plants as an SLA and we are in a jungle.

Jeff the Green
2012-09-04, 09:20 PM
I'm assuming this thing is a construct?

Knowledge Devotion: [roll0] (+5 if Collector of Stories skill trick applies) -> +2/+2
Identification: [roll1]

Lateral
2012-09-04, 09:32 PM
I'm assuming this thing is a construct?

Knowledge Devotion: [roll0] (+5 if Collector of Stories skill trick applies) -> +2/+2
Identification: [roll1]

Yes, it is, and yes, the +5 applies to Knowledge Devotion.

You identify it as an animated statue of a storm giant. Whoopity-doo. The fact that it can speak is highly unusual, though.

Jeff the Green
2012-09-04, 09:44 PM
I knew I was forgetting something. Punishing Stance damage: [roll0]

Lateral
2012-09-04, 10:24 PM
Where's that 2d6 bane on your first shot coming from?

Jeff the Green
2012-09-04, 10:26 PM
Raptor arrows are automatically Bane (everything) if you've unlocked the relic power by sacrificing a 4th level spell.

Postmodernist
2012-09-05, 03:49 PM
Went ahead and bound Astaroth. Also, I'm in Iron Guard's Glare. Finishing last few purchases, then I'll post IC.

Postmodernist
2012-09-05, 04:26 PM
Minor thing, not mentioned IC: Ek'ann will also gain altitude during the charge, so as to acquire +1 to hit from higher ground. I didn't include that +1 in the IC rolls, but it shouldn't matter much.

Jeff the Green
2012-09-05, 06:33 PM
I didn't realise how scary those two abilities would get when I gestalted them together. I'm sorry. D=

Whoooboy. That's, what, 8d6+16? Which is 44±8, as a standard action, ranged touch attack, at will. I'm pretty sure I couldn't do that even expending maneuvers and spells. I might be able to match that damage as a full round action, but not as a touch attack.


I wouldn't nerf them for a normal campaign, but if you want to (obviously up to you and Lateral) here are a couple ideas:
Base Gift of Frost damage only on the phoenix side, which would drop you two dice and put you at 37±7.
Only add Charisma once, which would bring you to 36±8.
Don't make Gift of Frost a touch attack. Radiance assumes that adding it to a weapon makes it no longer a touch attack.
Combine 1) and 2), for 29±7.


Though I think this raises a bigger problem, though. We're all spec'd for damage. Maybe I should have gone with Davkhur...

Lix Lorn
2012-09-05, 06:37 PM
Whoooboy. That's, what, 8d6+16? Which is 44±8, as a standard action, ranged touch attack, at will. I'm pretty sure I couldn't do that even expending maneuvers and spells. I might be able to match that damage as a full round action, but not as a touch attack.


I wouldn't nerf them for a normal campaign, but if you want to (obviously up to you and Lateral) here are a couple ideas:
Base Gift of Frost damage only on the phoenix side, which would drop you two dice and put you at 37±7.
Only add Charisma once, which would bring you to 36±8.
Don't make Gift of Frost a touch attack. Radiance assumes that adding it to a weapon makes it no longer a touch attack.
Combine 1) and 2), for 29±7.


Though I think this raises a bigger problem, though. We're all spec'd for damage. Maybe I should have gone with Davkhur...
It's not a touch attack. I'm pretty sure it wasn't a touch attack. It wasn't meant to be a touch attack!
Edit: It is not a touch attack.

Lateral
2012-09-05, 06:43 PM
It's not a touch attack. I'm pretty sure it wasn't a touch attack. It wasn't meant to be a touch attack!
Edit: It is not a touch attack.

Aye. It's not a touch attack.

...Damn, you guys have great damage output. I'm just a little worried that you specialized on combat a bit too much and may have trouble with less straightforward fights, but we'll see.

So, we're just waiting on Gnomish, and then I'll post IC.

Jeff the Green
2012-09-05, 06:57 PM
Edit: It is not a touch attack.

Ah, the effect confused me a bit; I assumed it was like an orb of x. My bad.

In that case, we have about the same damage output, with the difference that yours is spammable and mine is more nova-y. PoMo can reach our damage every five rounds, but he's also more tanky.


...Damn, you guys have great damage output. I'm just a little worried that you specialized on combat a bit too much and may have trouble with less straightforward fights, but we'll see.

Eh, I think we're fine. We've got good Knowledges, climb and fly speeds, UMD and a way to make wands, and nearly full cleric casting. It may require waiting for the next morning occasionally so I can prepare utility spells since I have significantly fewer low-level spells than normal, but we can get it done.

Postmodernist
2012-09-05, 06:58 PM
Aye. It's not a touch attack.

...Damn, you guys have great damage output. I'm just a little worried that you specialized on combat a bit too much and may have trouble with less straightforward fights, but we'll see.

So, we're just waiting on Gnomish, and then I'll post IC.

And here I thought I was intentionally toning things down....

I think we'll be ok, too. A little creativity goes a long way.

Jeff the Green
2012-09-05, 10:15 PM
How tall are the trees, how high off the ground do they start branching, and are the branches strong enough to sit on?

Lateral
2012-09-05, 10:30 PM
How tall are the trees, how high off the ground do they start branching, and are the branches strong enough to sit on?

Good question. You're in a jungle, so the trees are extremely tall. They start branching pretty high up (about 80-100 feet, probably; if anyone knows more about rainforest trees, let me know if that figure is reasonable.) They should be pretty much covered in vines, so you could probably climb up them if you wanted to. Climb DC 15, I'd say. Once you get up in the canopy ('bout 100-150 feet up), it'll hold you easily.

...'Course, it's a long way to fall.

Jeff the Green
2012-09-05, 10:49 PM
...'Course, it's a long way to fall.

Yeah, with a climb speed and a +20 Climb modifier, I can make an accelerated climb on a ceiling with no chance of failure. :smalltongue:

Well, with branches that high up there's not much point in climbing unless it's really necessary. I'll just have to rely on you guys and entangle to keep the statue away from me.

Gnomish Wanderer
2012-09-05, 11:31 PM
Sorry, my character is now finished [See above]. The background gave me problems for some reason >.> I'm posting in IC now.

Lateral
2012-09-06, 06:11 AM
Gnomish, you can't land three squares east and one square southeast. You'd crash into the door.

Gnomish Wanderer
2012-09-06, 11:04 AM
Are you sure? I just recounted and it should put me between the construct and the door.
Edit: Map should be as follows?http://i258.photobucket.com/albums/hh260/gnome_4ever/map.png

Lateral
2012-09-06, 02:14 PM
Oh, I see where you're going there. Yes, you're correct.

But, wait, you forgot your skirmish damage.

Gnomish Wanderer
2012-09-06, 02:34 PM
Skirmish damage, sadly, does not apply against creatures without discernible anatomies like constructs, undead, plants, etc. Otherwise I'd have done 10d6+9. Ah well. :smallsmile:

Lateral
2012-09-06, 02:53 PM
[roll0]
-----
[roll1]
[roll2]
[roll3]

[roll4]
[roll5]

[roll6]
[roll7]
[roll8]

[roll9]
[roll10]
[roll11]
[roll12]

[roll13]

Hey, Gnomish, I just realized- the first three fights (the statue, the oozes, and the invisible monsters) all negate your skirmish damage. Sorry about that- I promise, it wasn't intentional, it just happened that way.

Lix Lorn
2012-09-06, 03:15 PM
the first three fights (the statue, the oozes, and the invisible monsters)
(writes down notes)

Lateral
2012-09-06, 03:22 PM
Whoops, misroll.

[roll0]


(writes down notes)
I already told you guys that those would be the first three fights, remember?

Hey, Lix. Are you 30 feet above the top of the statue's head, or 30 feet off the ground? You'd have to take a double move for the latter, which would mean that you don't get to attack.

Lateral
2012-09-06, 03:36 PM
...And, forgot another thing.

[roll0]
[roll1]

Lix Lorn
2012-09-06, 03:39 PM
I already told you guys that those would be the first three fights, remember?

Hey, Lix. Are you 30 feet above the top of the statue's head, or 30 feet off the ground? You'd have to take a double move for the latter, which would mean that you don't get to attack.
I have a terrible memory. xD

Above it's head, so no attack. Okies.

Jeff the Green
2012-09-06, 03:39 PM
I already told you guys that those would be the first three fights, remember?

I only remember the invisible creatures.

And I forgot to prepare invisibility purge. :smallannoyed: Can I switch that since 'Teia isn't as forgetful as me?

Lateral
2012-09-06, 03:46 PM
I only remember the invisible creatures.

And I forgot to prepare invisibility purge. :smallannoyed: Can I switch that since 'Teia isn't as forgetful as me?

...

Yes. Feel free. I have no problem with you changing a spell to invisibility purge, so you can try to negate the invisible creatures' invisibility. Doing that will make them much easier to fight.

Lix Lorn
2012-09-06, 03:47 PM
It's A Trap!

Jeff the Green
2012-09-06, 04:00 PM
It's A Trap!

That or a double bluff. I'm still using it; worse comes to worst, I'll dismiss it and have wasted a 3rd level spell.

Lateral
2012-09-06, 04:09 PM
It's A Trap!


That or a double bluff. I'm still using it; worse comes to worst, I'll dismiss it and have wasted a 3rd level spell.
Yes, but you won't know which until you fight them! MUAHAHAHAAAA!!!

Lix Lorn
2012-09-06, 04:27 PM
Well, I'm pretty sure I know what monsters they are. xD But Vivian doesn't, so.

Lateral
2012-09-06, 04:29 PM
Well, I'm pretty sure I know what monsters they are. xD But Vivian doesn't, so.

You think they're phantom fungi. But they aren't. They're much deadlier.

Also, I'm having a bit of trouble with Photobucket. The map will be up in just a minute.

Lix Lorn
2012-09-06, 04:35 PM
Actually, I think they're invisible stalkers, which are immune to invisibility purge. :3

Lateral
2012-09-06, 04:38 PM
Oh. I suppose those would be more level-appropriate than phantom fungi, so of course you'd look at those first.

...They're not invisible stalkers, either.

Lix Lorn
2012-09-06, 04:40 PM
Hellcats? Those invisible fiery cat demon things?

Lateral
2012-09-06, 04:55 PM
No, but good guess.

Jeff the Green
2012-09-06, 04:56 PM
Something homebrewed, but with the same ability?

Lateral
2012-09-06, 04:58 PM
...Maaaaaybe?

By the way, you guys can take your turn.

Jeff the Green
2012-09-06, 05:01 PM
Well, I'm going to make a Knowledge (dungeoneering) check to see if I know if anyone's tried invisibility purge before: [roll0]. (That includes using my MW tool and lore of the gods, since I would have been making the check before the current battle.)

Lateral
2012-09-06, 05:03 PM
It's not important right now, but okay. Yes, one adventurer tried to use invisibility purge; didn't work.

Lix Lorn
2012-09-06, 05:04 PM
No, but good guess.
He praised me! yay! (dances)

Jeff the Green
2012-09-06, 05:15 PM
I'm pretty sure you don't get iteratives with natural weapons, Lix.

Lix Lorn
2012-09-06, 05:16 PM
...you're meant to! The intention on writing the ability was that you were. Stupid 3.5 with three dozen fractal rules about stuff.

Lateral
2012-09-06, 05:17 PM
I'm pretty sure you don't get iteratives with natural weapons, Lix.

This. Even with the nerf you already added, you just did 119 damage in one full attack. Without expending any resources. It's a little much.

Jeff the Green
2012-09-06, 05:20 PM
I also don't think rapid shot works with natural weapons, even if they're ranged. "Ranged weapon" is a specific term:


Ranged weapons are thrown weapons or projectile weapons that are not effective in melee

Lix Lorn
2012-09-06, 05:24 PM
This. Even with the nerf you already added, you just did 119 damage in one full attack. Without expending any resources. It's a little much.
Yeah, I didn't realise that Radiance and that would stack quite so horribly. I could just make them non-stacking, is the easiest way.


I also don't think rapid shot works with natural weapons, even if they're ranged. "Ranged weapon" is a specific term:
If it doesn't apply to them, I'll edit them so it does, since that's the intention.

Lateral
2012-09-06, 05:27 PM
I also don't think rapid shot works with natural weapons, even if they're ranged. "Ranged weapon" is a specific term:

Well, that's kind of splitting hairs, don't you think?

Okay, I think I know what the problem is, here. When I've done gestalt before, I've never seen a character use a race with such a high LA. With that much LA, I think putting it into Gestalt may make the combination too powerful- the strengths of a normal gestalt combo are limited by action economy and usually just make the build more versatile, but the races are balanced by the high LA and often come with mostly passive or stackable benefits, so without the penalty of having no class features and hit dice, they're too strong.

I think that, in this case, all we need to do is limit Gift of Frost to 1/round.

Lix Lorn
2012-09-06, 05:31 PM
I'd rather just cap the damage at 1/2leveld6+cha per shot, if that's okay. I really like the idea of making several attacks.

Jeff the Green
2012-09-06, 05:33 PM
Well, that's kind of splitting hairs, don't you think?
Probably, yes. But RAW is about splitting hairs and IMO it's always a good idea to know RAW before deciding how things will actually work in the game


It's not important right now, but okay. Yes, one adventurer tried to use invisibility purge; didn't work.
Blindsight (SpC) it is, then. I've got two castings. Does anyone have a way to do area damage or negate miss chances/concealment? If so I'll give it to the other two for that battle.

Lateral
2012-09-06, 05:46 PM
I'd rather just cap the damage at 1/2leveld6+cha per shot, if that's okay. I really like the idea of making several attacks.

Okay. I'll just ignore the non-Radiant damage for the attacks you already made, then.

Lix Lorn
2012-09-06, 05:52 PM
Thanks. The problem is that I took two things that stack AND scale, and then glued them together. >_< Blech.

Lateral
2012-09-06, 06:43 PM
Postmodernist. Are you moving towards the statue? It isn't within reach. You weren't tripped, so you do have a move action to use.

Postmodernist
2012-09-06, 06:44 PM
So what's the plan for all of these invisible dudes? Ek'ann can't protect you guys from what he can't see, and he doesn't have any sight-enhancing stuff at the moment. Oh, and all enemies within 10 feet of Ek'ann are at -2 on their saves from his aura. That should effect our giant friend who will be making a Ref save shortly.

Lateral
2012-09-06, 07:14 PM
Gnomish, standing up takes a move action. You can't both reach the statue and attack it.

Gnomish Wanderer
2012-09-06, 07:14 PM
Oh yes, right, the being prone thing. Sorry, editing now.

Lateral
2012-09-06, 07:21 PM
[roll0]
[roll1]

[roll2]
[roll3]

[roll4]
[roll5]

[roll6]
[roll7]

Lateral
2012-09-06, 07:24 PM
Whoops, forgot something.

[roll0]

To be clear, I'm just waiting on an answer from Postmodernist as to whether he's moving, and where, until I post.

Postmodernist
2012-09-06, 08:20 PM
If you stand while in an occupied space, you get a free 5' of movement, yeah? If so, a straight 5' west will work fine.

Lateral
2012-09-06, 08:25 PM
I thought you only had 10 foot reach? A five-foot step won't cut it- check out the map, you're in an unoccupied square and there's twenty feet between the two of you. You'd need at least fifteen feet.

Postmodernist
2012-09-06, 10:19 PM
Oh! I thought I was the blue square for some reason. Yeah, move in that 15'.

EDIT: I misread your last OOC post, and thought I was prone (as the blue dot) instead of merely knocked to the ground. Ek'ann doesn't need to stand up, just to move in to strike the stone giant thingy. Otherwise, the action is essentially unchanged.

Lateral
2012-09-07, 02:33 PM
[roll0]
[roll1]
[roll2]

[roll3]
[roll4]
[roll5]

Lix Lorn
2012-09-07, 05:15 PM
...of course, this plan relies on bluff actually working on the statue.

Jeff the Green
2012-09-07, 05:35 PM
...of course, this plan relies on bluff actually working on the statue.

True, but the previous plan relied on us being able to kill the statue before it downed one of us.

Remember, kids, the cleric is not a first-aid kit. Particularly not this one, since she casts Plant domain spells spontaneously, not Cure spells.

Lix Lorn
2012-09-07, 06:19 PM
I'd best take a healing invocation when I can then. xD

Jeff the Green
2012-09-07, 06:22 PM
Oh, I don't think healing is a problem, I was teasing. We've got wands of lesser vigor (and an incantation to recharge them) as well as healing belts. As has been pointed out many times in various threads here healing is nearly always a waste of time in battle.

(That said, it might not be a bad idea for each of us to take one of Arapim's healing belts for those rare occasions when it's necessary.)

Lix Lorn
2012-09-07, 06:45 PM
I can manifest vigor, but only on myself, sadly. Also not very well cause I'm a level two wilder.

Lateral
2012-09-07, 07:20 PM
...of course, this plan relies on bluff actually working on the statue.

Oh, it does. 'course, it has a pretty damn high Sense Motive check, and if you fail again it's likely to attack you.

Lix Lorn
2012-09-07, 07:40 PM
Like it wasn't doing that before? :smalltongue:
Anyone have a better plan? Anyone know what to say?

Postmodernist
2012-09-07, 07:43 PM
After that heal, Ek'ann is back up to 7 HP. Any luck on recognizing that "KTHAR DREYU" phrase? Ek'ann speaks common, undercommon, elven, and abyssal, plus one of his vestiges grants Bardic Lore.

What's the plan? We can try and continue harassing this thing from range, since his reach/knockback capacity remains an issue. Ek'ann has like 8 more rounds of flight, too.

Lateral
2012-09-07, 07:58 PM
Well, since you're already talking to it, I will mention that I accounted for the possibility that you guys would try to talk to it. It is possible for you guys to get past him without more of a fight.

Also, I'm very surprised none of you picked Giant as a language.

Jeff the Green
2012-09-07, 07:59 PM
I think between 'Teia and Vivian we could probably kite him, but it might not be bad to try diplomacy first, if we haven't blown it by lying our asses off.

Edit:


Also, I'm very surprised none of you picked Giant as a language.
Oh, yeah. I forgot that when I bumped up her Intelligence she got another language. 'Teia's spent enough time as an adventurer I suppose Giant is as good as any.

Lateral
2012-09-07, 08:00 PM
I think between 'Teia and Vivian we could probably kite him, but it might not be bad to try diplomacy first, if we haven't blown it by lying our asses off.

If you had, there would be a large club in your faces right now.

Edit: Okay, you know Giant. That's fine. 'Kthar dreyu' just means 'dryad.' Simple as that.

Lix Lorn
2012-09-08, 12:03 PM
...see, this sounds like something we SHOULDN'T be trying to get inside of. :smalleek:

Lateral
2012-09-08, 12:36 PM
...see, this sounds like something we SHOULDN'T be trying to get inside of. :smalleek:

Probably not, but that's adventurers for you. You say 'world-shattering apocalypse waiting to happen,' they hear 'there's probably hella loot down there.'

Plus, there's something important in that exposition dump that could help you get in. Just a hint.

Lix Lorn
2012-09-08, 02:45 PM
Vivian: I don't know that I'm that stupid... I think I want to exercise justifiable caution.

Postmodernist
2012-09-08, 03:11 PM
Hey, Ek'ann totally has in-character justifications for pursuing this suicidal, ill-advised course of action: he's a fanatic. Moreover, this temple's function directly relates to his fanaticism. Gonna try and work something up for an IC post soon.

Jeff the Green
2012-09-08, 04:00 PM
Someone with a modifier better than -2 should make a Sense Motive check.

Lateral
2012-09-08, 04:42 PM
Here, I'll just roll your sense motive checks for you guys. It'll be faster.

Vivian: [roll0]
'Teia: [roll1]
Ek'ann: [roll2]
Arapim: [roll3]

Vivian:
As far as you can tell, he's telling the truth.
'Teia:
As far as you can tell, he's telling the truth.
Ek'ann:
As far as you can tell, he's telling the truth.
Arapim:
As far as you can tell, he's telling the truth.

Jeff the Green
2012-09-08, 06:16 PM
Okay, somebody else say something, I'm stumped.

Maybe we retreat for the moment, then either come out swinging or talking?

Postmodernist
2012-09-08, 06:32 PM
Well, there goes nothing. Otherwise, we're going to have to try and take him out. We kite him into the forest where he can't move as well and take him from range if possible. I am, as ever, open to suggestions.

Jeff the Green
2012-09-08, 06:38 PM
Sounds good. I'll drop an entangle and tree stride away before climbing into the canopy and laying down some ranged hurt.

Lateral
2012-09-08, 07:17 PM
"Urka hasen" is the Giant term for the smaller races- the common races, but also the goblins and lizardfolk and stuff.

Jeff the Green
2012-09-08, 07:46 PM
Sure, you make me make a Knowledge (history) check, one of two I have no ranks in. What next? Is he going to demand to know the proper way to design a catenary arch?

How should we handle this? Do we need to make trained Knowledge (history) checks to know about what he's asking? (I can, but it requires expending lore of the gods.) Or can we recount it with basic knowledge?

Lix Lorn
2012-09-08, 08:19 PM
I can only do religious knowledge...

Lateral
2012-09-08, 09:39 PM
Sure, you make me make a Knowledge (history) check, one of two I have no ranks in. What next? Is he going to demand to know the proper way to design a catenary arch?

How should we handle this? Do we need to make trained Knowledge (history) checks to know about what he's asking? (I can, but it requires expending lore of the gods.) Or can we recount it with basic knowledge?

No, no, I assume that you all know the general stuff- the Dhakaani Empire, the whole Xen'drik invasion, the establishment of Galifar, and the Last War.

Jeff the Green
2012-09-08, 09:44 PM
Okay, I'll either let someone else do the storytelling or elide it. I'm not so up on Eberron history and don't have a ton of time to go reading right now.

Postmodernist
2012-09-09, 09:20 AM
Um, so... anyone got Knowledge: History? "So, um, there were these guys, right? No, wait, they were goblins. Um, and stuff. And, well, when a mommy empire and a daddy empire love each other very much, you see."

Lateral
2012-09-09, 11:42 AM
Um, so... anyone got Knowledge: History?

The basic stuff is all common knowledge. You guys could all take 10 and make the DC.

Sorry, guys. I honestly thought that this talky-stuff would be over quickly.

Jeff the Green
2012-09-09, 06:41 PM
Alright, I'll do a basic rundown to get us moving again.

Lateral
2012-09-09, 07:21 PM
The doors are unlocked.

EDIT: Oh, I forgot. Guys, 2400 XP each.

Jeff the Green
2012-09-10, 04:45 AM
Are we going to do the "lower level characters get more XP" thing? 'Cause if not, there's a good chance of us being wildly different levels at some point due to death and resurrection.

Do I level up now or after we rest for the night?

Edit: Oh, and how is sign (SpC, +5 to your next initiative check) going to work with group initiative?

Lateral
2012-09-10, 06:23 AM
Are we going to do the "lower level characters get more XP" thing? 'Cause if not, there's a good chance of us being wildly different levels at some point due to death and resurrection.
Oh, right, my bad. 'Teia gains 3125 XP.


Do I level up now or after we rest for the night?
After you rest.


Edit: Oh, and how is sign (SpC, +5 to your next initiative check) going to work with group initiative?
It gives you guys a +5 initiative bonus. The character with the highest initiative modifier rolls your group initiative, and casting Sign gives you guys +5.

Jeff the Green
2012-09-10, 06:43 AM
It gives you guys a +5 initiative bonus. The character with the highest initiative modifier rolls your group initiative, and casting Sign gives you guys +5.

I edited my IC post accordingly.

Edit: Okay, someone (read: Ek'ann) open the door, and pray it's not black puddings.

Lateral
2012-09-11, 06:34 PM
Edit: Okay, someone (read: Ek'ann) open the door, and pray it's not black puddings.

O_O

...have you been reading my campaign notes?

Jeff the Green
2012-09-11, 06:44 PM
O_O

...have you been reading my campaign notes?

:smalleek:

No, just looking at our sheets and realizing that Vivian is the only one who can do damage to them.

(Well, technically I suppose I could use my swordsage maneuvers to do 1d6 damage every other round, or blunt arrows to subdue them.)

Lix Lorn
2012-09-11, 06:51 PM
They can only split so many times.

Jeff the Green
2012-09-11, 07:07 PM
They can only split so many times.

Great, there's a limit to the number of acidic blobs only you can damage.

Lix Lorn
2012-09-11, 07:09 PM
...I always assumed they started taking damage when they refused to split.

Lateral
2012-09-11, 07:28 PM
O_O

<== was totally kidding.

Jeff the Green
2012-09-11, 08:50 PM
<==== Kind of guessed that.


...I always assumed they started taking damage when they refused to split.

Not as far as I can tell:

Split (Ex)
Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

I don't think the last sentence does anything to modify the first other than adding that they die at 0 rather than -10. They still can't be killed with arrows, kukris, or glaives.

Edit: Actually, I could damage them, either with blunt arrows or using my bow as a quarterstaff. Unfortunately the former would only do non-lethal and the second would work once. And then I'd die, because my bow is my bound tree.

Lateral
2012-09-11, 08:58 PM
erp.

...

*takes out campaign notes*

*erase erase erase*

*scribble scribble scribble*

Lix Lorn
2012-09-12, 08:34 AM
Not as far as I can tell:

I don't think the last sentence does anything to modify the first other than adding that they die at 0 rather than -10. They still can't be killed with arrows, kukris, or glaives.

Edit: Actually, I could damage them, either with blunt arrows or using my bow as a quarterstaff. Unfortunately the former would only do non-lethal and the second would work once. And then I'd die, because my bow is my bound tree.
You're probably right... although I could still see an argument for it.

Lateral
2012-09-12, 05:50 PM
[roll0]

Have fun with this one. It ought to be interesting.

Postmodernist
2012-09-12, 05:55 PM
We still have a few tricks up our sleeves to keep those sorts of monsters occupied, but Jeff is right: we need supplementary weaponry. Unrelated: I need to remember to account for Ek'ann's Steely Resolve in the future.

Postmodernist
2012-09-12, 05:56 PM
Oh, and initiative for Ek'ann:

[roll0]

Jeff the Green
2012-09-12, 06:04 PM
Initiative (including Sign) [roll0] Wait, wait. Group initiative. So Vivian and/or Arapim rolls for all of us, with a +5 modifier.

Knowledge (dungeoneering) to identify: [roll1]
Knowledge (dungeoneering) for KD: [roll2] +4/+4, whoohoo!

What are the walls like, and how high is the ceiling?

Lateral
2012-09-12, 06:20 PM
The big guy is known as a summoning ooze. This is a particularly large one. Their most potent weapon is the ability to summon other monsters to aid them.

The other two, you recognize as a rare form of ooze known as a living spell. (Editor's note: Knowledge (arcana) to try to figure out what spell it is.)

Ten feet high, then dome-shaped. Forty feet high at the center; the ooze is on about 15 feet up, just out of reach of a normal melee attack.

Jeff the Green
2012-09-12, 06:25 PM
Knowledge (arcana) to identify 1: [roll0]
Knowledge (arcana) to identify 2: [roll1]

Knowledge (religion) for KD on summoned creatures [roll2] +1/+1 Forgot Collector of stories. Actualy 19 for +2/+2.

Lateral
2012-09-12, 06:28 PM
...You can use Knowledge Devotion (religion) for summons?

They're both the same- Rainbow Blast and Shadow Spray.

Jeff the Green
2012-09-12, 06:29 PM
Assuming they're outsiders, yes, and most are.

Edit: How climbable are the walls?

Gnomish Wanderer
2012-09-12, 07:17 PM
Might as well roll for init.
Initiative: [roll0]
Edit: Woot.

Jeff the Green
2012-09-12, 07:24 PM
So we win initiative.

Lateral, you might consider resizing the maps so they don't stretch the screen so much. You can do it right on Photobucket by hovering over the picture and choosing "Edit", then click "Switch to Advanced Editing" down in the lower left, and then Image > Image Size. I usually go for a maximum width of 700 pixels, which for this map would look like this:

http://i631.photobucket.com/albums/uu39/JeffreyTheGreen/Untitled.png

Postmodernist
2012-09-12, 09:13 PM
That pile of treasure is super suspicious. So these oozes are like living spells or something? We have a plan, or we just going in and smashing like last time. Ek'ann seems to recall that that plan worked very well, but then again, my character also has a concussion from being knocked unconscious by a stone giant.

Lix Lorn
2012-09-12, 09:19 PM
That pile of treasure is super suspicious. So these oozes are like living spells or something? We have a plan, or we just going in and smashing like last time. Ek'ann seems to recall that that plan worked very well, but then again, my character also has a concussion from being knocked unconscious by a stone giant.
We got in, right? Totally worked! :smalltongue:

Lateral
2012-09-12, 09:21 PM
Lateral, you might consider resizing the maps so they don't stretch the screen so much.
Will try to remember.

That pile of treasure is super suspicious. So these oozes are like living spells or something? We have a plan, or we just going in and smashing like last time. Ek'ann seems to recall that that plan worked very well, but then again, my character also has a concussion from being knocked unconscious by a stone giant.
Want my advice? Go straight for the summoning ooze. Summon Monster spells are whole-round spells, so if you hit it before its turn comes up it'll have to make a Concentration check. Trust me, the summoning ooze is a lot more dangerous here than the living spells.

Edit: How climbable are the walls?
DC 25.

Jeff the Green
2012-09-12, 09:24 PM
Well, I was planning on casting girallon's blessing and then climbing and peppering the oozes with arrows. Unless there are any objections, that's what I'll do.

I'd advise avoiding melee with the living spells as much as possible since they'll do 4 Strength damage and daze with their slam attack, in addition to the 5dx elemental damage. Perhaps Ek'ann and Arapim hit the summoning ooze and let me deal with the living spells for a bit.

Lateral
2012-09-12, 10:04 PM
Remember, the summoning ooze is fifteen feet off the ground, so it's out of reach. Ek'ann can fly, but Arapim will probably need to use her jumping maneuvers.

@V: No, I'm just reminding them that they can't just charge over there and stab it in the face.

Jeff the Green
2012-09-12, 10:23 PM
Yeah, but the consequences of engaging the living spells in melee is so nasty that I think it's better to use those maneuvers.

Postmodernist
2012-09-14, 04:01 PM
Just a minor heads up: my schedule is going to be pretty hectic, though it should remain reasonably regular. I'm starting to run a pretty intense educational and after school program for underprivileged kids, so my days will be pretty thoroughly occupied. I'll definitely be able to update and read up on the thread once a day, but it may briefly be limited only to that much. Once my phone upgrade goes through (and I can get rid of the beater I've been temporarily using since my old one broke) next week, I should be able to occasionally go though via my phone. This shouldn't significantly effect the game, but I want everyone to be informed ahead of time.

Regarding the fight, do we have a plan and/or any particular requests? Can oozes/living spells cast spells defensively, or do they count as SLAs? Ek'ann has a couple of strategic options, notably activating his vestige's Sow Discord ability. If there aren't any objections, he'll adopt a defensive position and attempt that. If we're lucky, our enemies will start beating on each other. Other bright ideas are more than welcome.

Jeff the Green
2012-09-14, 04:08 PM
Regarding the fight, do we have a plan and/or any particular requests? Can oozes/living spells cast spells defensively, or do they count as SLAs?

They have two ways of using their spells: If you're hit by their slam attack, you're affected, and if they "flow over" you (essentially a special grapple) you're affected each round.


Ek'ann has a couple of strategic options, notably activating his vestige's Sow Discord ability.

Won't work. Oozes are mindless, and Sow Discord is [mind affecting].

Lateral
2012-09-14, 04:11 PM
Won't work. Oozes are mindless, and Sow Discord is [mind affecting].

It'll work on the summons, though, so that's something you could try. Still probably more effective to keep the ooze from summoning.

Postmodernist
2012-09-14, 07:27 PM
Won't work. Oozes are mindless, and Sow Discord is [mind affecting].

Crap, forgot that.


It'll work on the summons, though, so that's something you could try. Still probably more effective to keep the ooze from summoning.

That does remain an option. Guess I'll try and tie up the summoner, though I'm loathe to ditch the party. It could work, though.

I'm wondering about a combo: Awe of Dantalion combined with assorted Crusader/crackdown type goodies. Sort of "you can't attack me, and I dare you to attack my friends." Could it work?

Lateral
2012-09-14, 07:35 PM
I'm wondering about a combo: Awe of Dantalion combined with assorted Crusader/crackdown type goodies. Sort of "you can't attack me, and I dare you to attack my friends." Could it work?

...Well, maybe, but you don't have Dantalion bound.

Jeff the Green
2012-09-14, 07:38 PM
...Well, maybe, but you don't have Dantalion bound.

I think he means in general. It could work, but it's better on a controller or buffer that doesn't actually attack.


That does remain an option. Guess I'll try and tie up the summoner, though I'm loathe to ditch the party. It could work, though.

With a skirmisher and two ranged fighters, I think you'll be separated from us a lot. Don't worry, we've got good defenses ourselves.

Postmodernist
2012-09-14, 07:41 PM
I think he means in general. It could work, but it's better on a controller or buffer that doesn't actually attack.



With a skirmisher and two ranged fighters, I think you'll be separated from us a lot. Don't worry, we've got good defenses ourselves.

I did mean in general, but I suspect Jeff is right.

Yeah, we didn't really plan or coordinate party cohesion quite as well as perhaps we could have.

Lateral
2012-09-15, 11:23 AM
Yeah, we didn't really plan or coordinate party cohesion quite as well as perhaps we could have.

Perhaps not, but you're all perfectly equipped to take this encounter. Trust me, this will be over quickly if you play it smart.

Hey, Lix, where are you?

Lix Lorn
2012-09-15, 12:26 PM
Mrow?
Right here?

Jeff the Green
2012-09-15, 12:27 PM
We're waiting on you and Postmodernist IC.

Lateral
2012-09-15, 03:46 PM
Postmodernist, keep in mind that your maneuverability is only average. You'll have to keep moving at least 25' every round to stay in the air.

Also, what's your EBL for Andras Smite? I know Improved Binding only affects your EBL for binding vestiges, but I'm not sure whether you have any other effects to increase it.


We're waiting on you and Postmodernist IC.
Pretty much. You're almost always around, I was surprised that you hadn't posted in a while.

Postmodernist
2012-09-15, 04:18 PM
Postmodernist, keep in mind that your maneuverability is only average. You'll have to keep moving at least 25' every round to stay in the air.

Also, what's your EBL for Andras Smite? I know Improved Binding only affects your EBL for binding vestiges, but I'm not sure whether you have any other effects to increase it.

I always forget about the flying maneuverability rules. It's weird, since it's as per overland flight, which has worse maneuverability despite being a higher level spell. I'd never noticed that before. I guess have Ek'ann land after the charge?

EBL is either 8 or 10: 8 from Binder, 2 from Improved Binding when appropriate. Not sure if/don't think that there's anything else that affects it.

Jeff the Green
2012-09-15, 04:21 PM
I always forget about the flying maneuverability rules. It's weird, since it's as per overland flight, which has worse maneuverability despite being a higher level spell. I'd never noticed that before. I guess have Ek'ann land after the charge?

Eh, just fly in a circle each round.


EBL is either 8 or 10: 8 from Binder, 2 from Improved Binding when appropriate. Not sure if/don't think that there's anything else that affects it.
For smite, it's 8. Improved Binding only affects what you can bind, not how powerful they are.

Lateral
2012-09-15, 04:28 PM
EBL is either 8 or 10: 8 from Binder, 2 from Improved Binding when appropriate. Not sure if/don't think that there's anything else that affects it.
Which did you apply to your Smite on that attack you just made, eight or ten?

Postmodernist
2012-09-15, 04:56 PM
Which did you apply to your Smite on that attack you just made, eight or ten?

Neither. It's Charisma bonus.

EDIT: I think I used my paladin level as my damage bonus instead of EBL. Is that what you're asking about? Breakdown should be:
+1 magic weapon
+6 str
+3 (1/2 str from 2h weapon) = +10 base.
+14 for double PA at 7 points of BAB.

I believe smite should be +8 (unless Improved Binding helps, in which case it's +10. I suspect it does not.), but I listed +4 because I seem to have gone with paladin levels. Total I did was +28, but it should be +32 (or 34 if Imp. Bind counts).

Lateral
2012-09-15, 04:59 PM
Neither. It's Charisma bonus.

The damage, not the to-hit.

Postmodernist
2012-09-15, 05:01 PM
The damage, not the to-hit.

See above edit I was doing while you posted this.

Jeff the Green
2012-09-16, 11:48 PM
Total I did was +28, but it should be +32 (or 34 if Imp. Bind counts).

Yeah, since you're using Andras's smite, you use your EBL, and Improved Binding doesn't count. So 32.

Lateral, have you PMed Lix? It might also be a good idea to set a deadline for action before you NPC us for a turn. (For example, in the game I'm running if you don't post within two days of my post (during battle) I NPC your character for a turn.) It's not terribly uncommon for someone to be overwhelmed by RL stuff or to miss that you posted the enemies' turn.

Postmodernist
2012-09-17, 08:05 AM
Lateral, have you PMed Lix? It might also be a good idea to set a deadline for action before you NPC us for a turn. (For example, in the game I'm running if you don't post within two days of my post (during battle) I NPC your character for a turn.) It's not terribly uncommon for someone to be overwhelmed by RL stuff or to miss that you posted the enemies' turn.

I agree with this, especially as I mentioned above that my RL schedule is going to be pretty demanding for the foreseeable future.

Lix Lorn
2012-09-17, 08:26 AM
Sorry, I was finding it hard to be in an RP mood, and then I got a cold last night X_x

Lateral
2012-09-17, 09:23 AM
[roll0] EDIT: +7.
[roll1] EDIT: +7.
[roll2]

Lix, how far up and towards the slime are you moving? I need something less vague.

Lix Lorn
2012-09-17, 09:37 AM
I have a movespeed of 80ft, I want to be 30ft away and as high as possible. Getting into attack range is top priority, getting to 30ft is second, then height is last.
So
Q11, 20ft up?
(q is horizontal, 11 is vertical, counting from top left down and right)

Lateral
2012-09-17, 09:53 AM
M'kay.

Postmodernist, make an attack of opportunity.

EDIT: Never mind, it's not necessary. I can have the IC up in a little while.

Postmodernist
2012-09-17, 08:22 PM
M'kay.

Postmodernist, make an attack of opportunity.

EDIT: Never mind, it's not necessary. I can have the IC up in a little while.

How do you want to handle these? I'm perfectly content letting you roll for them, although applying certain unforeseen effects might be necessary. Just give me enough of a heads up to add anything I wasn't planning for.

Lateral
2012-09-17, 08:32 PM
How do you want to handle these? I'm perfectly content letting you roll for them, although applying certain unforeseen effects might be necessary. Just give me enough of a heads up to add anything I wasn't planning for.

Wasn't necessary this time, but in the future I'll be rolling them. Just make sure to remind me about situational modifiers- I'll try to make sure and keep track of them all, but I know I can't get everything all the time.

Postmodernist
2012-09-17, 09:38 PM
Wasn't necessary this time, but in the future I'll be rolling them. Just make sure to remind me about situational modifiers- I'll try to make sure and keep track of them all, but I know I can't get everything all the time.

Sounds good to me. I tried to design Ek'ann as a somewhat defender-y character, but I forgot what a pain they can be to adjudicate in PbP.

Lateral
2012-09-18, 02:22 PM
Whoops. Sorry, guys, I typed out the whole IC post last night, but I guess I forgot to post it and it's gone now. Be just a minute.

Jeff the Green
2012-09-21, 01:09 AM
Hey, everybody ok? It's been a while.

Lateral
2012-09-21, 06:16 AM
It looks like neither Gnomish nor Postmodernist have been on in a few days. I'm kind of worried.

Postmodernist
2012-09-21, 08:04 AM
As I mentioned earlier, my schedule is hectic. I'm usually working around ten or more hours daily. I may be able to rock the occasional phone update, but it'll depend on work circumstances. I'm out early (for me, anyway) today, so I'll have something up by day's end. Apologies for the inconvenience.

Lateral
2012-09-21, 03:24 PM
Cool. Really, don't worry about it- real-life issues have to take priority.

Postmodernist
2012-09-22, 03:21 PM
Aaand my post got eaten, apparently. I'll try and recreate its content shortly.

grumbling about stupid forum nonsense


EDIT: Since Vanguard Strike (presumably) hit, everyone gets +4 against that slime until the beginning of my next turn. You're welcome!

Jeff the Green
2012-09-22, 09:41 PM
So, would my attack next round count as going before Postmodernist's if we specify it so?

Lateral
2012-09-22, 10:33 PM
So, would my attack next round count as going before Postmodernist's if we specify it so?

Generally, I determine turn order by posting order or whatever's thematically appropriate, but you guys can feel free to specify. That's one advantage you guys get from group initiative.

Postmodernist
2012-09-22, 11:29 PM
We should probably announce such developments IC, as a character could simply delay until the strike goes through. Some sort of "Wait for my signal!" kind of thing.

Lateral
2012-09-22, 11:38 PM
By the way, Gnomish hasn't been around at all for a week now. If she doesn't post before Monday, I'll be taking over her character until she gets back. Lix, I'd also like it if you could please try to keep to a consistent posting schedule.

Lix Lorn
2012-09-23, 09:44 AM
Sorry. I'll try.

Lateral
2012-09-23, 09:45 AM
Thank you.

Gnomish Wanderer
2012-09-23, 11:49 PM
Sorry about that, I'm just getting stable internet back. I have been having troubles with it and I was expecting it to get fixed earlier in the week. Sorry. I should be able to be consistent from here on.

Lateral
2012-09-24, 03:01 PM
That's fine. I'd like to get this game moving again, so if you guys could post by tomorrow that'd be great.

Jeff the Green
2012-09-24, 05:34 PM
Vivian swoops closer, alighting to a spot above the ooze, before blasting power down to it.

[roll0]
[roll1]

Aww, not going to take the bet?

Lix Lorn
2012-09-24, 06:28 PM
I forgot about it, but no. xD

Postmodernist
2012-09-26, 04:35 PM
So, should we modify our expectations about post rate, or what?

Lateral
2012-09-26, 04:37 PM
Looks like Gnomish is still having internet troubles. I don't have time right now, but I'll just do her move tonight.

Lateral
2012-09-26, 05:26 PM
[roll0]

Arapim's jump roll.

Lateral
2012-09-26, 05:47 PM
[roll0]EDIT: +2.
[roll1]+2.
[roll2]+2.

Lateral
2012-09-26, 09:00 PM
[roll0]
[roll1]

[roll2]
[roll3]

Jeff the Green
2012-09-26, 10:55 PM
Okay, guessing the fiery thing is an elemental? Identify: [roll0] KD: [roll1] => +4/+4

And the eagles are in fact animals? Identify: [roll2] KD: [roll3] => +3/+3

Spellcraft to figure out the spell(-like ability) the ooze used: [roll4]
Spellcraft to figure out the spell(-like ability) the fiery thing used: [roll5]

Edit: So the first fails period, but the second should work even if it's a 9th level effect and I can only base it on the effects. I've never been entirely sure about whether you could identify an SLA while it's being cast.

Edit 2: Shouldn't Ek'ann have gotten an AoO on the ooze before its SLA went off?

Lateral
2012-09-26, 11:05 PM
Outsider, but the same thing applies. It's a magma mephit.

Nope, they're magical beasts. Try again.

You know nothing about the ooze's spell thingy. Well, other than that it summoned a bunch of monsters.

The mephit cast Pyrotechnics.

EDIT: Oh, yeah, with his armor spikes.

Lateral
2012-09-26, 11:08 PM
[roll0]
[roll1]

Lateral
2012-09-26, 11:10 PM
[roll0]

Hey, what do you know. It died.

Jeff the Green
2012-09-26, 11:11 PM
ID: [roll0] KD: [roll1] So +4/+4

Lateral
2012-09-26, 11:12 PM
They're celestial eagles.

Lateral
2012-09-27, 12:23 AM
Crap, I forgot, there were supposed to be two more summons inside the pyrotechnics cloud, that you guys couldn't see, but I forgot about them when the cloud stopped existing. Probably won't change your move, but it's important.

Jeff the Green
2012-09-27, 02:42 AM
Yeah, unless they're balors or something, 'Teia will still be targeting the ooze.

BTW, since 'Teia is going first this round, it might be a good idea to adjudicate her attacks before the others choose their actions so that if she dropped it they can focus on knocking off the summons.

Lateral
2012-09-27, 02:42 PM
Lix, which attacks to which eagle? You can kill only one of them- whichever one takes two arrows.

Lix Lorn
2012-09-27, 03:24 PM
The first and the third to one target, the second attack to the other eagle. Forgot to say in the post, but had thought about it xD

Lateral
2012-09-27, 03:41 PM
North eagle or south eagle?

Lix Lorn
2012-09-27, 06:08 PM
Uh. South.

Postmodernist
2012-09-28, 04:54 PM
So we've killed the oozes, yeah? What's left? Should we expect a map update?

Jeff the Green
2012-09-28, 05:02 PM
There's still an eagle and two other summons, I think.

Lateral
2012-09-28, 06:45 PM
So we've killed the oozes, yeah? What's left? Should we expect a map update?

Given that the only enemies left have very obvious positions (two Huge north and south of Ek'ann, and one eagle north of 'Teia) and that by the end of this round, I think that most of them will be dead, I think I'm just going to wait for this round to end and use that time to work on the next map area.

Jeff the Green
2012-09-28, 06:50 PM
Guessing those two other summoned creatures are outsiders. Knowledge (the planes) to identify: [roll0]. Same if undead, elemental, aberration, or ooze;+5 if magical beasts; +7 if animal, giant, fey, monstrous humanoid, vermin, or plant.

Lateral
2012-09-28, 07:22 PM
They're fiendish vipers.

Lateral
2012-09-29, 09:34 AM
[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]

[roll6]
[roll7]
[roll8]

[roll9]
[roll10]

[roll11]
[roll12]

[roll13]
[roll14]

Postmodernist
2012-09-29, 04:39 PM
So the last thing is just a giant celestial eagle? Easy to drop, I imagine. We should have kept the summoning ooze alive as an infinite monster/XP machine.

Lateral
2012-09-29, 05:33 PM
So the last thing is just a giant celestial eagle? Easy to drop, I imagine. We should have kept the summoning ooze alive as an infinite monster/XP machine.

It's got a HD cap per day. More importantly, summons do not provide XP.

Also, then I would have had it summon a balor and see what you guys would do about that. :smalltongue:

Jeff the Green
2012-09-29, 06:20 PM
Hey, Lateral, it would help if you'd label what the rolls are for and what exactly the monsters are doing. It makes it almost impossible to use immediate actions like Wall of Blades without knowing what each attack does.

Wall of Blades on the more damaging of the two attacks: [roll0]

Edit: Here's an example of how I do it. (http://www.giantitp.com/forums/showpost.php?p=13862313&postcount=513)

Lateral
2012-09-29, 07:28 PM
Hey, Lateral, it would help if you'd label what the rolls are for and what exactly the monsters are doing.
I do that on purpose, in order to make sure you guys don't know exactly which monsters put out what amounts of damage at what attack bonus.


It makes it almost impossible to use immediate actions like Wall of Blades without knowing what each attack does.
I can specify the damage for each individual attack rather than adding them up, if you'd prefer. Your Wall of Blades prevents four damage, so you take only three damage. Again, this is after your DR.

Jeff the Green
2012-09-29, 07:30 PM
I do that on purpose, in order to make sure you guys don't know exactly which monsters put out what amounts of damage at what attack bonus.

Except that's something we should be able to know. We can tell how skilled or clumsy a combatant is and how much an individual wound hurts us, and we can recognize a bull rush or a trip or other combat maneuvers. Moreover, a lot of abilities assume you have that knowledge and are essentially useless without it.

Lateral
2012-09-29, 07:35 PM
Except that's something we should be able to know. We can tell how skilled or clumsy a combatant is and how much an individual wound hurts us, and we can recognize a bull rush or a trip or other combat maneuvers. Moreover, a lot of abilities assume you have that knowledge and are essentially useless without it.

Hmm, I suppose you're right. Okay, I'll specify from now on unless it's something your characters shouldn't know about.

Lateral
2012-09-29, 07:39 PM
And here's its save:
[roll0]

(It seems silly to use that, though, considering that Deep Slumber has a one-round casting time. Why not let someone else just kill it?)

Jeff the Green
2012-09-29, 07:41 PM
It does? *checks* It does. :smallsigh:

I'll let someone just whack it, then, if that's okay.

Lateral
2012-09-29, 07:43 PM
Cool with me.

In fact, to save time, I'll just have Arapim do it.

Postmodernist
2012-09-29, 07:47 PM
It's got a HD cap per day. More importantly, summons do not provide XP.

Also, then I would have had it summon a balor and see what you guys would do about that. :smalltongue:

I was being facetious. As for the balor, I say we go for diplomacy rolls and make friends.


Hmm, I suppose you're right. Okay, I'll specify from now on unless it's something your characters shouldn't know about.

I approve of this development enormously.

Lateral
2012-09-29, 07:48 PM
This is Arapim, jumping to reach the eagle which just so happens to be 15 feet up. Jump DC 28.

[roll0]

Edit: Tch, no go. Postmodernist, wanna take a swing?

Postmodernist
2012-09-29, 07:49 PM
Ek'ann can charge it, since Arapim seems to have missed the DC.

Postmodernist
2012-09-30, 01:09 PM
So let's check out the loot. Usual procedure should be something like Arapim searches, we get a detect magic going, etc. We may need to figure out our plans for identification, etc.

What's the general loot stash look like, Lateral?

Jeff the Green
2012-09-30, 01:11 PM
So, what do you mean "in a net"? I imagined it hanging from the ceiling, but I just realized that's probably not justified.

Postmodernist
2012-09-30, 02:31 PM
You see that the room is covered in scorch marks, corroded surfaces, and shattered skeletons. There is a whole pile of treasure in a net in a top corner of the room, and a large spiral staircase going down in the center.

This is the whole quote. The first part about the scorch marks and skeletons, while possibly from the oozes, worries me. I want to proceed with caution here. As far as the net part goes, I'm in the same position as Jeff. I thought it might be suspended from the ceiling as well, though that isn't exactly stated explicitly in the description. Can you clarify, Lateral?

Lateral
2012-09-30, 07:14 PM
This is the whole quote. The first part about the scorch marks and skeletons, while possibly from the oozes, worries me. I want to proceed with caution here. As far as the net part goes, I'm in the same position as Jeff. I thought it might be suspended from the ceiling as well, though that isn't exactly stated explicitly in the description. Can you clarify, Lateral?

Yeah, sorry, it's hanging from the ceiling in a northeastern corner of the room.

And you guys seem to be being very cautious. That's good.
----
Lix, will Vivian be bringing the loot down to the ground?

Lix Lorn
2012-09-30, 07:57 PM
Indeed she will. She's greedy, not unfair.

Lateral
2012-09-30, 07:59 PM
Excellent. Intraparty conflict makes me feel like I'm doing my job right. :smallamused:

Lix Lorn
2012-09-30, 08:09 PM
I hope she doesnt end up just shooting him. That would be inconvenient.

Postmodernist
2012-09-30, 09:07 PM
Just playing up Ek'ann's Lawful Evilness. Save his people (and the world) by any means necessary. Those ends are always justified. He's not a bad guy, per se, just a very serious and very dedicated one.

Jeff the Green
2012-09-30, 09:27 PM
I'll roll a whole bunch of Spellcraft checks here to save time. I don't imagine there'll be more than 25 auras.

[roll0]
[roll1]
[roll2]
[roll3]
[roll4]
[roll5]
[roll6]
[roll7]
[roll8]
[roll9]
[roll10]
[roll11]
[roll12]
[roll13]
[roll14]
[roll15]
[roll16]
[roll17]
[roll18]
[roll19]
[roll20]
[roll21]
[roll22]
[roll23]
[roll24]

Jeff the Green
2012-09-30, 11:26 PM
Arapim is our magic item identifier, I believe, though there is the problem that it's only armor and weapons. I'll have to prepare Substitute Domain in the morning to get Identify for the belt and whatever is in with the jewels. I am so making that artificer monocle as soon as I can.

Speaking of Arapim, has anyone heard from Gnomish? And do we have a backup plan if she doesn't return?

Edit: Oh, and regarding what's in the bag, I don't like that it's evocation. What do y'all say to tying the sack to whatever the net was hanging from and then firing arrows at it until it's torn? That way if it is rigged to blow, the worst that will happen is we'll be out some treasure.

Lateral
2012-09-30, 11:32 PM
Arapim is our magic item identifier, I believe, though there is the problem that it's only armor and weapons. I'll have to prepare Substitute Domain in the morning to get Identify for the belt and whatever is in with the jewels. I am so making that artificer monocle as soon as I can.
Will do. Tomorrow.


Speaking of Arapim, has anyone heard from Gnomish? And do we have a backup plan if she doesn't return?
Ironically, she hasn't posted since that post that said she'd be back to a regular posting schedule. I'll keep running Arapim until either Gnomish comes back, or we recruit someone to take over the character.

Jeff the Green
2012-10-01, 07:49 AM
Will do. Tomorrow.

Actually, it might be better to wait until after we fight the invisible guys. If one of them had a divination aura I might ink differently, but Arapim has to spend 10 minutes per item, and probably has around a 50% chance of success. I have some limited duration buffs up I'd like to keep, unless we want to call it a day after, what, 10 minutes.

(Speaking of time, how much has elapsed since we first arrived?)

Lix Lorn
2012-10-01, 08:32 AM
Edit: Oh, and regarding what's in the bag, I don't like that it's evocation. What do y'all say to tying the sack to whatever the net was hanging from and then firing arrows at it until it's torn? That way if it is rigged to blow, the worst that will happen is we'll be out some treasure.
Vivian: ...that's a pretty big worst. Let's get the paladin to go grab it.


Just playing up Ek'ann's Lawful Evilness. Save his people (and the world) by any means necessary. Those ends are always justified. He's not a bad guy, per se, just a very serious and very dedicated one.
So... did he know the world was at risk? IS the world at risk? I thought we made that up to get past the statue. xD

Jeff the Green
2012-10-01, 08:36 AM
Vivian: ...that's a pretty big worst. Let's get the paladin to go grab it.

It's already been grabbed. The problem is that there's a bag of coins and gems and something radiating an Evocation aura at the bottom. If it does blow, only the jewels will be destroyed. If we just dig in and it's rigged to blow, we're out coins and HP.

Lix Lorn
2012-10-01, 08:50 AM
Vivian: is there a way he can lose HP and not the coins?

Jeff the Green
2012-10-01, 08:58 AM
I could throw a few dispels on it in the morning, but that'd eat up all my 3rd level spells for the day.

Lix Lorn
2012-10-01, 01:28 PM
Heh, I'm just being silly. OOC I'm fine with it.
Although I do think it's a little paranoid...

Postmodernist
2012-10-01, 02:28 PM
I'm on my phone, so this is a minimal update. We don't have to worry too much about the bag. It could be a necklace of fireballs or the like. As for the saving the world part, read Ek'ann's background. The situation fits his motivation perfectly.

Lateral
2012-10-01, 03:29 PM
Actually, it might be better to wait until after we fight the invisible guys. If one of them had a divination aura I might ink differently, but Arapim has to spend 10 minutes per item, and probably has around a 50% chance of success. I have some limited duration buffs up I'd like to keep, unless we want to call it a day after, what, 10 minutes.

(Speaking of time, how much has elapsed since we first arrived?)
Works for me. It's been about five minutes.


Edit: Oh, and regarding what's in the bag, I don't like that it's evocation. What do y'all say to tying the sack to whatever the net was hanging from and then firing arrows at it until it's torn? That way if it is rigged to blow, the worst that will happen is we'll be out some treasure.
...Everyone agrees that this is the plan?

Lix Lorn
2012-10-01, 03:48 PM
...Everyone agrees that this is the plan?
Yes. I agree.

Postmodernist
2012-10-01, 07:07 PM
Neither I nor Ek'ann think it's the most prudent plan, but he will reluctantly agree if everyone else does, with his reservations noted on the record.

Lateral
2012-10-01, 07:20 PM
...Okay.

Jeff the Green
2012-10-01, 07:21 PM
Neither I nor Ek'ann think it's the most prudent plan, but he will reluctantly agree if everyone else does, with his reservations noted on the record.

What would you prefer?

Lateral
2012-10-01, 07:27 PM
What would you prefer?

Little late for that now.

Postmodernist
2012-10-01, 07:44 PM
Well, it cost us three potions. While a healthy dose of paranoia isn't a bad thing, shooting your treasure seem a tad excessive to me. I would have been willing to take the 10 mins per item for Arapim to identify them, and then employing whatever other divinations we had at the earliest opportunity.

Jeff the Green
2012-10-01, 10:07 PM
Blindsight has a range of 30', too small for me at least. Better for Ek'ann and Arapim to describe them to us so I can use Knowledge Devotion and tell us their positions. It's probably too small a range for effective scouting too, but I suppose we could try it.

Lateral
2012-10-01, 10:48 PM
Vivian is glaring at them.
Glaring at them so, so hard.

Hey, if it makes you feel any better, they were potions of Bull's Strength. Wouldn't have been useful to Vivian. :smalltongue:

Jeff the Green
2012-10-01, 11:56 PM
Hey, if it makes you feel any better, they were potions of Bull's Strength. Wouldn't have been useful to Vivian. :smalltongue:

Actually, they'd only have been useful for sacrificing to either my bow or to create a magic item. It'd give 'Teia or Arapim +2 to damage, I suppose, and +1 to attack and damage for Ek'aan.

Lix Lorn
2012-10-02, 11:58 AM
Vivian: Don't you KNOW how much potions sell for?

Jeff the Green
2012-10-02, 12:11 PM
'Teia: 300 GP apiece, you feathered miser.

Postmodernist
2012-10-02, 01:53 PM
'Teia is good with wands, eh? Would she be amenable to wielding Ek'ann's wand of enlarge person? It might be occasionally useful as a buff for him.

Lix Lorn
2012-10-02, 01:57 PM
'Teia: 300 GP apiece, you feathered miser.
Vivian: Or I could give them to one of my merchants, letting him fight off bandits and make it safely through the mountains. :smallmad:

Jeff the Green
2012-10-02, 03:46 PM
'Teia is good with wands, eh? Would she be amenable to wielding Ek'ann's wand of enlarge person? It might be occasionally useful as a buff for him.

Sure. I've only got a +10 modifier, but that's still double yours and since I'll be back to 7 skill points this next level I should be able to invest more. It's CL 1, right?

Edit Y'know, I forgot about our mules. 'Teia should probably go get them from where we tied them up before fighting the statue and bring them inside.

Postmodernist
2012-10-02, 08:06 PM
Sure. I've only got a +10 modifier, but that's still double yours and since I'll be back to 7 skill points this next level I should be able to invest more. It's CL 1, right?

Edit Y'know, I forgot about our mules. 'Teia should probably go get them from where we tied them up before fighting the statue and bring them inside.

I was planning on only employing wands when bound to Karsus, since he grants their use. This could cover a utility base.

Lateral
2012-10-06, 09:43 AM
Guess we're back.

Postmodernist
2012-10-06, 10:20 AM
That was interesting. I'm wondering what the consequences will be forum-wide.

Lix Lorn
2012-10-06, 10:30 AM
Guess we're back.
Yaaaaaaay!

Lateral
2012-10-06, 11:23 AM
That was interesting. I'm wondering what the consequences will be forum-wide.

I'm noticing a general increase in response time, but we'll probably have to wait and see for most of it. Also, search is disabled again.

So, where were we?

Jeff the Green
2012-10-06, 01:22 PM
I guess we're about to go below and face the invisible things. Should probably discuss strategy IC, though.

Edit: Hey! Hey! Hey! I just had an idea! I have shapesand, which I (or someone with a higher Wisdom score) can turn into flour pouches, or maybe even torchbug paste bladders.

Jeff the Green
2012-10-08, 03:32 PM
Uh, guys? What's up?

Lateral
2012-10-08, 03:43 PM
Don't know. Nobody's said anything IC. You guys are in a cleared-out room, so I don't really have much to say until you guys move on.

Postmodernist
2012-10-08, 10:26 PM
We left off with Ek'ann inquiring about everyone's capabilities. 'Teia responded. I believe it would make the most narrative sense for Arapim and Vivian to respond before we moved on, I imagine.