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Out of character - in game 1.

Posted by FritzholmFor group 0
Fritzholm
GM, 2 posts
Wed 17 Jun 2009
at 05:40
  • msg #1

Out of character - in game

Post your out of character, but game related, questions and discussions here.
Snow
player, 1 post
Sorceress
Wed 17 Jun 2009
at 22:24
  • msg #2

Re: Out of character - in game

There are no lawful deities?
Fritzholm
GM, 10 posts
Dungeon Mastering
without a net
Wed 17 Jun 2009
at 22:33
  • msg #3

Re: Out of character - in game

Correct.  Elhona is the closest to Lawful.
Snow
player, 3 posts
Sorceress
Thu 18 Jun 2009
at 23:39
  • msg #4

Re: Out of character - in game

Party gear looks... heavy.

Dont suppose a Pack mule or some such might be among the party starting possessions?

I'm seriously tight for gold, but given that we have about 100# of party gear to lug around with 20# or more of personal gear and were going to be seriously encumbered.

That's 45# of gear with out buying anything!
Snow
player, 11 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 22 Jun 2009
at 12:44
  • msg #5

Re: Out of character - in game

Okay i really didnt like that 100#'s of party gear encumbrance to lug around on top of personal gear.  Little dainty sorc apprentices like me were not born to be beast of burdens.  Spolied little twerp that i am, i bought a beast of burden.

8gp for the Mule
5gp for the Pack saddles

I'm going to throw the party gear down on the Mule unless someone really wants to lug the tents, iron pots, and rope around.

Low fuss animal that will hopefully be happy grazing on grass given the state of my poverty now (Gave up my spell book for this).  Not too proud to ask for charitable donations to help with the cost of the pack animal (so i can maybe consider buying some padded or leather armor)  3gp a player would let me get my leather armor.
This message was last edited by the player at 13:34, Mon 22 June 2009.
Holly
player, 8 posts
Protect the Land
to protect your Children
Mon 22 Jun 2009
at 14:47
  • msg #6

Re: Out of character - in game

I was thinking that Holly and Snow would simply sweet talk Mord into carrying it all for us!!  After all, he is such a strapping example of all that is great about the fine men of the tribe...  {Flutters eyelids at him}


Will happily give up 3GP, as that way Moonlight won't be used as a pack animal!
This message was last edited by the player at 14:56, Mon 22 June 2009.
Snow
player, 12 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 22 Jun 2009
at 15:27
  • msg #7

Re: Out of character - in game

yea~!
Glumr
player, 5 posts
Ranger
Follower of Ehlonna
Wed 24 Jun 2009
at 15:17
  • msg #8

Re: Out of character - in game

Do we have any other languages other than common?  Like is there a Triplefang local dialect?
Fritzholm
GM, 20 posts
Dungeon Mastering
without a net
Wed 24 Jun 2009
at 17:36
  • msg #9

Re: Out of character - in game

Sure. You can call it Human, or Clan, or Triplefang if you'd like.  All the humans, and some of the demihumans on the continent speak it.  It's your native language.  They speak something else in the Empire.  Lets call it Latin.  Empire traders have learned your language.
Glumr
player, 10 posts
Ranger - Level 1
Follower of Ehlonna
Wed 24 Jun 2009
at 17:47
  • msg #10

Re: Out of character - in game

Reason was asking because I think by default Humans get Common + 1 language.

So dont know if 'Triplefang' is common and 'Empire/Latin' is another

or

is Empire/Latin the common, and we all speak 'Triplefang' on this continent?

My thoughts is upon encountering a group of human/demihumans who spoke common, would we be able to converse in triplefang without them understanding...


Rules Author:
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
---
You start at 1st level knowing one or two languages (based on your race - Humans get 2), plus an additional number of languages equal to your starting Intelligence bonus.


So...

Would out 2 be triplefang, spoken by everyone in our region, and then common(latin/empire) would be our second?

Or should we choose a different one?  or does the GM only want us to have the one?
This message was last edited by the player at 17:47, Wed 24 June 2009.
Holly
player, 11 posts
Protect the Land
to protect your Children
Wed 24 Jun 2009
at 18:52
  • msg #11

Re: Out of character - in game

"Common" used to be an amalgamation of words and hand gestures that are used to put ideas across.  Bit like Pigeon English.

In game terms it usually means that when speaking it, your sentences are short and simple, and limited.

For example, in Elven, you might say, "The golden globe that rises above us, a blessing from the gods, gives us the warmth and energy to live here and we cherish it for the love it brings into our life!"

In Common, where neither the elf or goblin speak the same language, the elf might simplify it in common to, "Sun brings life.  Life Good for all."

The other view is that Common is Human, and that everyone knows it.


I like the pigeon english way, but DM will decide as either Triplefang=human=common, or split...
Fritzholm
GM, 21 posts
Dungeon Mastering
without a net
Wed 24 Jun 2009
at 21:39
  • msg #12

Re: Out of character - in game

Unless you have an INT bonus, or spend 2 extra skill points, you just get Human.  You can have common too.  I'm not sure if anyone you run into will know it, so don't be too disappointed.
Snow
player, 17 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 25 Jun 2009
at 10:11
  • msg #13

Re: Out of character - in game

Any chance of map or will we not really need one, I presume having Glummy track?
Glumr
player, 12 posts
Follower of Ehlonna
Hunter of Golbinkind
Thu 25 Jun 2009
at 12:59
  • msg #14

Re: Out of character - in game

We've got... a map of sorts.. need frame of reference for it.

I'm going to be using some colors to make things stand out...  Just FYI.


Standard black text will be my narrative for Glumr.  Describing his feelings, thoughts, actions, etc.

"I will speak as my character with cursive brown as I'm fond of Brown."

Orange will be out of game remarks, such as questions/comments to the GM about how much backfill our characters have... such as the knowledge of the distance (or aproximate days walk) to goldenpoint.

:D  Exciting for my first RPOL adventure.. and honestly my first RP adventure in well over a decade.
Snow
player, 20 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sat 27 Jun 2009
at 11:33
  • msg #15

Re: Out of character - in game

I'm presuming we've had a day of travel then.  We've gone through a (1) Day or rations and to adjust equipment as appropiate.  We're currently 'north' one days travel, and settling for the night.  The question is do we need a watch.

Personally i dont think we do.  We're in triplefang territory and the clan were pursuing is likely not near us.  I'm estimating another half day of travel north to even have a chance of seeing their trail, possibly a full day.  If we dont see anything the next day we'll have to consider adjustments.

At this point a full nights rest so we can keep an aggressive alert pace the next day is more useful than a unlikely useful night watch.

*IF* we do have night watches, i think Snow and Holly should be on the first/last shifts.  They're spell casters and will need as much uninterupted rest to recover spells is my thought.
Holly
player, 14 posts
Protect the Land
to protect your Children
Mon 29 Jun 2009
at 08:32
  • msg #16

Re: Out of character - in game

I assume there is a moon, as otherwise 'Moonlight' might need a name change!

What light will be cast by it during the night?  It might effect when Holly chooses her watch.  She'd prefer the darker part of the night to keep watch.
Glumr
player, 13 posts
Follower of Ehlonna
Hunter of Golbinkind
Mon 29 Jun 2009
at 12:22
  • msg #17

Re: Out of character - in game

Hey... Was out of town this weekend with no connectivity...  Back in full swing.

--

We are close to home, but we are close to the road as well.  A watch might not be a bad idea as you never know who could be coming down the trade route.

I'm willing to take any watch... Middle is probably ideal so spell casters get more uninterrupted sleeps.

(Now to catch up in game)
Holly
player, 15 posts
Protect the Land
to protect your Children
Mon 29 Jun 2009
at 12:37
  • msg #18

Re: Out of character - in game

In that case perhaps we should havea Watch order of:
1st - Holly
2nd - Glumr
3rd - Mord and Snow
Snow
player, 23 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 29 Jun 2009
at 17:10
  • msg #19

Re: Out of character - in game

Just a FYI Glumr,

It's my impression that we grew up together and that we're actually pretty friendly/close to one another, the way a clan/family might get.  I believe were all cousins of one sort or another?
Glumr
player, 16 posts
Follower of Ehlonna
Hunter of Golbinkind
Mon 29 Jun 2009
at 17:38
  • msg #20

Re: Out of character - in game

Yeah...

The way I think of it would be like distant family... you know... everyone is all related, but not in the daily lives of each other.

So I would say we know of each other and may have met, but we dont know much about each other.

No reason not to be friendly, but I'd play it as we're more like 2nd or 3rd cousins.  Related by blood, but not really part of each others direct family units.  That way we are discovering things about each others characters in game and arent missing the history of a close connection.

That make sense?  Like my mother and your mother might be cousin.  I feel like we just know about each other a bit and have not really spent time together.  Makes the character history match our knowledge.  I.E.  If we were close, there'd be all this history with stuff we would know about each other.  Since we dont have that, I'd say we're not that close.  Simply due to size of the clan.

Volge, from what I understand, is our clan home and big enough to have a market place.  So it's much bigger than what I think of when I say family in real life.
Snow
player, 25 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 29 Jun 2009
at 18:00
  • msg #21

Re: Out of character - in game

You can be a distant cousin if you like, I think Holly and Snow might be first cousins though, i sense that they have a sort of familiarity with each other in their game play already.

Let me know if this is no good for you Holly and we can adjust if you dont concur.
Fritzholm
GM, 27 posts
Dungeon Mastering
without a net
Mon 29 Jun 2009
at 18:43
  • msg #22

Re: Out of character - in game

This is always a fun question for a DM to ask.

How do you know when your 3 hour (or 2 hour) watch shift is over?
Holly
player, 17 posts
Protect the Land
to protect your Children
Mon 29 Jun 2009
at 19:18
  • msg #23

Re: Out of character - in game

Moon across the sky, or if cloudy whenever a fire burns out.  Fires are fairly constant burners in normal conditions, and we'll all have knowledge of that, especially Glumr and perhaps Holly as lone travellers.

If you grow up without watches and clocks, you quickly learn to estimate time.  Body clock has savedme many times from not waking up for work when I forget to set alarm.
Glumr
player, 18 posts
Follower of Ehlonna
Hunter of Golbinkind
Mon 29 Jun 2009
at 19:47
  • msg #24

Re: Out of character - in game

Slowly count to 1200?

Like Holly said... I would expect in an age without time pieces, other ways of telling time would be common practice.  Since every appliance you purchase has a clock in it, we've lost that ability in todays age.

So GM... Do you need us to explain how we are actually doing that?  Or do we just assume it is a standard ability or a persons living in that age...  (Give or take a few minutes because it's not exact, but you get the gist)

http://www.wikihow.com/Tell-Time-Without-a-Clock
Fritzholm
GM, 28 posts
Dungeon Mastering
without a net
Mon 29 Jun 2009
at 20:34
  • msg #25

Re: Out of character - in game

Strangely, I visited a very similar page about telling time by the stars earlier today.

Any combination of stars and fire burn will work, and yes we can abstract it.  Snow will have the toughest time estimating this, but she has last watch so it all works out fine.

One other note:  This is an usual party in that you can all sleep in your armor without fatiguing.  Nearly every other party I've been around has to worry about don hastily rules or fighting without most of their armor at night.
Holly
player, 19 posts
Protect the Land
to protect your Children
Mon 29 Jun 2009
at 20:39
  • msg #26

Re: Out of character - in game

That sounds ominous!!!
Snow
player, 26 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 29 Jun 2009
at 21:18
  • msg #27

Re: Out of character - in game

Gee.

When you have no armor, it's really easy Mr. DM.
Snow
player, 27 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 29 Jun 2009
at 21:53
  • msg #28

Re: Out of character - in game

We were told to 'travel light' so i figured the party stuff and the mule wasnt necessary.
Holly
player, 22 posts
Protect the Land
to protect your Children
Wed 1 Jul 2009
at 08:03
  • msg #29

Re: Out of character - in game

You're still not using Moonlight to carry anything!!!!!!!!!  :)
Fritzholm
GM, 52 posts
Dungeon Mastering
without a net
Sun 19 Jul 2009
at 23:51
  • msg #30

A combat round

Since some of the players are new to D&D 3.5 I'd like to post some quick basics about a combat round.

Combat rounds are 6 seconds long.  During this time you will typically receive:

one

Move Equivalent Action - All of the Triplefang currently have a move of 30 feet.  This means you can move 6 boxes on the map.  It costs 1.5 times as much to move diagonally, so you could move 3 boxes north and 2 boxes northwest as your 30 foot move.  A move equivalent action may also be used to reload a crossbow (what are crossbows?) , stand up, open a door, or ready or sheath a weapon.

and one

Standard Action - Making an attack, drinking a potion, or casting a spell are typical Standard Actions.  You can forego your standard action to take another move equivalent action, but not vice-versa.

and a

Free Action - Drop a weapon, fall to the ground, or shout a warning to a friend would all be free actions.
This message was last edited by the GM at 23:52, Sun 19 July 2009.
Snow
player, 49 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 21 Jul 2009
at 13:25
  • msg #31

Re: A combat round

Confirmation...

The mist provides cover to the Beast tamers too?  If so how much protection?
Holly
player, 33 posts
Protect the Land
to protect your Children
Tue 21 Jul 2009
at 14:22
  • msg #32

Re: A combat round

Obscuring Mist:
A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

Anything behind it is totally hidden, unless they have some other way of sensing you through it.  Mord on the edge has concealment, I assume, but can be seen, and can see out.

Basically means if everyone stays in position we stop a few slingshots coming our way, and might mean man on wagon gets off... to be entangled.

Flaw is that it forms around caster, so thats why Holly moved forward to edge of Entangle spell, to try not to leave Mord in total blindness...
Fritzholm
GM, 56 posts
Dungeon Mastering
without a net
Tue 21 Jul 2009
at 14:28
  • msg #33

Re: A combat round

Yep, there's a difference between cover (adds AC) and concealment (miss chance after a normal hit).  A little complicated, huh?  It works both ways.  You can't see them, they can't see you.  It's a great spell for covering your getaways.
Snow
player, 52 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 21 Jul 2009
at 16:28
  • msg #34

Re: A combat round

ouch.

If you can fumble a spell, Snow just did it.

At least i was aiming at Holbert and not Krone, where Mord might have been hit.
Holly
player, 34 posts
Protect the Land
to protect your Children
Tue 21 Jul 2009
at 17:29
  • msg #35

Re: A combat round

If I cast CMW on Glumr, can he pick up his weapons again and rejoin the battle?  Or is that limited to stop cheating, as per the rule about magical healing after the battle has been decided?
Fritzholm
GM, 59 posts
Dungeon Mastering
without a net
Tue 21 Jul 2009
at 17:36
  • msg #36

Re: A combat round

Very good question.  The tradition of Faol Batte was created mainly by fighter types.  It pretty much neglects magic.  You can heal Glumr, but he can't rejoin the fight.  Glumr will be fine.  The healing can wait until the outcome is decided.
Holly
player, 36 posts
Protect the Land
to protect your Children
Tue 21 Jul 2009
at 17:41
  • msg #37

Re: A combat round

OK.  So we can use magic snowballs to hurt people, but can't bring people back into the 'game'.  Can work with that.
Snow
player, 54 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 21 Jul 2009
at 18:05
  • msg #38

Re: A combat round

I object, i havent hurt anyone with a snowball, at least not yet.
Holly
player, 37 posts
Protect the Land
to protect your Children
Tue 21 Jul 2009
at 18:36
  • msg #39

Re: A combat round

OH RIGHT!  And Holly hasn't had any thrown at her whilst she was growing up!  Heh, heh, heh.  Holly has great respect for them, but knows Snow needs to concentrate!!  :P
Glumr
player, 39 posts
Follower of Ehlonna
Hunter of Golbinkind
Tue 21 Jul 2009
at 19:43
  • msg #40

Re: A combat round

Glumr is pissed that he has not had a shot fire off well and that he was takin out in their first round. :(  Not the type of stuff bards sing about at all.
Fritzholm
GM, 60 posts
Dungeon Mastering
without a net
Tue 21 Jul 2009
at 20:02
  • msg #41

Re: A combat round

Luckily the eye only plays music.  No lyrics.
Glumr
player, 40 posts
Follower of Ehlonna
Hunter of Golbinkind
Tue 21 Jul 2009
at 20:06
  • msg #42

Re: A combat round

It could sing...  'the tale of a mighty fail'...

four adventurers set out one day,
to find the idol which was stole away.
The found the quarry on low ground,
but in the battle Glumr was knocked down.
He couldn't shoot, he couldn't fight,
he just fell down with all his might.
the rock hit him in the head,
makes him mad, but at least he aint dead.

:)
Fritzholm
GM, 61 posts
Dungeon Mastering
without a net
Tue 21 Jul 2009
at 20:37
  • msg #43

Re: A combat round

lol
Snow
player, 55 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 21 Jul 2009
at 22:41
  • msg #44

Re: A combat round

gah~ it's zander's lost kin.

Tell me, Glumr, do you want to be entombed in a rock golem so that you might rock forever?
Snow
player, 56 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 21 Jul 2009
at 22:43
  • msg #45

Re: A combat round

Glumr,

Just a FYI...

Snow's going to come racing back to you next round when youre 'officially' out to steal your bow to use btw...

I'm presuming this is okay with you?
Fritzholm
GM, 62 posts
Dungeon Mastering
without a net
Wed 22 Jul 2009
at 05:42
  • msg #46

Re: A combat round

Snow:
gah~ it's zander's lost kin.

Tell me, Glumr, do you want to be entombed in a rock golem so that you might rock forever?


He was the first person I showed the picture of my eternal metal guitar golem.  :)
Snow
player, 57 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 22 Jul 2009
at 12:29
  • msg #47

Re: A combat round

Gah~ He's your mini-me!
Holly
player, 39 posts
Protect the Land
to protect your Children
Wed 22 Jul 2009
at 14:48
  • msg #48

Re: A combat round

Holly will be holding classes in using slingshots after we have dealt with the Beastamers.  I've already signed up Snow and Glumr...
Fritzholm
GM, 65 posts
Dungeon Mastering
without a net
Fri 24 Jul 2009
at 02:55
  • msg #49

Ranged combat

I learn something new about the 3.5 rules every day.  Here are some of my discoveries:

* Sling attacks convey both STR bonuses and penalties to damage.

* Bows convey STR penalties to damage, but not bonuses unless they are sufficiently "Mighty"

quote:
http://www.d20srd.org/srd/equipment/weapons.htm

A character gets no Strength bonus on damage rolls with a projectile weapon unless it’s a specially built composite shortbow, specially built composite longbow, or sling. If the character has a penalty for low Strength, apply it to damage rolls when he or she uses a bow or a sling.


Neither of these rules will be enforced this fight, but they will kick in next battle.

* I have not found any ruling on whether ranged touch attacks made into melee are at -4.  So for lack of a rule I'll assume no penalty for now.
Holly
player, 41 posts
Protect the Land
to protect your Children
Fri 24 Jul 2009
at 08:32
  • msg #50

Re: Ranged combat

From the SRD:

Cover
To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).

Therefore, Snow doesn't take -4 to hit, but the guy on the wagon gets +4AC bonus.  Same difference really.
Holly
player, 42 posts
Protect the Land
to protect your Children
Fri 24 Jul 2009
at 09:09
  • msg #51

Re: Ranged combat

Ranged Touch Attacks tend to be Rays, although not exclusively.

If it is a ray, it will effect everyone in combat in the area of effect.
If not a ray, then you have to consider if an object is being thrown...

Shooting or Throwing into a Melee
If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a -4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.)

If your target (or the part of your target you’re aiming at, if it’s a big target) is at least 10 feet away from the nearest friendly character, you can avoid the -4 penalty, even if the creature you’re aiming at is engaged in melee with a friendly character.


I've always played it that if you have to roll against AC, and its not a ray/area of effect type of attack, then the -4 penalty applies.

But then the DM is GOD, so they set the rules...
Mord
player, 18 posts
Reading is overrated
Clubs are top diplomats
Fri 24 Jul 2009
at 09:29
  • msg #52

Re: Ranged combat

In reply to Holly (msg #51):

This in-game d20 roller is cursed....
Holly
player, 43 posts
Protect the Land
to protect your Children
Fri 24 Jul 2009
at 11:03
  • msg #53

Re: Ranged combat

I'm assuming you are something like:
+3 Str, +1 Wpn Focus, +1 Eye Bonus, +1 Basic. For your stated 1d20+6 attack.

This turn you also get +2 for Holly flanking the enemy, so you actually hit AC12, which might be enough!

If not, Holly intends to use her Sickle to trip up the nasty man next turn, assuming I roll good enough!
Glumr
player, 41 posts
Follower of Ehlonna
Hunter of Golbinkind
Fri 24 Jul 2009
at 12:30
  • msg #54

Re: Ranged combat

Am back.. was sick past two days so havent been on the PC.
Fritzholm
GM, 66 posts
Dungeon Mastering
without a net
Fri 24 Jul 2009
at 16:21
  • msg #55

Re: Ranged combat

Holly:
I'm assuming you are something like:
+3 Str, +1 Wpn Focus, +1 Eye Bonus, +1 Basic. For your stated 1d20+6 attack.

This turn you also get +2 for Holly flanking the enemy, so you actually hit AC12, which might be enough!


Close.  His +6  is +1BAB, +3 STR, +1 eye's song, +1 high ground.  And yes, he will get +2 for flanking, assuming he doesn't mind taking a 5 foot step to X16.

Holly would not have gotten an attack, though...  She moved and readied.  That's two move equivalent actions.  If you have a +1 BAB or higher you can move and ready in one action.  However, this is probably good news, because rolling a 1 means you would've had a critical failure threat.
Holly
player, 44 posts
Protect the Land
to protect your Children
Fri 24 Jul 2009
at 16:58
  • msg #56

Re: Ranged combat

Ah, I see I'd forgotten the Higher Ground.  Was close though.

As to Flanking, I moved to V14, especially to get the flanking bonus.  Not quite far enough!  Darn it.

Moved Holly there also to stop her being target of a slingshot, and also to heal the enemy if Mord goes a little too far.

I'd thought the drawing of a wpn was free, but forgot Holly doesn't have Qucik Draw, which is useful Feat.  Or as you say, she doesn't have BAB+1.  Glad I've used up my "1" though.  Tripping Mr K will be an interesting attempt at least.
Snow
player, 59 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 24 Jul 2009
at 18:45
  • msg #57

Re: Ranged combat

Bows and strength, i believe that's for Comp Long and Short bows, but not for normal Long and Short Bows...

I belive strength damage is translated, but no to hit for slings...

I have to double check to confirm, but that's my off the cuff opinion.
Mord
player, 19 posts
Reading is overrated
Clubs are top diplomats
Sat 25 Jul 2009
at 05:28
  • msg #58

Re: Ranged combat

In reply to Snow (msg #57):

Page 8 of Players handbook
You apply your strength modifiers to:
- Melee attack rolls
- Damage rolls when using a melee weapon or a thrown weapon (including a sling).  (Exceptions: Off-hand attacks receive only one-half the characters Strength bonus while two handed attacks receive one and a half times the Strength bonus. A Strength penalty but not a bonus applies to attacks made with a bow that is not a composite bow.)


You get your dex bonus for the attack rolls on ranged stuff.
Snow
player, 60 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sat 25 Jul 2009
at 14:41
  • msg #59

Re: Ranged combat

okay so strength penalties apply for damage... (not to hit)

strength bonus, when applicable for range, applis to damage (not to hit)

Dex is still used for to hit rolls.

Now... wheres my light crossbow?
This message was last edited by the player at 14:41, Sat 25 July 2009.
Mord
player, 20 posts
Reading is overrated
Clubs are top diplomats
Sat 25 Jul 2009
at 19:07
  • msg #60

Re: Ranged combat

In reply to Snow (msg #59):

Its all mechanical.  For anyone strong enough to load it, a crossbow does the same damage.
Snow
player, 61 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sat 25 Jul 2009
at 19:16
  • msg #61

Re: Ranged combat

exactly!
Fritzholm
GM, 67 posts
Dungeon Mastering
without a net
Sun 26 Jul 2009
at 05:46
  • msg #62

Re: Ranged combat

The Triplefang have not developed crossbows.  Perhaps someone else has.

Holly has declared her movement and Mord has rolled his attack.  We're just waiting on Snow's post now.  She's holding Glumr's bow.  Will she ready it and fire at someone?
Fritzholm
GM, 69 posts
Dungeon Mastering
without a net
Mon 27 Jul 2009
at 02:24
  • msg #63

combat

Good round for our heroes.  :)

BTW, A greatclub does 1d10 not 1d8.  Use the DMG (M) column.  We'll stick with the rolled damage this time.
This message was last edited by the GM at 02:27, Mon 27 July 2009.
Snow
player, 68 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 29 Jul 2009
at 13:51
  • msg #64

Re: combat

We won, fair and square, theres no point in making them any more of an enemy than they already are.  There re still six of them and four of us, and if it turns ugly, the element of surprise, the high ground, and most of holly's spells wont be around the second for a rematch.

Winners should be grascious and not antaganize the losers into an instant rematch that they know the odds are against them for.  Take what's not theres, and perhaps a token to remember the victory from, that's fair, no need to insult them any more than we have to.  Snow really wont want to show disagreement infront of the tamers, but she will if it'll defuse a possible rematch showdown.
Glumr
player, 46 posts
Follower of Ehlonna
Hunter of Golbinkind
Wed 29 Jul 2009
at 15:14
  • msg #65

Re: combat

That being said, should we let them think we used goblin magic and disrespect us.  I was just making it clear that they were bested by triplefang and the power of Obad-Hai.  I would not provoke them any further.
Fritzholm
GM, 79 posts
Dungeon Mastering
without a net
Wed 29 Jul 2009
at 20:34
  • msg #66

misread

quote:
Animal politics sometimes were more challenging than human politics, she remembered one of her teachers once telling her.  "Now, now, fine fellow.  I'm just going to check you out."


I totally misread the above as

Animal politics sometimes were more challenging than human politics.  She remembered one of her teachers once telling her,  "Now, now, fine fellow.  I'm just going to check you out."

I was confused.  Her teacher said what?!?  That doesn't make any sense.  Oh!  Wait, I see now.   :)
Glumr
player, 49 posts
Follower of Ehlonna
Hunter of Golbinkind
Fri 31 Jul 2009
at 12:46
  • msg #67

Re: misread

Fritzholm...

From our foal battle, do we heal at normal or non-lethal rates?
Fritzholm
GM, 84 posts
Dungeon Mastering
without a net
Fri 31 Jul 2009
at 14:27
  • msg #68

healing

Yes, everyone regains a hit point for sleeping overnight.
Mord
player, 26 posts
Reading is overrated
Clubs are top diplomats
Fri 31 Jul 2009
at 17:47
  • msg #69

Re: healing

In reply to Fritzholm (msg #68):

If I got a heal cast on me, what was the roll and how damage am I still down?  If its still 5 or more, I will use my potion.  If its 4 or less, I will ride it out.
Snow
player, 78 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 31 Jul 2009
at 18:04
  • msg #70

Re: healing

Think you should save it.  If we get into a combat situation you can always woof it down then.  If we dont, holly can heal you before we bed down for the night.

were on the way back to the temple and triple fang territory it should be safer, i dont think were really expecting combat are we?

Just my two cents on the topic.
This message was last edited by the player at 18:05, Fri 31 July 2009.
Fritzholm
GM, 86 posts
Dungeon Mastering
without a net
Fri 31 Jul 2009
at 18:19
  • msg #71

Re: healing

Holly cast two Cure Minor Wounds (one point each) on Mord and he rested one night so I was wrong.  He should've been at 6 points of injury.  That's still more than 5 so Mord drinks his potion and is thusly fully healed.
Fritzholm
GM, 87 posts
Dungeon Mastering
without a net
Fri 31 Jul 2009
at 18:31
  • msg #72

travel

There's been some suggestion of walking more than 8 hours per day.  This is possible.  It is called a forced march.  For every hour beyond 8 you travel you all must make a CON check at DC 10 + 2 per extra hour.  A failed roll will cause 1D6 non-lethal damage.  Any character who takes one or more points of damage this way gains the "fatigued" status.  There are some other nasty repercussions of not getting enough rest.  Certain spell casters do not regain their spells without sufficient rest.  You can't do any natural healing either.  Furthermore, forced marches are usually just that - forced.  There is typically some strong threat motivating this uncpleasant activity.  It tends to lower morale and overall health of those who engage in it.  I'd recommend against it.
Snow
player, 80 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 31 Jul 2009
at 18:59
  • msg #73

Re: travel

Was just a wonder.
Mord
player, 28 posts
Reading is overrated
Clubs are top diplomats
Mon 3 Aug 2009
at 06:48
  • msg #74

Origins

Maybe Im losing track, but we (the party) are all from Volge as is our elder Elana, not Pliffa.  We have no reason to know this guys.  Snow, maybe you are from Pliffa in your description or something, but I looked back and didnt see anything to indicate that
Fritzholm
GM, 92 posts
Dungeon Mastering
without a net
Mon 3 Aug 2009
at 07:23
  • msg #75

Re: Origins

When I read her first post I thought it was an attempt to claim to have been from Pliffa also, but now I think it was just a mixup.  If Snow wants to take it back and have said you're from Volge, that's fine.  I'll go back and fix Rolf's reply too.  To the players these are all just nonsense words easily confused, but the characters certainly know where they're from.
Snow
player, 84 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 3 Aug 2009
at 13:47
  • msg #76

Re: Origins

My bad, she wasnt claiming to be anything she's not, player mix up is the issue here, sorry.

I suppose i shouldnt post late at night (ick)

I would have made a bluff roll or something if i was trying to lie through something.
This message was last edited by the player at 13:49, Mon 03 Aug 2009.
Snow
player, 91 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 6 Aug 2009
at 21:59
  • msg #77

Re: Origins

gah~ you'd  trade the ring for a cloak?

Snow will trade you the ring for a cloak, she makes them!
Glumr
player, 62 posts
Follower of Ehlonna
Hunter of Golbinkind
Fri 7 Aug 2009
at 13:31
  • msg #78

Re: Origins

A tarnished sliver ring that doesnt fit?  Gladly... I would love a perfect cloak to remember our first battle over the ring that doesnt fit me.

Hind sight should have just took a ring that fits over the silver ring.

It's worth 20 gold coin, I can get 12.  I'd rather have an 'exploreres outfit' for my travels than just my leathers.  Worth more to me than a ring that didnt fit.

Likewise, I'd keep the wine.  It might be an item of opportunity down the road... least we can hunt and then use it in a reduction glaze for the meat.

(Glumr's mother taught him to cook.  It was a natural next step after teaching him about wild plants and herbs.)

As for trade....   A cloak yes, but I'd like other gear as well.  And besides, you'd have to spend coin on materials and take the time to craft the cloak.  Would be fine if we were just returning to Volge, but we're on the road to the unknown.  Glumr wants to be looking good and ready.  Besides.. He needs pockets.  It's tough not having pockets.
This message was last edited by the player at 13:34, Fri 07 Aug 2009.
Snow
player, 93 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 7 Aug 2009
at 15:09
  • msg #79

Re: Origins

Snow is a very good cook (+6 to cooking) and has made the investment to picking up a cooking kit to prepare food with out a penalty, if you can top that i'll yield the position of party cook to you.
This message was last edited by the player at 15:10, Fri 07 Aug 2009.
Snow
player, 94 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 7 Aug 2009
at 15:18
  • msg #80

Re: Origins

you do realize that you start with 'one' outfit for free and that it can be an explorer's outfit?

(that's how snow has hers)

That will be 2 gold pieces for rules consultation.  (you still say gold if you were going to pay for it in town :P )
This message was last edited by the player at 15:19, Fri 07 Aug 2009.
Glumr
player, 64 posts
Follower of Ehlonna
Hunter of Golbinkind
Fri 7 Aug 2009
at 15:29
  • msg #81

Re: Origins

Okay.. dont have +6, but I do have good knowledge of the wilds that can produce some stuff for the table.

Cooking vs finding? ;)

I thought I just had leathers. :/  Will let GM make the call.

The way I was looking at it... we had like 30GP (If I remmeber right).

Well that would not really permit me to be an archer with needed equipment, which I would have based on my background.  So in lieu of coin to spend, I got a bow, arrows, and leathers.

Since mom was over protective, I never had proper adventuring clothes.  They gave me leathers so I didnt get killed out in the wilds gathering herbs and what not, more than giving it to me to go into battle with.

I've finally had some worth of my own which I will gladly trade for some more proper attire for adventuring.

So that's my story.
Snow
player, 95 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 7 Aug 2009
at 16:08
  • msg #82

Re: Origins

(laughs)

Glumr's a mama's boy, i suppose that explains alot ^_^
Glumr
player, 65 posts
Follower of Ehlonna
Hunter of Golbinkind
Fri 7 Aug 2009
at 16:28
  • msg #83

Re: Origins

:D  Yeah...

Honestly.. I think all of our characters are pretty great.  They play off each other well.  I can see a lot of fun we can have with their different personalities.
Snow
player, 96 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 7 Aug 2009
at 16:32
  • msg #84

Re: Origins

Snow is actually the other way around, she's a really good cook, so that helps her out in the field to figure out whats edible and whats not.
Glumr
player, 66 posts
Follower of Ehlonna
Hunter of Golbinkind
Fri 7 Aug 2009
at 16:33
  • msg #85

Re: Origins

just be weary of mushrooms... Poison ones still taste great when you cook em. ;)
Glumr
player, 67 posts
Follower of Ehlonna
Hunter of Golbinkind
Fri 7 Aug 2009
at 17:24
  • msg #86

Re: Origins

Do you think that the clan name of Triplefang was derived due to the 3 settlements of the clan lands?

Silvergate, Volge, and Goldenpoint?

Maybe originally the Fang or Beastfang clan that diversified and spread out into 3 distinct settlements and then united under the clan name of Triplefang?
Holly
player, 56 posts
Protect the Land
to protect your Children
Mon 10 Aug 2009
at 11:41
  • msg #87

Re: Origins

Holly is back, and with full access again.  So hopefully she can again participate a little more than being in the background...
Holly
player, 59 posts
Protect the Land
to protect your Children
Tue 11 Aug 2009
at 07:58
  • msg #88

Re: Origins

Holly took the Eye away from Vidar and Rolf, as they were not looking happy.  That she also asked questions is true, but she answer any queries from the others with a simple "It didn't say much, and gave nothing new away."

Snow will know Holly is hiding something, but Mord and Glumr probably don't.

As of yet Holly and Eye haven't had the discussions in PM yet, but will kick that off today with luck.
Glumr
player, 70 posts
Follower of Ehlonna
Hunter of Golbinkind
Tue 11 Aug 2009
at 12:05
  • msg #89

Re: Origins



Hi friends... I'm actually on the road to Chicago (to see Phish).  Just found out my Grandmother passed away, so I will be a bit more scares than usual this week.

Just FYI.
Snow
player, 103 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 11 Aug 2009
at 13:32
  • msg #90

Re: Origins

Snow might know something but is discrte enough not to call you on it, unless she thinks theres an immediate danger to the clan cause youre with holding info.
Glumr
player, 73 posts
Follower of Ehlonna
Hunter of Golbinkind
Tue 18 Aug 2009
at 15:40
  • msg #91

Re: Origins

Glumr thinks the potions from the temple are givin as a gift for the duties about to be done.  He wasnt thinking they would be returned if they were unused.  But that is something he and snow can discuss if that situation ever rises.

(Ehlonna knows this bear could be the end of us all)

Along those lines, I'm a ranger (and we have a druid).  :P  We could have just shooed a hungry bear off.  ...but with my recent luck I'd probably be malled anyway. :(

Hind sight, since I've got some rope, maybe we should be hanging the rations at night.
Snow
player, 116 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 16 Sep 2009
at 14:28
  • msg #92

Re: Origins

Will post for snow after i see which goblins are alive, and which are lit up and easy to see.
Snow
player, 126 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 22 Sep 2009
at 16:36
  • msg #93

Re: Origins

Does a 'small' long spear, have the same 'reach' as a medium one?
Holly
player, 74 posts
Protect the Land
to protect your Children
Fri 25 Sep 2009
at 08:36
  • msg #94

Re: Origins

I always played it as the shaft was simply lighter for the little guys to carry and with the same reach.
Fritzholm
GM, 151 posts
Dungeon Mastering
without a net
Fri 25 Sep 2009
at 14:34
  • msg #95

small long spears (oxymoron?)

I can't find anything about it in the rules.  I'll consult my human 3.5 encyclopedia, but I'm inclined to just rule however it helps the PCs.
Mord
player, 56 posts
Reading is overrated
Clubs are top diplomats
Thu 1 Oct 2009
at 05:00
  • msg #96

Re: small long spears (oxymoron?)

In reply to Fritzholm (msg #95):

Yeah... I said it ;)
Glumr
player, 103 posts
Follower of Ehlonna
Hunter of Golbinkind
Thu 1 Oct 2009
at 15:55
  • msg #97

Re: small long spears (oxymoron?)

In reply to Mord (msg #96):

Hahahaha!!  I cant argue with that.  The dice have not been kind when I really need it.
Fritzholm
GM, 164 posts
Dungeon Mastering
without a net
Fri 2 Oct 2009
at 17:33
  • msg #98

Re: small long spears (oxymoron?)

My source says small sized longspears still have a 10 foot reach.


I will be gone all weekend, so I won't be able to post again until Sunday night or Monday.  This will probably be a common weekend situation for me.
Glumr
player, 106 posts
Follower of Ehlonna
Hunter of Golbinkind
Mon 5 Oct 2009
at 14:10
  • msg #99

Re: small long spears (oxymoron?)

Snow:
I'm good with Mord's plan, i just want us to stick together as a party for numerous things.  Rarely does anything good come out from spliting up for the 'hell of it'.  It doubles the game masters work, and god forbid one half gets in combat the other half will have to grind to a halt as that resolves.


I dont think we should be making decisions based off if it makes more work for the GM.    Just sayin'.

If the GM doesnt want the extra work, then he will not let the paths be split long.


Likewise I would be more apt to send someone in to scout the area before taking the party in, but that's just how I would go.  In this case, the hell of it could tell us if arkus is alive, how many we're up against, how the terrain is positioned, if there are multiple entrances, and on and on...

Boils down to the basic: Know thy enemy
This message was last edited by the player at 14:39, Mon 05 Oct 2009.
Mord
player, 58 posts
Reading is overrated
Clubs are top diplomats
Tue 6 Oct 2009
at 06:25
  • msg #100

Re: small long spears (oxymoron?)

In reply to Glumr (msg #99):

To me its got nothing to do with GM processing.  In Mord's opinion, your chances of getting any of that information back to us alive is slim and hurts our numbers for when we do poke around.
Glumr
player, 108 posts
Follower of Ehlonna
Hunter of Golbinkind
Tue 6 Oct 2009
at 14:15
  • msg #101

Re: small long spears (oxymoron?)

Understood... But it did help with the Goblins.... But will leave such heroics until we get a level advance or two and my character can actually be on his own and have a chance at surviving (or at least successfully hiding)
Snow
player, 142 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 20 Oct 2009
at 05:27
  • msg #102

Re: small long spears (oxymoron?)

If were going with Glumr's suggestion, i suggest giving Holly and Snow the long spears.  the weapons have reach and will allow us to fight from behind Mord, they'll have to go through mord to get us, and if they're willing to do that, Mord's free to have a free whack of opportunity.

Need to decide this now so i can work out what Snow's carrying.
Fritzholm
GM, 181 posts
Dungeon Mastering
without a net
Tue 20 Oct 2009
at 05:27
  • msg #103

Re: small long spears (oxymoron?)

That sounds tactically, um... sound.

I suggest that Rolf might be better at melee than Glumr.  You might consider swapping those too.

Also
You bringing only 3 days of food but 6 days of oil?  Those canisters are pretty heavy.
Mord
player, 66 posts
Reading is overrated
Clubs are top diplomats
Tue 20 Oct 2009
at 05:29
  • msg #104

Tactics

We probably don't need that many canisters for the torches/lanterns -- based on what you are describing 3 will be sufficient.  We can leave the other 3 in the cart.

I don't think it will necessarily help to have Rolf up front.  We dont know which way we will be approached once we start making our way into the cave.  Even 1 branch off or a returning patrol would allow a group to come up behind us, so 1 decent melee and 1 decent archer at each end is good coverage of our options with casters in the middle.  Depending on how wide it stays, range weapons may be largely unusable anyway.  I hope it stays wide enough to keep that option open.

That is something I will discuss with our group as we head in -- be mindful of the wider spots in the cavern that we pass.  If we run into trouble at a narrow point, we should be ready to retreat to those wider spaces before engaging.
Glumr
player, 126 posts
Follower of Ehlonna
Hunter of Golbinkind
Tue 20 Oct 2009
at 05:29
  • msg #105

Re: Tactics

Agreed..  I suggested my being up front to track and notice stuff as sometimes I'm keen on that.

Also really hope that we dont need to do any rappelling.  We might have to get creative.  I've got two 30' light ropes.

We left a 50' hemp rope on the cart.

We left 2 100' ropes back home in Volge.
Snow
player, 143 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 20 Oct 2009
at 05:30
  • msg #106

Re: Tactics

Do we really need three days rations?

One would hope we would be in and out fairly quickly in there?  Perhaps all we need is a day or two rations?  We can always turn around mid day and start out to restock on food?  I'd rather not spend more than a day in there anyhow.

I think we over bought on the flamable oil i think someone's a pyromaniac for all the oil we've bought...

Snow is not a fan of heavy manual labor so dont expect her to carry any oil.
Fritzholm
GM, 182 posts
Dungeon Mastering
without a net
Tue 20 Oct 2009
at 05:30
  • msg #107

Equipment and marching order

Feel free to take less than 3 days of food (or more).  Trail rations weigh one pound per day.  Just tell me how much you're bringing.

About those light ropes...  They are meant to support a goblin and all his gear.  This means they will be chancy with a human if used for climbing.  They're still great for other uses, and they only weigh 3 pounds each.
This message was last edited by the GM at 05:31, Tue 20 Oct 2009.
Glumr
player, 127 posts
Follower of Ehlonna
Hunter of Golbinkind
Tue 20 Oct 2009
at 05:31
  • msg #108

Re: Equipment and marching order

I was just saying that those were the reasons I put myself up front and not saying that is why I should be up front.   most heavily armored/highest hit points should be bookends.
Glumr
player, 128 posts
Follower of Ehlonna
Hunter of Golbinkind
Tue 20 Oct 2009
at 05:32
  • msg #109

Re: Equipment and marching order

Oil is useful... The parts we dont take/use on this is good to have anyway.  And whether or not Snow likes manual labor, everyone pulls their own here. But agreed, hopefully we will not be in there that long.

That being said... We can get by a lot longer with no food underground than we can with no oil.  Visibility is 0 without oil.  I expect this is a tunnel network and not a cave.

Correction:  I do have the 50' rope on my pack.

I didnt realize the light ropes were that light.  So that's good to know.
Mord
player, 68 posts
Reading is overrated
Clubs are top diplomats
Tue 20 Oct 2009
at 08:26
  • msg #110

Re: Equipment and marching order

Fritzholm:
Feel free to take less than 3 days of food (or more).  Trail rations weigh one pound per day.  Just tell me how much you're bringing.

About those light ropes...  They are meant to support a goblin and all his gear.  This means they will be chancy with a human if used for climbing.  They're still great for other uses, and they only weigh 3 pounds each.



I fine with 3 days rations and a container of oil in my pack.
Snow
player, 144 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 20 Oct 2009
at 12:58
  • msg #111

Re: Equipment and marching order

Snow will be taking (1) Long Spear and (6) Javelins from the Goblin weapons on the cart and leaving her quarter staff.

(She will take the second Long Spear if Holly doesnt want it, and leave one Javelin behind if that happens.)
This message was last edited by the player at 12:59, Tue 20 Oct 2009.
Snow
player, 163 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 4 Nov 2009
at 02:09
  • msg #112

light

Question ~

What happen to the lantern and candle.  Did the fire wink out or was magic involved?
Fritzholm
GM, 200 posts
Dungeon Mastering
without a net
Wed 4 Nov 2009
at 02:14
  • msg #113

Re: light

It happened suddenly with no flickering.  You didn't hear any verbal components of a spell.
Glumr
player, 142 posts
Follower of Ehlonna
Hunter of Golbinkind
Thu 5 Nov 2009
at 15:05
  • msg #114

Re: light

Hmmm... Didnt the signs say something like "Beware the dark?"  Think this could be the dark they meant?
Snow
player, 164 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 5 Nov 2009
at 17:27
  • msg #115

Re: light

Can Snow see what's happening now that Holly's cast her light spell?

Did Mord throw the thing far enough away from him, so that i can attack it with out fear of hitting Mord?
Fritzholm
GM, 204 posts
Dungeon Mastering
without a net
Thu 5 Nov 2009
at 20:39
  • msg #116

Re: light

Yes.  Once Holly's light spell was cast the area went from total darkness to shadowy illumination.  Everyone could then see into and through the shadowy area.

Mord threw it off him, but it was still engaged in melee.  Not for long.  One whack from the greatclub did it in.
Mord
player, 76 posts
Reading is overrated
Clubs are top diplomats
Thu 5 Nov 2009
at 20:40
  • msg #117

Re: light

Glumr:
Hmmm... Didnt the signs say something like "Beware the dark?"  Think this could be the dark they meant?


I'm pretty sure this is exactly what they meant.
Holly
player, 92 posts
Protect the Land
to protect your Children
Thu 5 Nov 2009
at 22:51
  • msg #118

Re: light

Just beware more than one! or two for that matter!

And Glumr, you'll miss the state of angst Holly has for you for the moment!  Praising Mord, when he wouldn't have been any good without the magical light to guide him!

Great playing an adulescent!  They get away with hissy fits and plans of revenge!  Sure she'll forget it soon enough though...
This message was last edited by the player at 23:00, Thu 05 Nov 2009.
Glumr
player, 144 posts
Follower of Ehlonna
Hunter of Golbinkind
Fri 6 Nov 2009
at 13:23
  • msg #119

Re: light

Glumr has nothing less than grand appreciation of Holly, even if he forgets to mention it from time to time.  :P
Fritzholm
GM, 211 posts
Dungeon Mastering
without a net
Thu 12 Nov 2009
at 21:06
  • msg #120

Mystery alignment

For now, I am assuming that Mord and Snow are both Neutral Good.  Any objections?
Snow
player, 171 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 12 Nov 2009
at 22:38
  • msg #121

Re: Mystery alignment

I think that's a fair assessment
Mord
player, 82 posts
Reading is overrated
Clubs are top diplomats
Fri 13 Nov 2009
at 07:15
  • msg #122

Re: Mystery alignment

In reply to Fritzholm (msg #120)

Yes, reasonable.
Snow
player, 180 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 26 Nov 2009
at 16:35
  • msg #123

Re: Mystery alignment

I think were all cousins... not siblings Holly.
Holly
player, 104 posts
Protect the Land
to protect your Children
Thu 26 Nov 2009
at 22:22
  • msg #124

Re: Mystery alignment

Snow:
I think were all cousins... not siblings Holly.

But I have always called Snow a Sister, even though there is no blood link...
Snow
player, 181 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 27 Nov 2009
at 01:28
  • msg #125

Re: Mystery alignment

oki just being sure ^.^
Snow
player, 184 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 4 Dec 2009
at 02:55
  • msg #126

Re: Mystery alignment

21:54, Today: Snow rolled 9 using 1d20+1. initiative.

21:54, Today: Snow rolled 7 using 1d20+1. Save vs Stink.
Holly
player, 108 posts
Protect the Land
to protect your Children
Fri 4 Dec 2009
at 13:02
  • msg #127

Re: Mystery alignment

Looks like the ladies are having a little trouble with the smell of these Trogs.  Perhaps we were brought up properly after all!
Snow
player, 185 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 4 Dec 2009
at 16:13
  • msg #128

Looking at the map...

The fortitude save i think is a little harsh.

We're forty feet from the trogs and the door that just opened.

There must be a breeze or something to carry the stench that far that quickly, since the door just opened?
Fritzholm
GM, 230 posts
Dungeon Mastering
without a net
Fri 4 Dec 2009
at 16:56
  • msg #129

Re: Looking at the map...

It might be that the DM will only assign a penalty if and when you are actually effected.
Mord
player, 91 posts
Reading is overrated
Clubs are top diplomats
Mon 7 Dec 2009
at 03:03
  • msg #130

Re: Looking at the map...

In reply to Fritzholm (msg #129):

I can't believe they would smell much worse than Mord's armor.....lol
Holly
player, 109 posts
Protect the Land
to protect your Children
Mon 7 Dec 2009
at 21:26
  • msg #131

Re: Looking at the map...

We're used to that smell! Like in life, you can get used to a background sound and smell.  I hardly notice my feet anymore........
Snow
player, 188 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 9 Dec 2009
at 12:43
  • msg #132

Re: Looking at the map...

Did Holly take the other Goblin Long Spear?  If not Snow has it for an extra, given their flimsy nature to break.
Fritzholm
GM, 232 posts
Dungeon Mastering
without a net
Wed 9 Dec 2009
at 15:54
  • msg #133

spears

According to the historical record, Mord has the other spear.
Snow
player, 189 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 9 Dec 2009
at 17:34
  • msg #134

Re: spears

Oki.

I recall him asking to test one out or what not, but i wasnt sure he actually took it to use.
Snow
player, 190 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 10 Dec 2009
at 23:42
  • msg #135

Re: spears

Waiting for Mord and Trogs to post before going.
Fritzholm
GM, 234 posts
Dungeon Mastering
without a net
Fri 11 Dec 2009
at 08:16
  • msg #136

Re: spears

While we're on the topic of spears, I took some time to read up on longspears.  According to the PHB they are reach weapons and can make attacks on creatures 10 feet away.  However, they cannot be used to attack adjacent opponents.  This means they have a sort of halo of threatened areas.  An enemy moving through this halo will draw an attack of opportunity unless they are doing nothing that turn but moving, or are only taking a 5 foot step.
Snow
player, 191 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 11 Dec 2009
at 17:11
  • msg #137

Re: spears

I dont think ranged fire gets attacks of opportunity...

That's for Fritz to sort out though.
Glumr
player, 165 posts
Follower of Ehlonna
Hunter of Golbinkind
Fri 11 Dec 2009
at 20:06
  • msg #138

Re: spears

I was meaning they get an attack against me for moving, which they would.

Move vs Step;  I get it now.

Also... You're combat turn Snow.   ;)
Snow
player, 192 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 11 Dec 2009
at 20:30
  • msg #139

Re: spears

No.

Mord and the Trogs go ahead of me, and it'll affect what i want to do so i'm waiting to see how aggressive Mord is and what the Trogs do in response.
Glumr
player, 166 posts
Follower of Ehlonna
Hunter of Golbinkind
Fri 11 Dec 2009
at 21:07
  • msg #140

Re: spears

In reply to Snow (msg #139):

You're a turn behind... check message 371.

Fritz said "I need round 2 actions for Holly and Snow and round 3 actions for everyone else"   Holly posted and I went ahead ahead of everyone cause I'm just shooting.
Fritzholm
GM, 236 posts
Dungeon Mastering
without a net
Sat 12 Dec 2009
at 22:56
  • msg #141

Round 2

Yep.  The only thing Snow has done in Round 2 is make an attack of opportunity and get stabbed.  She still has her move equivalent and standard action.  It's her turn to go.
Snow
player, 193 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sun 13 Dec 2009
at 00:49
  • msg #142

Re: Round 2

weekend, dealing with xmas stuff will try and get something up tonight.
Snow
player, 195 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sun 13 Dec 2009
at 02:18
  • msg #143

Re: Round 2

We killed Trog 1 and 2, and 3 and 4 are left right?

None ran for help, right?
Fritzholm
GM, 237 posts
Dungeon Mastering
without a net
Mon 14 Dec 2009
at 01:55
  • msg #144

Re: Round 2

Correct.  There were 4 trogs to start.  Trogs 1 and 2 both went down after arrow shots from Rolf followed by arrow shots shots from Glumr.
Glumr
player, 168 posts
Follower of Ehlonna
Hunter of Golbinkind
Wed 16 Dec 2009
at 16:33
  • msg #145

Re: Round 2

Yo... Are the rest of the Trogs dead yet?
Holly
player, 115 posts
Protect the Land
to protect your Children
Wed 16 Dec 2009
at 20:22
  • msg #146

Re: Round 2

I suspect that Trog4 is now down as well, but we'll have to wait and see if Mord has slain it with his might.
Mord
player, 96 posts
Reading is overrated
Clubs are top diplomats
Thu 17 Dec 2009
at 00:21
  • msg #147

Re: Round 2

In reply to Holly (msg #146):

Holly and I opened a can 'o whuppass on #4  -- unless they are lvl 3 mobs, he should be down
Glumr
player, 182 posts
Follower of Ehlonna
Hunter of Golbinkind
Wed 13 Jan 2010
at 14:44
  • msg #148

Re: Round 2

So...

We're in camp for the night...   Are we all settled to rest/pray/etc and do the watch?

I.E.  Do we have any actions, or are we waiting for Fritz to turn?
Fritzholm
GM, 257 posts
Dungeon Mastering
without a net
Wed 13 Jan 2010
at 16:00
  • msg #149

Night in a new land

Sorry for the delay.  I just needed a little time to consider the situation.
Glumr
player, 183 posts
Follower of Ehlonna
Hunter of Golbinkind
Wed 13 Jan 2010
at 18:13
  • msg #150

Re: Night in a new land

Just checking where we's at.
Fritzholm
GM, 274 posts
Dungeon Mastering
without a net
Fri 29 Jan 2010
at 15:11
  • msg #151

Good advice, but already in effect

*laugh*

You guys are all telling Holly to ask questions that she already asked.  She's way ahead of ya.  :-)
Snow
player, 242 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 2 Feb 2010
at 21:09
  • msg #152

Re: Good advice, but already in effect

looks like were on a worm hunt then.
Fritzholm
GM, 277 posts
Dungeon Mastering
without a net
Tue 2 Feb 2010
at 21:56
  • msg #153

Player input

So...

Which monster manual entry should I base these worms off?

http://www.d20srd.org/srd/monsters/frostWorm.htm
or
http://www.d20srd.org/srd/monsters/purpleWorm.htm

I think the second one sounds more like what I was describing, but they're both CR12, so I'll let you guys pick.
Fritzholm
GM, 278 posts
Dungeon Mastering
without a net
Tue 2 Feb 2010
at 22:04
  • msg #154

DM subtle hint #2


Snow
player, 243 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 2 Feb 2010
at 22:05
  • msg #155

Re: DM subtle hint #2

large.

even a small baby one is large,but think of the experience.

This might be enough adventure to even make Glumr homesick.

BANZAI
Fritzholm
GM, 279 posts
Dungeon Mastering
without a net
Tue 2 Feb 2010
at 22:43
  • msg #156

Re: DM subtle hint #2

I like the rules for trying to cut your way out of the gullet.
Mord
player, 114 posts
Reading is overrated
Clubs are top diplomats
Wed 3 Feb 2010
at 07:44
  • msg #157

Re: DM subtle hint #2

In reply to Fritzholm (msg #156):

I think she meant a worm variation of this:

http://www.d20srd.org/srd/monsters/ankheg.htm

Thats what it sounded like to me
Snow
player, 244 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 3 Feb 2010
at 12:08
  • msg #158

Re: DM subtle hint #2

To be honest, given the size of the thing we were talking to, i'd figure anything it'd acknowledge as a threat to be simliar to it in size or at most one size catagory larger.

Should it have ran into one of those larger variants, i wouldnt think it would be around for us to talk to.

Smaller one foot centipede things could be thought of as sand worms, and fair competitors/predators to something like that.

That said, theres no way for Snow to know one way or another what the thing was talking about since she's getting the information second hand.  Holly would be the best to make a call on interpretting how tough hunting a sandworm will be.
Glumr
player, 208 posts
Follower of Ehlonna
Hunter of Golbinkind
Wed 3 Feb 2010
at 13:36
  • msg #159

Re: DM subtle hint #2

How much longer can we make it with current supplies?

Are we able to just forage for food via survival skill?
This message was last edited by the player at 13:44, Wed 03 Feb 2010.
Fritzholm
GM, 280 posts
Dungeon Mastering
without a net
Wed 3 Feb 2010
at 16:00
  • msg #160

DM screwup

Snow posted on the out of game item about rations and rat meat.  I tried to move the post here but deleted it instead.  My bad.

The rations situation isn't dire yet.  You've got enough food for the day, and if things go smoothly you could get back to the farm near Gollag by lunch tomorrow (where you have more rations).  Finding food at the temple and foraging in the hills are also possible options.
Snow
player, 257 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 18 Feb 2010
at 00:03
  • msg #161

OOC

My bad,  totally misread that, i thought Snow and Mord were going first, partly cause they were closest to the door and that made sense.
Fritzholm
GM, 297 posts
Dungeon Mastering
without a net
Thu 18 Feb 2010
at 00:04
  • msg #162

Re: OOC

No worries.  It all worked out fine.
Snow
player, 260 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 19 Feb 2010
at 19:42
  • msg #163

Re: OOC

Anyone have rope to tie up the two trogs, it seems theres only one human left, i'm guessng that's the champ.  I'm trying to find out why they attacked at the moment.
Snow
player, 262 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 22 Feb 2010
at 14:16
  • msg #164

Re: OOC

I think use rope is a dex based skill, Snow is only at +1 to it too, perhaps one of the archer types who have a better dex should check the ropes?  a '9' is not that reassuring to secure prisoners at our back.
Glumr
player, 220 posts
Follower of Ehlonna
Hunter of Golbinkind
Mon 22 Feb 2010
at 14:42
  • msg #165

Re: OOC

Sorry I was away all weekend... diggin into it now.

Man.. .I missed my chance with the rope.  I so have +6 on that skill. :P
Glumr
player, 224 posts
Follower of Ehlonna
Hunter of Golbinkind
Mon 22 Feb 2010
at 17:53
  • msg #166

These are not the lands of the Triplefang


This message was last edited by the player at 20:57, Mon 22 Feb 2010.
Glumr
player, 226 posts
Follower of Ehlonna
Hunter of Golbinkind
Mon 22 Feb 2010
at 20:58
  • msg #167

Re: These are not the lands of the Triplefang

Sorry the repost was giant.. but yeah.
Glumr
player, 233 posts
Follower of Ehlonna
Hunter of Golbinkind
Thu 4 Mar 2010
at 18:11
  • msg #168

Wondering...

Why was Snow ignoring Glumr? as if she's annoyed with him.

He was just agreeing with what she had just said. :(
This message was last edited by the player at 18:11, Thu 04 Mar 2010.
Snow
player, 276 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 4 Mar 2010
at 19:13
  • msg #169

Re: Wondering...

Cause youre asking to leave quickly (like NOW), and she's sorta distracted cause she's busy finishing up her conversation with the Trogs.

She's also ill, and you know Snow hates to be sick and is grumpy when she is.
Glumr
player, 234 posts
Follower of Ehlonna
Hunter of Golbinkind
Thu 4 Mar 2010
at 19:21
  • msg #170

Re: Wondering...

Ew.. I forgot about that fact. :P  I sort of misinterpreted the flow of things.. I didnt realize she was still in conversation..

And not rushing... just motivating. ;)
Snow
player, 277 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 4 Mar 2010
at 19:44
  • msg #171

Re: Wondering...

Do we want to take the Trog prisoner along?

He could be some sort of mass murderer or something, do we really want a Trog psychopath along if he is?

I've got no opinion on this, it would be equally great if he was another sword to wonk on the trogs with.  He seems to know Arkus by name, i'm not sure if that's a good thing or bad thing.  Everyone else calls us Sunbloods, this one called Arkus by name.
This message was last edited by the player at 19:45, Thu 04 Mar 2010.
Holly
player, 161 posts
Protect the Land
to protect your Children
Thu 4 Mar 2010
at 20:51
  • msg #172

Re: Wondering...

Snow:
He could be some sort of mass murderer or something, do we really want a Trog psychopath along if he is?

Some people might say with have a few of them already! Heh, heh, heh. But good point.

Did he pick up on the name Arkus from your questioning, or has he heard it before from Arkus perhaps?
Snow
player, 278 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 4 Mar 2010
at 21:21
  • msg #173

Re: Wondering...

I asked where the 'Sunblood' was, but the prisoner mentioned Arkus by name without my prompting.  I dont know if that's a good sign or bad.
Snow
player, 280 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 5 Mar 2010
at 12:42
  • msg #174

Re: Wondering...

No need to over think this, do we bring him or not is the simple question.  He knows Arkus by name with out my prompting.  That's hopefully a good sign since everyone else has been calling us sunbloods.  I'm a tentative bring him a long, but only a tentative one.  Wont take much to talk me out of that position.

Lets not spend a week on this one point.  Glumr wants action action ACTION!
Glumr
player, 235 posts
Follower of Ehlonna
Hunter of Golbinkind
Fri 5 Mar 2010
at 13:55
  • msg #175

Re: Wondering...

It's go time!

Mandelbaum! Mandelbaum! Mandelbaum!
Snow
player, 281 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 8 Mar 2010
at 21:40
  • msg #176

Re: Wondering...

Okay lacking any direction, i suppose were not going to let the trog out and move on?
Glumr
player, 237 posts
Follower of Ehlonna
Hunter of Golbinkind
Tue 9 Mar 2010
at 13:16
  • msg #177

Re: Wondering...

Wait.. I totally botched the read.  I didnt realize this was an already prisoned Trog....

I'm for bringing it.
Snow
player, 282 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 9 Mar 2010
at 13:26
  • msg #178

Re: Wondering...

Mord is against bringing, Glumr is for.

I'm pretty luke warm, you have an opinion Holly?
Holly
player, 162 posts
Protect the Land
to protect your Children
Tue 9 Mar 2010
at 20:17
  • msg #179

Re: Wondering...

We bring it.
Fritzholm
GM, 326 posts
Dungeon Mastering
without a net
Fri 26 Mar 2010
at 06:57
  • msg #180

rules rules rules

Argh!  Some of the rules in this game are so ambiguous.  Does Inflict Light Wounds provoke an attack of opportunity?  On one hand it says casting a standard action spell does, so yes.  On the other hand it says that delivering a touch attack spell does not, so no.  I'm leaning towards saying it doesn't, but I'm going to consult my rules guru tomorrow because I want to be fair about this.
Holly
player, 168 posts
Protect the Land
to protect your Children
Fri 26 Mar 2010
at 08:31
  • msg #181

Re: rules rules rules

I have always ruled that because it is a spell and not an inate ability, it will indeed provoke an attack of opportunity. You can see the spell coming, so to speak.

Copying straight from SRD at http://www.d20srd.org/srd/combat/actionsInCombat.htm

"Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. However, the act of casting a spell does provoke an attack of opportunity."
Snow
player, 294 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 26 Mar 2010
at 13:00
  • msg #182

Re: rules rules rules

I suppose this is a important rule call for spell casting players as much as this Trog.

I looked at two touch spells, Inflict Cure Light wounds and Shocking grasp.

They have standard cast times but they're considered touch.

The attacks are considered 'instantaneous'.  How does this work out?

I mean what good is a touch attack not provoking an AoO if the standard act of casting the spell does?

The spell execution is of course instanteous when it goes of, but do you have a few rounds grace time, where your hands/weapon are 'charged' to make an attempt?

As i cast it out of combat as a prep spell and them move in to attack so you dont draw an AoO?

I agree it's fuzzy, but probably pretty important for me and Holly to know since were both spell casters and this will obviously affect us.
This message was last edited by the player at 13:01, Fri 26 Mar 2010.
Mord
player, 134 posts
Reading is overrated
Clubs are top diplomats
Fri 26 Mar 2010
at 16:41
  • msg #183

Re: rules rules rules

Probably because you can be in two different locations for the cast prep and the touch.

An enemy can only have an AoO if they have a way to attack you in the prep location.  For example, if you cast your prep outside a room, the victim inside doesnt know you are doing the prep and cant get an AoO, but the guard in the hallway might if he is close enough.  When you enter the room to deliver the spell, its just a touch attack and the victim gets no AoO for that.
Snow
player, 295 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 26 Mar 2010
at 17:31
  • msg #184

Re: rules rules rules

Duration for the spell is 'instantaneous'.

To do what you say, would require it to have a duration for you to move from your prep location to use it?

Standard action to cast, move action to get into position.  You can't attack cause youre outta action, so you have to wait a round?  It's instantaneous, it's expired by next round?

I could have sworn Shocking grasp use to have a line in it that said, it lasted till it's discharged but i couldnt find it in the 3.5 rules.
Fritzholm
GM, 329 posts
Dungeon Mastering
without a net
Fri 26 Mar 2010
at 18:51
  • msg #185

Re: rules rules rules

OK, here's my ruling.  Like Holly pointed out, the rules state that the act of casting the touch spell will draw an AoO, but something like shocking grasp can be cast and the charge held.  It looks like trog 1 will either have to suck it up and draw an AoO or come up with a different plan like trying to rip Snow's throat out with its claws.
Snow
player, 296 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 26 Mar 2010
at 20:21
  • msg #186

Re: rules rules rules

Snow did mention she was going to need back up soon :P
Snow
player, 298 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sun 28 Mar 2010
at 12:43
  • msg #187

Re: rules rules rules

A roll of 10 should miss snow.

She has a +1 Armor from her Dex, unless being sick negates it.
Fritzholm
GM, 331 posts
Dungeon Mastering
without a net
Mon 29 Mar 2010
at 05:47
  • msg #188

Re: rules rules rules

Yes.  The fever reduced your DEX which in turn eliminates the DEX bonus to AC.
Snow
player, 299 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 29 Mar 2010
at 11:33
  • msg #189

Re: rules rules rules

Did i ever finish my 'half leather' armor for the equivelant of padded armor?  It's been months, so i'm not sure if it's still in the works or completed.

If not, yes, i got hit.
Snow
player, 301 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 29 Mar 2010
at 11:52
  • msg #190

Re: rules rules rules

Lets see...

Snow's using a two handed grip on her sword, which per our conversation negates her natural -1 Hit/Damage from Str.

Her BAB is +0

The eye is giving her a +1 Hit

She's on the altar giving her the Height advantage +1 Hit/Damage

So i believe.... +2 Hit / +1 Damage is the totals for her combat rolls.

Does she get anything for the Trog being cowed and demoralized?
This message was last edited by the player at 11:55, Mon 29 Mar 2010.
Fritzholm
GM, 333 posts
Dungeon Mastering
without a net
Tue 30 Mar 2010
at 02:50
  • msg #191

Re: rules rules rules

The armor still needs work.  It's back on the cart at the farm.

Your numbers are correct (+2 hit/+1 damage), but the +1 damage is from the music, not the higher ground.

The demoralized trog is shaken, which gives him a -2 on attack rolls, saving throws, skill checks, and ability checks.  No effect on AC.  Trogs' AC is mainly a factor of their heavy natural armor.
Fritzholm
GM, 336 posts
Dungeon Mastering
without a net
Tue 30 Mar 2010
at 03:24
  • msg #192

Re: rules rules rules

One side note:  I discovered that I messed up the rules in the lower temple battle.  When someone is pinned not only do they get a -4 to AC, but you also treat them as if their DEX were 0.  The pinned guard should've been much easier to hit.  Sorry for the mistake.

We'll use the correct pinned rules from now on.
Fritzholm
GM, 338 posts
Dungeon Mastering
without a net
Thu 1 Apr 2010
at 05:54
  • msg #193

Re: rules rules rules

A scimitar does 1D6 not 1D8.  Come to think of it...  I don't think Snow even has proficiency with a scimitar.  I'll let you finish out this fight using it, since I think there was some confusion between scimitars and longswords.
Snow
player, 303 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 1 Apr 2010
at 13:48
  • msg #194

Re: rules rules rules

Re-rolled damage and did more with the D6 =D

My bad...

I thought she was familiar with scimitars...

We traded Rapiers for Longswords i believe, not scimitars.  She can use one of the Trog Longspears (which is a D8 damage instead), or we can use the mexican rule for the moment, and just have her continue with the scimitar, which is actually less damage >.<
This message was last edited by the player at 14:09, Thu 01 Apr 2010.
Fritzholm
GM, 339 posts
Dungeon Mastering
without a net
Thu 1 Apr 2010
at 22:07
  • msg #195

Re: rules rules rules

Not trog longspears, goblin longspears.  You have two of them and they are an odd quirk of the rules.  Since they were used by small creatures they do 1D6 instead of 1D8.  Normally a two-handed weapon they can be wielded one-handed by medium creatures.  Also strange, they maintain their 10 foot reach despite being small.  Yes folks, 10 foot reach one-handed weapons.  Such are the rules.  They are cheap and prone to breakage.  Need more?  Hunt down some goblins.  They're everywhere.

This also brings me to our rules on two-handed weapons.  Normally wielding any weapon two-handed would result in a 1.5 multiplier of the character's STR bonus.  Snow convinced me that using a one-handed weapon two handed should also help negate STR penalties to damage.  I agree.  So, anyone who would like to use a one-handed weapon (that has a sufficiently large hilt or shaft) can either increase their damage by one point or multiply their STR bonus by 1.5, whichever is higher.  There is no adjustment to the hit bonus or penalty.
Holly
player, 172 posts
Protect the Land
to protect your Children
Sun 4 Apr 2010
at 14:49
  • msg #196

Re: rules rules rules

I'll keep the original dice roll, as not likely to get better. Hopefully enough to get Trog3 down, and others to help Snow.
Snow
player, 309 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 9 Apr 2010
at 19:27
  • msg #197

Re: rules rules rules

Big success... and big failures... that's what makes a memorable game >.< (ouch)
This message was last edited by the player at 19:27, Fri 09 Apr 2010.
Glumr
player, 251 posts
Follower of Ehlonna
Hunter of Golbinkind
Mon 12 Apr 2010
at 14:30
  • msg #198

Re: rules rules rules

We should check around for Treasure Type H.   :P
Fritzholm
GM, 354 posts
Dungeon Mastering
without a net
Sun 18 Apr 2010
at 04:54
  • msg #199

Temple Map

I have drawn a hastily scribbled map of the parts of the temple you've seen.



Key

1 - YOU ARE HERE
    Locked room

2 - Altar room
    Arkus was tied up here
    Upper Temple battle here

3 - Upper level

4 - Lower Level

5 - Cells room
    Toma was held here
    Lower Temple battle here

6 - 8 doors

7 - Southern lower level entrance
Fritzholm
GM, 359 posts
Dungeon Mastering
without a net
Fri 23 Apr 2010
at 15:18
  • msg #200

2nd level

Everyone is going to be advancing to 2nd level soon.  Congrats!  You guys surely earned it.

First off I'm going to allow folks to shuffle stats, skills, spells, feats, etc around if there's anything you want to change.   There might be some things that didn't work out for you as well as you had thought, or maybe you just overlooked a skill you really want.  Just let me know what you want to do.

Secondly - Hit Points. Players have their choice of rolling HP or taking the average roll rounded up.  For instance if you roll a d8 for HP the average is 4.5   Rounded up is 5 HP.  Statistically, it's a good deal.  If you want to gamble go ahead, but don't whine if you get a bad roll.

Lastly, I wanted to reward everyone for doing such a great job keeping the game moving.  I think the players have done an amazing job of staying on top of the action.  Thank you.  :-)   Everyone can take two extra skill points at second level.

You can go ahead and update your characters now if you'd like, but the changes will not actually take effect until after a little narrative time.  I'll calculate the exact EXP for everyone by then and post that, but I assure you you've got more than enough for 2nd level.
Snow
player, 340 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 10 May 2010
at 15:02
  • msg #201

Re: 2nd level

Rennovating the house.

My internet connection might be unreliable for for 2~4 days.  Not sure if i'll be able to log in, so please act accordingly and NPC my character if you need to.
Glumr
player, 286 posts
Robin Hood ain't
got nothin' on me
Mon 10 May 2010
at 16:40
  • msg #202

Re: 2nd level

Good luck with the renovations Snow!

Check this out: http://www.myjones.com/limited/wizards

So which ones did we bring back from the Trogs? I think we must have got Potion of Healing and Eldritch blast according to the colors.
Snow
player, 342 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 10 May 2010
at 16:43
  • msg #203

Re: 2nd level

Glumr, if you were paying attention, they're a potion of enlarge size, and a potion of reduce size....
Glumr
player, 287 posts
Robin Hood ain't
got nothin' on me
Mon 10 May 2010
at 17:24
  • msg #204

Re: 2nd level

I know, I know...  I was making a joke about the link.
Snow
player, 343 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 10 May 2010
at 17:35
  • msg #205

Re: 2nd level

Hey Fritz how much exp is it worth to strangle your cousin?
Fritzholm
GM, 382 posts
Dungeon Mastering
without a net
Mon 10 May 2010
at 18:54
  • msg #206

Re: 2nd level

No exp, but you can have one free Jones soda (see link above)
This message was last edited by the GM at 19:00, Mon 10 May 2010.
Snow
player, 361 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 20 May 2010
at 15:13
  • msg #207

Re: 2nd level

We have (6) potions worth 175gp.

We can each sell one and make 175 gp off it.

We can sell the last two and make 350gp off it.  We can spend that 350gp to buy healing potions.

Healing potions at Golden point are 35gp each (as opposed to the normal 50gp).

we can get TEN healing potions for 350gp.

We can each take (2) potions and give Mord the extra (2) given that he's the Hit Point Soaking character of the party.

We can fuss over having (6) potions that make us large or small...

Or we can sell the lot of them and make...

175gp each and (2) Healing potions each [4 in mord's case]

Snow's urging for the Blue option, it's an easier split, and we end up with almost twice the potions, of a more universal useful nature and pocket change to improve equipment .  175gp... THAT's a FRAKING WARHORSE AND THE GEAR TO GO WITH IT!
This message was last edited by the player at 15:20, Thu 20 May 2010.
Glumr
player, 298 posts
Robin Hood ain't
got nothin' on me
Thu 20 May 2010
at 15:26
  • msg #208

Re: 2nd level

I really would like to keep a potion.

What if we each picked one that we wanted.

Sold two to get 350 coin. Split that by 4 for 87.5 each.

Then we can each keep or sell the new potion we picked and get to pocket 87.5 coin.

Would that work for everyone?

Then we can either use it for potions or whatever we feel would be best suited for the next legs of our quest.
Snow
player, 362 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 20 May 2010
at 15:30
  • msg #209

Re: 2nd level

Fine....

Everyone makes an additional 262.5gp from the value of the potions.

If you want any of 'THESE' potions you can spend 175gp to buy them.

Else they're considered sold for profit.

[footnote, we can swing by golden point to buy healing potions for 35gp each.]
This message was last edited by the player at 15:33, Thu 20 May 2010.
Glumr
player, 299 posts
Robin Hood ain't
got nothin' on me
Sat 22 May 2010
at 17:32
  • msg #210

Re: 2nd level

I think we have 3 healing potions in the box on the cart.  Just FYI.  Someone should carry them with them incase we leave the cart somewhere.  Maybe Mord since he's our tank and tends to take the most up in person kind of damage.
Snow
player, 363 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sat 22 May 2010
at 17:47
  • msg #211

Re: 2nd level

(nods) sounds good to me.
Fritzholm
GM, 392 posts
Dungeon Mastering
without a net
Fri 4 Jun 2010
at 08:23
  • msg #212

Re: 2nd level

Alright...  We're pretty much ready to start chapter 3 now.

I need Mord to reply to his private messages.

I also need everyone to make sure they've made the updates they want to for level 2 and got their equipment listed correctly.
Fritzholm
GM, 393 posts
Dungeon Mastering
without a net
Sat 5 Jun 2010
at 04:44
  • msg #213

Atlas

I have updated the game map (not necessarily to scale) and approximate distances in the handouts item.
Snow
player, 365 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 8 Jun 2010
at 00:28
  • msg #214

Re: Atlas

*pokes Mord*

Oi, stop drinking so much Grog, theres adventuring to do.
Fritzholm
GM, 394 posts
Dungeon Mastering
without a net
Tue 8 Jun 2010
at 01:54
  • msg #215

potions

I know that Snow sold her potion and Glumr kept a Reduce Person potion.  Since there were 3 of each Holly and Mord can choose any of the 3 options.

Sell your potion while you were in Silvergate
Keep an Enlarge Person potion
Keep a Reduce Person potion
Mord
player, 160 posts
Tripelfang Berserker
Ambassador of Beat-Down
Tue 8 Jun 2010
at 05:21
  • msg #216

Re: potions

In reply to Fritzholm (msg #215):

Mord will keep one enlarge potion
Holly
player, 193 posts
Protect the Land
to protect your Children
Tue 8 Jun 2010
at 12:20
  • msg #217

Re: potions

Holly will take the Reduce Person potion.
Glumr
player, 304 posts
Robin Hood ain't
got nothin' on me
Wed 9 Jun 2010
at 12:29
  • msg #218

Questions...

What Cloaks were you talking about Snow?


and


What all do we have on the cart?  (Editing this as I figure it out)

40 pounds of fresh food
two caged falcons
Tents

What else?
This message was last edited by the player at 12:31, Wed 09 June 2010.
Snow
player, 372 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 9 Jun 2010
at 12:32
  • msg #219

Re: Questions...

Snow made cloaks for everyone that were delivered and sent during down time...

She folds and wraps each one carefully in a swath of common black cloth to keep it from being stained.  She writes in very careful and fancy cursive a note for each of her cousins.

'I thought it might be a great idea to have a momento from our first adventure together.  I'm sure you'll recognize the material...
Your loving Cousin, Snow'

She'll make the rounds to where they live, and they're obviously out doing their own thing so she'll leave it with their moms, dads, or whoever watches over them to pass on to them.  (you can have it just sorta show up during their daily activities 'whenever')


Trying to figure out if Frizt forgot about it and never delivered it, or if everyone choose not to wear it cause it was sorta bright and flashy and while pretty not travel friendly.
This message was last edited by the player at 12:33, Wed 09 June 2010.
Glumr
player, 305 posts
Robin Hood ain't
got nothin' on me
Wed 9 Jun 2010
at 12:51
  • msg #220

Re: Questions...

Ah..   He forgot to mention it to me. I'll work it into the story.  Glumr would prefer to travel in some darker material, for stealth if needed, but will work it into the story.

What do they look like?
Snow
player, 373 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 9 Jun 2010
at 13:12
  • msg #221

Re: Questions...

Very unstealthy, they're made of the fabric we stole from the trog temple, she made one for each of you, they're orange/gold ish and shimmer, very pretty dress cloaks, not so good for travel.  They look like alot of care and time went into the detailing and stich work.  They're probably worth a few coins, how many would depend on who you were selling it to and their appreciation for the detailing put into the cloak.  It's a very fine cloak, maybe too fine for casual travel, but it's certainly a pretty eye catcher and would actually contrast and offset darker colors for a pretty contrast.

Snow herself (for whatever reason) is not wearing one, though you recognize her using the fabric to tie her hair up.  She's got a lighter shade of grey cloak, almost white but not quite as bright, a natural white, not a bright bleached white.  'eggshell' or 'ivory' would be a good description of the color of her current cloak.
This message was last edited by the player at 13:14, Wed 09 June 2010.
Glumr
player, 306 posts
Robin Hood ain't
got nothin' on me
Wed 9 Jun 2010
at 14:34
  • msg #222

Re: Questions...

Very nice... I'm gonna keep it with me for the situations where we need to look a little nicer.  Meeting with say, leader of Rankor Heights.  Maybe if we look nice we might have easier time getting audience.  :)
Fritzholm
GM, 396 posts
Dungeon Mastering
without a net
Wed 9 Jun 2010
at 15:07
  • msg #223

cloaks

My bad.  Snow did indeed leave packages for people.  Most people's private threads had wrapped up by then, so I didn't post anything about it.  I should've included it at the beginning of the adventure thread.

It's as Snow mentioned - a little, nicely wrapped package and a note.  I think only Holly can read the note, though.

The cloaks are bright, either orange or yellow (I'm not sure who got which color) and shimmery.  They weigh one pound and are quite valuable.
Snow
player, 374 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 9 Jun 2010
at 15:21
  • msg #224

Re: cloaks

The colors are probably mixed, Yellow with orange trim, or orange with yellow trim.  The cloaks would be double lined, i'm thinking the liner would be darker and made of Triple Fang wool for warmth.  Practical minded Snow would design the cloak to be reverseable dark side out for foul weather and travel to spare the more expensive fabric wear and tear, and provide better stealth.

For the time and cost put into it, and the cost of common wool fabric it shouldnt be a big deal, if you need a cost modification for the changes let me know.  It's got a simple clasp to secure the cloak, but it looks like it was designed to be easily removed for something more ornate if so desired.
Holly
player, 202 posts
Protect the Land
to protect your Children
Tue 15 Jun 2010
at 21:48
  • msg #225

Re: cloaks

For some reason I read the sling damage rather than the Sickle damage. At least it was nice to roll a double 20.
Fritzholm
GM, 405 posts
Dungeon Mastering
without a net
Wed 16 Jun 2010
at 15:36
  • msg #226

Headline News

The next day the headlines read

CRITICAL RECOUNT ENDS WILDCAT STRIKE
Holly
player, 205 posts
Protect the Land
to protect your Children
Wed 16 Jun 2010
at 15:57
  • msg #227

Re: Headline News

Holly holds her head in shame at a punchline like that!

Impressive though.
Snow
player, 393 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 22 Jun 2010
at 21:39
  • msg #228

Re: Headline News

(Dealing with dinner, post soon)
Holly
player, 212 posts
Protect the Land
to protect your Children
Tue 22 Jun 2010
at 22:13
  • msg #229

Re: Headline News

Already at 1500 posts! Cool.
Mord
player, 167 posts
Tripelfang Berserker
Ambassador of Beat-Down
Wed 23 Jun 2010
at 15:43
  • msg #230

Fracture

In reply to Holly (msg #229):

This whole plot line seems to be getting a very fractured start, and some of it appears to be spiraling away from misunderstanding our surroundings.   I get that Glumrs kin were killed by goblins.  I dont get why Bezin mentioned Dark Woods as the only place else he's heard about goblins.... the chances of this being true for someone his age are miniscule.   Either the band attacked Glumrs kin only and are en route to the next attack or they have attacked more that Bezin just didnt hear about yet.  Whenever the supplies from the last attack run out, another will come.

Bezin's comment certainly led me to believe that the Dark Woods was a local forest well within the Triplefang region where a few goblins may be trying to set up shop.  As Fritz cleared up, it is absolutely not this, its a large region south of Triplefang lands and filled to the brim with goblin tribes/clans, having been pushed out of the Triplefang area "mostly".

"We" arent going there anytime soon to rid the region of goblins--thats the work of several large companies of Triplefang warriors, not a band of 4.  Also, we are headed to Rankor Heights which is presumably in Ferisden lands since its their capitol and its across the east border of Triplefang lands.  Maybe its southeast of us, rather than due east, but it doesn't sound like we will be near the Dark Woods on the way there nor on the way back.

 If "we" did want to get involved in something like fighting Dark Woods goblins, we should find  a mid-level leader of Triplefang "border patrols"  due south and volunteer.  Something where we get manageable tasks suitable to a group our size/strength.

I still dont have a good handle on where these towns are within the geography of the region.   Can we get a back of the napkin map posted that shows the main towns mentioned so far with respect to the regional borders?
Fritzholm
GM, 416 posts
Dungeon Mastering
without a net
Wed 23 Jun 2010
at 18:45
  • msg #231

Re: Fracture

Sorry about this.  These sort of misunderstandings are easier to deal with in face-to-face games.  I'll explain what I can and hopefully clear things up.

quote:
I dont get why Bezin mentioned Dark Woods as the only place else he's heard about goblins.... the chances of this being true for someone his age are miniscule.


Surely, everyone has had run-ins with goblins.  They are more common down south but they're found in the sparsely populated areas north of the Ventach too.  When Bevin mentioned the hunters being killed down near the Dark Woods he was referring to recent activities around the timeframe of the attack on the farm.  Mord is right that an isolated attack like the one on the farm is very unusual.

Glumr was told by Heinrich that there were already warriors in the south, but none of the four of you has any real idea where their camp, fort, or base of operations might be.  There aren't any villages in the area and you haven't come across much in the way of herds or farms on the way so far.  It's pretty sparse.  Then again, that's how it was on the way to Gollag too.  It's mostly wide open nature.  Holly suggests that people in the southlands probably tend to live near the coast, but you don't know of any established settlements there either.

Crim is still your best bet for finding out what's going on.  Villages are central gathering points not just for people but for their information.  There will be an elder in Crim who is sure to know more about the goblins and the Triplefang warriors in the southlands.

quote:
I still dont have a good handle on where these towns are within the geography of the region.   Can we get a back of the napkin map posted that shows the main towns mentioned so far with respect to the regional borders?


Have you seen the game map?  It's the menu next to the 4-die on the bar at the top.  If it seems like there aren't many Triplefang settlements, you're right.  Silvergate, Volge, Goldenpoint, Pliffa, and Crim are about it.   I'll add a little marker for the farm when I get a chance.  This map will grow more detailed as you explore more.  However, it's largely symbolic, to give the players some idea of where things are.  There really aren't any maps of land.  The Triplefang made some sea charts, but land locations are known by memory and oral tradition.  I'm not sure if Snow is trying to create one of the first maps of Triplefang lands in her notes or not.
Mord
player, 168 posts
Tripelfang Berserker
Ambassador of Beat-Down
Thu 24 Jun 2010
at 05:22
  • msg #232

Re: Fracture

In reply to Fritzholm (msg #231):

I never even noticed the map function in that bar, so today was the first time using it.  It definitely helps.
Glumr
player, 318 posts
Robin Hood ain't
got nothin' on me
Thu 24 Jun 2010
at 13:10
  • msg #233

Re: Fracture

I didnt realize the Golbin's in the woods equated to giant hoards of golbinoids of all types.

YEah..   "We" dont stand a chance if we were to head into those woods.

Glumr was thinking maybe a small goblin tribe or two.  So.. I'd say lets just ignore that and move on with the quest to get the book.
Snow
player, 396 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 24 Jun 2010
at 13:19
  • msg #234

Re: Fracture

Onward and upward then?  We mount up and go forth to further adventure?
Glumr
player, 319 posts
Robin Hood ain't
got nothin' on me
Thu 24 Jun 2010
at 13:37
  • msg #235

Re: Fracture

More or less... maybe there's something useful in the house... after that, we should roll out on to adventure!  I'm in the middle of a post that kind of says all that.  Will have it done in a sec here.
Snow
player, 405 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 28 Jun 2010
at 15:50
  • msg #236

Re: Fracture

Nice track roll, maybe you can reverse track from the carcass, to find out where they came from or went to for a clue?  Way to go Shaggy :D
Glumr
player, 326 posts
Robin Hood ain't
got nothin' on me
Mon 28 Jun 2010
at 17:48
  • msg #237

Re: Fracture

Yeah... Finally got a sweet roll. :)   Usually when it matters, I blow it.

+11 on tracking things is pretty rad as well.
Glumr
player, 338 posts
Robin Hood ain't
got nothin' on me
Wed 7 Jul 2010
at 12:23
  • msg #238

Re: Fracture

Holly...

My brain misfired and I mixed up you and Snow with Ehlonna.    Nice pickup with that.  and thanks for the heal. :D
Snow
player, 426 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 7 Jul 2010
at 13:09
  • msg #239

Re: Fracture

Actually Snow follows Obad-Hai too.

O.o

I think that two points of damage youre healing is brain rot.  Better hurry Holly.
Glumr
player, 340 posts
Robin Hood ain't
got nothin' on me
Wed 7 Jul 2010
at 13:28
  • msg #240

Re: Fracture

Buzinga!

It says Snow follows Ehlonna on the handouts... that's where I got that. :P
Snow
player, 427 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 7 Jul 2010
at 13:50
  • msg #241

Re: Fracture

On my character sheet it says Obad Hai, and if you got all the way back to character roll up it's been like that.

Does Snow strike you as a tree hugger sort that Ehlonna seems to emulate?
Holly
player, 225 posts
Protect the Land
to protect your Children
Wed 7 Jul 2010
at 15:06
  • msg #242

Re: Fracture

I'd have put Obad-Hai as the tree hugger, being the "Green Man" in guise.
Snow
player, 428 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 7 Jul 2010
at 15:38
  • msg #243

Re: Fracture

sh sh sh....

Actually he came to the closest thing to being an arcane caster sort of worship so that's why she went that route.

(... and with that we hit 1600 messages... yea!)
This message was last edited by the player at 15:41, Wed 07 July 2010.
Glumr
player, 341 posts
Robin Hood ain't
got nothin' on me
Wed 7 Jul 2010
at 17:20
  • msg #244

Re: Fracture

Glumr is sooo the tree hugger.  lol


Oh... I realized that mid June we hit our 1 year anniversary of this adventure.  Go us!
This message was last edited by the player at 17:21, Wed 07 July 2010.
Fritzholm
GM, 433 posts
Dungeon Mastering
without a net
Wed 7 Jul 2010
at 18:59
  • msg #245

Ye gods!

Sorry about that.  I have updated the handouts to reflect that Snow follows Obad-Hai.
Holly
player, 226 posts
Protect the Land
to protect your Children
Wed 7 Jul 2010
at 21:18
  • msg #246

Re: Fracture

Glumr:
Glumr is sooo the tree hugger.  lol


Oh... I realized that mid June we hit our 1 year anniversary of this adventure.  Go us!

WOW! It doesn't feel like a year!
Snow
player, 429 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Wed 7 Jul 2010
at 21:24
  • msg #247

Re: Fracture

>.<

Want to feel old?  think how long we've known each other?
Holly
player, 227 posts
Protect the Land
to protect your Children
Wed 7 Jul 2010
at 21:37
  • msg #248

Re: Fracture

I already know I'm old!  Knee tells me that every day at the moment!
Heh, hehh, heh.
Glumr
player, 353 posts
Robin Hood ain't
got nothin' on me
Sat 24 Jul 2010
at 17:23
  • msg #249

Dice are mean

I just critical failed my init roll.  Why are the dice sooo cruel?
Fritzholm
GM, 449 posts
Dungeon Mastering
without a net
Mon 2 Aug 2010
at 00:09
  • msg #250

Entangled

quote:
10:36, Today: Snow rolled 2 using 1d20-1. Str check.

10:40, Today: Snow rolled 12 using 1d20+1. Attack Roll.
10:40, Today: Snow rolled 1 using 1d4-1. Damage ?.


First off, if you're entangled you can either try to break free (DC20 STR or escape artist) OR attack.  The break free attempt is a full round action that allows some movement if successful.  Secondly, I think your attack roll should be at -3 not +1.  (-1 for STR, -2 for entangled)  Snow has a BAB of 0, not 1.  Please correct me if any of this is wrong (I make plenty of mistakes calculating these to-hits)  I'll assume that you chose to attack.  It's all the same if it's a miss anyhow, but if it turns out to be a legit 12 that would hit an entangled goblin since entangled reduces your DEX by 4, which lowers the AC by 2.

These rules sure are messy.
Snow
player, 444 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 2 Aug 2010
at 00:15
  • msg #251

Re: Entangled

Snow is second level, even using the worst chart, as a magic user she gets a +1 BAB.  I believe youre allowed to add levels from a more competant class to a less competant one, to figure out BAB (but not the other way around).  [Real rule, not a Kitten one, check with Ciaran if you want to be sure?]

She's +1 for the MW dagger.

which is a +2 to hit, -1 for Strength.

I wasnt aware that Entangle was a -2 to hit.  I believe it negates your dex for armor class purposes and kept you from moving, i missed the bit about the -2 hit.

I think my problem was... I'm not sure what entangle does.  If you state all the penalties for Entangle it would be helpful.

I have my 3.0 book and my pathfinder book, and cant find my 3.5 pdf at the moment, so.... i'm clueless.

I wasnt aware that Str check to break free was a full round attempt, she wouldnt attempt it seeing a gobling coming, with a DC15, and -1 str, she was better of taking her chances and fighting the goblin.




Fix as you see fit, show me the math, and i'll follow the penalties for the next round of combat.
This message was last edited by the player at 00:18, Mon 02 Aug 2010.
Fritzholm
GM, 450 posts
Dungeon Mastering
without a net
Mon 2 Aug 2010
at 00:32
  • msg #252

Re: Entangled

OK.  The Masterwork bonus is surely good.  I'll search around for this rule about Base Attack Bonus.  I've never heard of it before.  If anyone else finds it, please let me know.


I've been trying to post all the relevant information for entangle on the item, but here are the SRD rules for it:

http://www.d20srd.org/srd/spells/entangle.htm

and

http://www.d20srd.org/srd/cond...ummary.htm#entangled

They contradict each other a little, so I go with the spell description when they do because the condition entangled is for bolas and such where you can still move.  These grasses hold you to a spot.  The other judgement call I've had to make was whether to assess a -2 ranged attack penalty AND a -2 DEX penalty for ranged fire.  I've chosen to just go with one of these saying that being entangled hampers melee and ranged combat equally, which makes more sense to me.
Snow
player, 445 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 2 Aug 2010
at 01:16
  • msg #253

Re: Entangled

Glumr... you really need to take those casters out... their armorclass should be easier to hit too...

I'm officially useless this fight.
This message was last edited by the player at 01:17, Mon 02 Aug 2010.
Fritzholm
GM, 452 posts
Dungeon Mastering
without a net
Mon 2 Aug 2010
at 01:19
  • msg #254

Re: Entangled

Unless you count the 4 goblins you've already taken out of the fight.
Snow
player, 446 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 2 Aug 2010
at 01:23
  • msg #255

Re: Entangled

In reply to Fritzholm (msg #254):

They're not asleep, they're only stunned and will recover sooner than i'd like to think about.  Especially when i'm that close to them, though i have to hope they're all hopelessly tangled by now.
This message was last edited by the player at 01:23, Mon 02 Aug 2010.
Fritzholm
GM, 453 posts
Dungeon Mastering
without a net
Tue 3 Aug 2010
at 03:45
  • msg #256

Re: Entangled

Snow:
Snow is second level, even using the worst chart, as a magic user she gets a +1 BAB.  I believe youre allowed to add levels from a more competant class to a less competant one, to figure out BAB (but not the other way around).  [Real rule, not a Kitten one, check with Ciaran if you want to be sure?]



First I checked the SRD:

http://www.d20srd.org/srd/classes/multiclass.htm

It says

Base Attack Bonus
Add the base attack bonuses acquired for each class to get the character’s base attack bonus. A resulting value of +6 or higher provides the character with multiple attacks.

There is no mention of adding levels of less competent classes, but it's also rather brief, so I checked the 3.5 Players Handbook.  Here are two clips from page 59 of the PHB:



This example actually contradicts what you suggest.  If the 4 levels of the less competent class were to add to the 6 levels of the more competent class the BAB would be +7/+2 for a 10th level rogue, but this is not how it works.

and under adding a second class it says



It all seems quite Straight forward.   0 + 0 = 0
Snow
player, 448 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 3 Aug 2010
at 03:52
  • msg #257

Re: Entangled

Meh.

It's about as straightforward as using a two handed weapon and multiplying the negative strength modifier by 1.5 to get a bigger strength penalty.

The wizard is the worse combat class in the game and at second level gets +1 BAB.

A level of rogue, which is better than wizard and a level of wizard is +0 BAB makes no sense.  I'm pretty sure they fixed that rule somewhere, maybe in a supplement, but it's not worth killing yourself over.

I'll stand on the belief that it's still a pretty silly rule.
Holly
player, 239 posts
Protect the Land
to protect your Children
Fri 6 Aug 2010
at 13:51
  • msg #258

Sleep pretty one... Sleep

"Slapping or wounding awakens an affected creature"
Glumr
player, 362 posts
Robin Hood ain't
got nothin' on me
Mon 16 Aug 2010
at 14:22
  • msg #259

If I recall...

Snow and Holly...

Cant comment in game cause it's just what you were thinking, but you both seemed to be as if you thought we shouldnt have attached the goblins.  At the time, you were both for fighting.  Nobody even suggested that we shouldnt.

Just saying. :P
Snow
player, 458 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 16 Aug 2010
at 15:34
  • msg #260

Re: If I recall...

(puzzled)


Did you understand that Holly?
Glumr
player, 363 posts
Robin Hood ain't
got nothin' on me
Mon 16 Aug 2010
at 15:38
  • msg #261

Re: If I recall...

Errr... That was supposed to be attacked.

You both said something to the effect of "I knew we shouldnt have attacked them."  But at the time neither of you said that we shouldnt.
Snow
player, 459 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 16 Aug 2010
at 15:43
  • msg #262

Re: If I recall...

Actually snow didnt say anything, except 'thank you'.
Holly
player, 242 posts
Protect the Land
to protect your Children
Mon 16 Aug 2010
at 16:26
  • msg #263

Re: If I recall...

And Holly just said she thought everyone should have held to the plan, not go running into the area I was going to cast Entangle! Didn't say anything against attacking. We were all going to let them get closer and then ambush them, but that was not the case as they spotted us...
Snow
player, 460 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 16 Aug 2010
at 17:02
  • msg #264

Re: If I recall...

An imperfect snafu here and there is realistic and good for roleplaying.  (shrugs)

As long as no one died, which they didnt.
Fritzholm
GM, 467 posts
Dungeon Mastering
without a net
Mon 16 Aug 2010
at 20:15
  • msg #265

out of character

Don't mistake Tora's scolding for the GM's scolding.  She's a commander (a very smart one).  This is just how she is.
Snow
player, 464 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 26 Aug 2010
at 23:31
  • msg #266

Re: out of character

packing for a go away with family this weekend.  wont be around for a bit.
Fritzholm
GM, 473 posts
Dungeon Mastering
without a net
Sat 28 Aug 2010
at 05:20
  • msg #267

Tomb of Legends

It's The Tome of Legends - a book.  The Tomb of Legends sounds like it'd make a good dungeon adventure, though.
Snow
player, 466 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 31 Aug 2010
at 01:44
  • msg #268

Re: Tomb of Legends

(back from vacation, and sorta sorted out now.  slowly getting back into the swing of things on rpol.)
Snow
player, 469 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 31 Aug 2010
at 14:59
  • msg #269

Re: Tomb of Legends

Moonlight, Mutt and Jeff...?  Are we allowed to bring them along?

Is there a place for us to buy Cuma provisions or is he sponging off what we already have?
Fritzholm
GM, 479 posts
Dungeon Mastering
without a net
Tue 31 Aug 2010
at 15:51
  • msg #270

Re: Tomb of Legends

You can buy as much food as you'd like in Kammara, but you currently have 60 lbs of food on the cart, which is more than enough to get to Rankor Heights.  Your stay in Crim didn't use up any food (only the trip to visit Tora used food).  In Triplefang villages you have practically free access to food.

Of course you can bring your animals on the trip around the loch.  That was the main reason that Holly wanted to take the long way.
Fritzholm
GM, 492 posts
Dungeon Mastering
without a net
Thu 16 Sep 2010
at 16:23
  • msg #271

Inside the cave

Snow and Holly are still sleeping for now.  Cuma has only woken up Mord so far.  Mord's player hasn't signed on this week.  Would someone please volunteer to control Mord's actions until he shows up?
Fritzholm
GM, 493 posts
Dungeon Mastering
without a net
Tue 21 Sep 2010
at 14:31
  • msg #272

Re: Inside the cave

Sorry for the temporary grinding to a halt.  Glumr's player has been away at a conference in Boston.  We'll try to kick start the game when he gets back.  Hopefully we'll hear from Mord around then too.
Holly
player, 252 posts
Protect the Land
to protect your Children
Tue 21 Sep 2010
at 14:35
  • msg #273

Re: Inside the cave

Happy to wait.
Snow
player, 482 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 21 Sep 2010
at 14:50
  • msg #274

Re: Inside the cave

(nods)

Go figure the two that are awake in character are away irl.
Glumr
player, 379 posts
Robin Hood ain't
got nothin' on me
Tue 21 Sep 2010
at 16:02
  • msg #275

Re: Inside the cave

It's been grueling in boston here...  But I'm trying to check in.
Snow
player, 483 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 21 Sep 2010
at 16:20
  • msg #276

Re: Inside the cave

(nods)

We making willpower checks to wake up Fritzie?
Snow
player, 487 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 4 Oct 2010
at 16:15
  • msg #277

Re: Inside the cave

does glumr have precise shot?
Glumr
player, 384 posts
Robin Hood ain't
got nothin' on me
Mon 4 Oct 2010
at 17:54
  • msg #278

Re: Inside the cave

He does. :D
Glumr
player, 388 posts
Robin Hood ain't
got nothin' on me
Fri 15 Oct 2010
at 15:35
  • msg #279

Which way to go?  Decision Time....

Fritz said that the shore near the lake does not a tree line near it.  Lake is big, like we cannot see the other shores.

So there's confusion...

Does Snow mean take the forest route?  Or was she referring to the treeline near the water (which I was just informed doesnt exist as I was going to lean that way too)

Shore = out in the open, slightly dangerous (maybe)
Forest = Goblin hordes, very dangerous (for sure)
Boat = No animals, not dangerous


Everyone just chime in with which of the three.


I vote Boat.
Snow
player, 494 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 15 Oct 2010
at 16:35
  • msg #280

Re: Which way to go?  Decision Time....

You have no pets, you would.

I'll go shore, if your assessment is correct.
Fritzholm
GM, 507 posts
Dungeon Mastering
without a net
Fri 15 Oct 2010
at 17:18
  • msg #281

Re: Which way to go?  Decision Time....

Glumr:
Shore = out in the open, slightly dangerous (maybe)
Forest = Goblin hordes, very dangerous (for sure)
Boat = No animals, not dangerous


His assessment of the out-in-the-openness of the shore is correct.  The route that Cuma normally prefers has been blocked by hordes of Goblins.  He feels that you might be able to get around them by going along the shore of the Loch, or by delving deeper into The Dark Woods.  You'll have to make your own guesses as to the levels of danger involved.

As of now I'll assume our heroes chose the shore unless I hear otherwise.
Glumr
player, 389 posts
Robin Hood ain't
got nothin' on me
Fri 15 Oct 2010
at 19:21
  • msg #282

Re: Which way to go?  Decision Time....

Snow:
You have no pets, you would.

I'll go shore, if your assessment is correct.


Yeah, but you just bought some older dogs that are trained.  They arent bonded companion pets.

And it's not like we're going to leave them.  We *will* have to leave them penned up in the city.  So there or here, what's the difference?

My character really loves his horse anyway (she's modeled after my actual dog), so he loves her as much as anyone loves their animal.

So dont paint Glumr like he doesnt care about the animals, he just figures these folks will take good care of the crew's critters.
Fritzholm
GM, 510 posts
Dungeon Mastering
without a net
Mon 18 Oct 2010
at 04:55
  • msg #283

Side conversation roleplay item?

Reading snow's post about her journal, maps, plant specimens, etc made me think.

This is the sort of topic that is bound to stir up conversation among the Triplefang travelers.  Side conversations are one thing that happens a lot in face to face games that's missing here.  They don't directly effect or advance the plot, but they really do add depth to the character, and I think they're fun.

If I started a posting for roleplaying side conversations would that be something you'd use?  You could plan combat tactics before the fact, discuss things like the journal, talk about goals and dreams, or reflections on the past...  whatever.  These side discussions would be outside the time frame of the main adventure, so they wouldn't hold things up.  What do you think?
Holly
player, 262 posts
Protect the Land
to protect your Children
Mon 18 Oct 2010
at 11:20
  • msg #284

Re: Side conversation roleplay item?

Would be something I would use with Holly. I think it owuld be a good idea.
Glumr
player, 390 posts
Robin Hood ain't
got nothin' on me
Mon 18 Oct 2010
at 13:40
  • msg #285

Re: Side conversation roleplay item?

Sounds good... I like the narrative stuff. :D
Snow
player, 496 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 18 Oct 2010
at 15:33
  • msg #286

Re: Side conversation roleplay item?

works for me.
Fritzholm
GM, 520 posts
Dungeon Mastering
without a net
Thu 28 Oct 2010
at 10:29
  • msg #287

Taxes

Sorry about this, but I got a little bogged down trying to figure out what everyone is carrying and how much it's worth.  I'll post the taxes as soon as I can, hopefully today (Thursday).
Holly
player, 266 posts
Protect the Land
to protect your Children
Thu 28 Oct 2010
at 17:59
  • msg #288

Re: Taxes

Well, from Holly's point of view she is very happy not to be carrying more!
Snow
player, 501 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 28 Oct 2010
at 18:15
  • msg #289

Re: Taxes

ARGH~ 72 73 silvers now.  QUICK! pay the dues and scoot, inflation is triple digits in this place i think.
This message was last edited by the GM at 18:37, Thu 28 Oct 2010.
Fritzholm
GM, 522 posts
Dungeon Mastering
without a net
Thu 28 Oct 2010
at 18:37
  • msg #290

No New Taxes!

LOL  Just kidding it's still just 72.  :-)
Snow
player, 502 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 28 Oct 2010
at 19:03
  • msg #291

Re: No New Taxes!

For the record i really did think i was broke when we were settling up on the horses.  I was wondering what happen to all my money, i thought i spent it on mum and dad, or buried it at home, who knew i was carrying it?
Glumr
player, 397 posts
Robin Hood ain't
got nothin' on me
Thu 28 Oct 2010
at 20:07
  • msg #292

Re: No New Taxes!

lol.. I know.  My character was just giving yours a hard time in good fun. ;)
Glumr
player, 399 posts
Robin Hood ain't
got nothin' on me
Fri 29 Oct 2010
at 19:30
  • msg #293

Re: No New Taxes!

I think I did my math wrong.  Here's what I got for you snow.

I also paid in non-converted money so I'm going to edit my post converting before paying.

It's 19 silver per 2 gold coin.  or a 19 silver per 20 silver.

19   20
-- = --
x    Y

Y = amount you want to change (convert to silver)
Solve for x

So...

Y = 20 gold = 200 silver

19    20
-- = ---
 x   200

x20 = 19 * 200

x = (19*200)/20

x = 190 silver or 19 gold.

-----------

I owe 66 silver.

I will convert 50 gold into 46 gold coins and 150 silver.
This message was last edited by the player at 15:10, Mon 01 Nov 2010.
Snow
player, 504 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 29 Oct 2010
at 19:38
  • msg #294

Re: No New Taxes!

I was looking at it as...

20 gold coins = 19 gold coins on the exchange.

Then pain off my bill with 8 gold coins = 80sp.  They give me change off what i owe?

I have 11 of their gold coins and a pocket full of silvers left to spend.
Holly
player, 267 posts
Protect the Land
to protect your Children
Sat 30 Oct 2010
at 17:56
  • msg #295

Re: No New Taxes!

I thought it was rather simple. 5% of any coins you swap.
1gp=10sp=100cp
Exhanging 1gp gives 95cp, or 9 sp and 5 cp.

Holly will exchange 10gp for 9gp+5sp.
Snow
player, 505 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sat 30 Oct 2010
at 18:37
  • msg #296

Re: No New Taxes!

Why do you need exact change?  Isnt the standard part of doing business is, i pay coins and if i pay too much you give me change back?

You're going to tax me on money i'm paying you?
Fritzholm
GM, 526 posts
Dungeon Mastering
without a net
Sun 31 Oct 2010
at 04:33
  • msg #297

Re: No New Taxes!

You can pay your tax in non-Ferisedan coins.  Colbein will give you Ferisedan coins as change.  After that you can echange further coins for Ferisedan money at 5%.

So let's see how this works out:

Snow 20gp - pays her 72 silver tax with 8 gold and gets 8 Fsp change.  12 gold = 114 Fsp.  114+8=126 Fsp
                        12 Fgp. 6 Fsp.

Gumr 50gp - pays his 66 silver tax with 7 gold and gets 4 FSP change.  43 gold = 40 Fgp 8 Fsp 5 Fcp.  Add the 4 Fsp.
                       40 Fgp. 12 Fsp. 5 Fcp.

Holly 10gp - 1 gold pays her tax in full, no change.  9 gold = 8 Fgp 5 Fsp 5 Fcp
                       8 Fgp. 5 Fsp. 5 Fcp.

Mord 167 goblin silver - pays his 53 silver tax leaving him with 114 silver.  114 silver =  10 Fgp 8 Fsp 3 Fcp
                      10 Fgp. 8 Fsp. 3 Fcp.


Please update your character sheets.
Holly
player, 268 posts
Protect the Land
to protect your Children
Sun 31 Oct 2010
at 10:34
  • msg #298

Re: No New Taxes!

Actually Holly already paid her 1gp tax, and then wanted to exchange another 10gp.
Snow
player, 506 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sun 31 Oct 2010
at 12:21
  • msg #299

Re: No New Taxes!

Fritzholm:
You can pay your tax in non-Ferisedan coins.  Colbein will give you Ferisedan coins as change.  After that you can echange further coins for Ferisedan money at 5%.

So let's see how this works out:

Snow 20gp - pays her 72 silver tax with 8 gold and gets 8 Fsp change.  12 gold = 114 Fsp.  114+8=126 Fsp
                        12 Fgp. 6 Fsp.

Gumr 50gp - pays his 66 silver tax with 7 gold and gets 4 FSP change.  43 gold = 40 Fgp 8 Fsp 5 Fcp.  Add the 4 Fsp.
                       40 Fgp. 12 Fsp. 5 Fcp.

Holly 10gp - 1 gold pays her tax in full, no change.  9 gold = 8 Fgp 5 Fsp 5 Fcp
                       8 Fgp. 5 Fsp. 5 Fcp.

Mord 167 goblin silver - pays his 53 silver tax leaving him with 114 silver.  114 silver =  10 Fgp 8 Fsp 3 Fcp
                      10 Fgp. 8 Fsp. 3 Fcp.


Please update your character sheets.


Okay... to make Snow's math simple... if thats how it works.

She'll pay her tax with 8 gold. and net back 8 of their silvers.

She'll exchange 10 gold = 100sp, can i pay the surcharge with non local silver (snow has some of that left), or she'll deduct it off what she's being given and net 95 silver from the money exchange.
Fritzholm
GM, 527 posts
Dungeon Mastering
without a net
Mon 1 Nov 2010
at 05:34
  • msg #300

Re: No New Taxes!

That's fine 18 less gold, 103 more Ferisedan silver.  Please update your character sheet.
Snow
player, 515 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 4 Nov 2010
at 14:21
  • msg #301

Re: No New Taxes!

no worries Glumr, that's meta gaming though.
Glumr
player, 404 posts
Robin Hood ain't
got nothin' on me
Thu 4 Nov 2010
at 15:19
  • msg #302

Re: No New Taxes!

No... Since she has a high charisma Glumr would notice that Snow has a way with people.    A stat would be reflected in the day to day actions with NPCs.
Glumr
player, 413 posts
Robin Hood ain't
got nothin' on me
Wed 10 Nov 2010
at 13:21
  • msg #303

Re: No New Taxes!

Imma post today when I get a chance.   Since we need to plan things out a bit, it'll be a longer one I imagine.
Snow
player, 520 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Tue 16 Nov 2010
at 17:54
  • msg #304

Cuma

We're at the city, where he said he'd bring up, theres no reason to keep him with us now that he's done what he's said he'd do, we should pay him and part ways?

If so, Snow will pay Cuma's fees herself, she figures she owes her cousins for covering the cost of her horse and dogs.
Holly
player, 277 posts
Protect the Land
to protect your Children
Fri 19 Nov 2010
at 11:32
  • msg #305

Re: Cuma

I think Cuma has proven his worth as a guide in the city, and may well be very useful in learning what we can and cannot do. Would suggest a few more days, and then pay him off.
Snow
player, 521 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 19 Nov 2010
at 12:52
  • msg #306

Re: Cuma

He's done what he said he'd do, we should pay him off and renegotiate a contract for him to guide us about the city if that's the case, or keep him on and give him a notable bonus when we resolve his services.
Snow
player, 525 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 22 Nov 2010
at 14:56
  • msg #307

Re: Cuma

Actually... after some thought... this might work out.

If Farden is a local of the town, and knows his way around, it would allow the party to release Cuma and take Farden in to replace his role as local guide?
Farden
player, 3 posts
the new guy
male fighter
Mon 22 Nov 2010
at 15:04
  • msg #308

Re: Cuma

Let me just check that.

20:33, Today: Farden rolled 15 using 1d20+2. knowledge(local).


Hmmm... apparently, I know a bit about this place.
Fritzholm
GM, 549 posts
toss the dice
and have fun
Mon 22 Nov 2010
at 18:33
  • msg #309

Re: Cuma

Farden has been in Rankor for a while now.  All his money is in the newly minted Ferisedan currency.  He doesn't have the depth of knowledge that Cuma has, but he certainly knows his way around, and presumably he works for free.  :-)

There's no further need for rolls if Farden has questions about the city, or the rest of the party has questions for him about it.  Just ask away,
Glumr
player, 418 posts
Robin Hood ain't
got nothin' on me
Wed 24 Nov 2010
at 14:45
  • msg #310

Re: Cuma

I wanted to welcome the two new players to the game.  Looking forward to the next legs of adventure with you all.
Snow
player, 533 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 25 Nov 2010
at 21:33
  • msg #311

Re: Cuma

Snow is no where near Holly, or she wouldnt have said something like that, she's in the sitting room, which is a bit off, or so i'm led to believe.
Fritzholm
GM, 556 posts
toss the dice
and have fun
Fri 26 Nov 2010
at 07:21
  • msg #312

Iroda's estate

That's correct.  The dining hall is separated from the small sitting room by two bedrooms.  Right now Mord, Idora and Snow are in the sitting room and Glumr, Holly, Ferden, and a couple of chowing-down NPCs are in the dining hall.
Snow
player, 534 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Fri 26 Nov 2010
at 07:27
  • msg #313

Re: Iroda's estate

pounces on 2000th post ^.^

Happy Thanksgiving peeps.
This message was last edited by the player at 07:27, Fri 26 Nov 2010.
Fritzholm
GM, 564 posts
toss the dice
and have fun
Fri 3 Dec 2010
at 09:51
  • msg #314

NPCs

I just updated my list of named NPCs the party has met.  We're almost to 50.  I feel like I should start a thread about them.  It would go something like this.  First I'd post

Who is Bevin Triplefang?

Then a couple of days later I'd post a description of the elderly shepherd who lives on the farm where Glumr's aunt and uncle were killed by goblins.
Glumr
player, 432 posts
Robin Hood ain't
got nothin' on me
Fri 3 Dec 2010
at 14:34
  • msg #315

Re: NPCs

I click the like button to that idea.
Farden
player, 22 posts
the new guy
male fighter
Fri 3 Dec 2010
at 17:42
  • msg #316

Re: NPCs

As long as it doesn't take your attention away from the main game =D
Farden
player, 25 posts
the new guy
male fighter
Wed 8 Dec 2010
at 16:40
  • msg #317

Re: NPCs

Fritz, did you get the little play from the actual story by L. Frank Baum, or did you read that article which came on cracked.com a couple of days ago?

My money is on cracked.com
Fritzholm
GM, 571 posts
toss the dice
and have fun
Wed 8 Dec 2010
at 16:50
  • msg #318

The Tinman

You're good!  Yes, Cracked was the inspiration.
Farden
player, 26 posts
the new guy
male fighter
Wed 8 Dec 2010
at 17:55
  • msg #319

Re: The Tinman

Well, it was a funny article....
Snow
player, 549 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 9 Dec 2010
at 00:03
  • msg #320

Re: The Tinman

whew.... been a few days, why are we trying to see this guy again?  Is he the keeper of 'the book' were trying to use?
Fritzholm
GM, 574 posts
toss the dice
and have fun
Thu 9 Dec 2010
at 04:27
  • msg #321

The Tome

Yes.  Arkus told you that Proctor Limon had the Tome of Legends, but didn't know what it was.  Arkus felt that you might be able to get it for much less than its true value because you know it's a powerful artifact and Limon doesn't.  That's why you came to Rankor Heights.
Snow
player, 550 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Thu 9 Dec 2010
at 04:30
  • msg #322

Re: The Tome

So... in a nutshell... were here to swindle someone out of magic they dont know they own?

(snow might have a morale problem with that actually)
Farden
player, 27 posts
the new guy
male fighter
Thu 9 Dec 2010
at 04:58
  • msg #323

Re: The Tome

Farden has no problem with that whatsoever. Unfortunately, he doesn't have any ranks in Bluff with which to con the guy....
Fritzholm
GM, 575 posts
toss the dice
and have fun
Thu 9 Dec 2010
at 16:07
  • msg #324

Re: The Tome

Snow:
So... in a nutshell... were here to swindle someone out of magic they dont know they own?

(snow might have a morale problem with that actually)



Would it help any if I told you it was for the greater good?  As for morality, the whole plan for the Tome to be in your hands was concocted by one of the greatest paragons of good in the entire Triplefang lands.

How about if I told you that the campaign ends here if you don't get the book?  :-)
That's not technically true, but it will be A LOT harder.
Snow
player, 552 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Mon 13 Dec 2010
at 19:38
  • msg #325

Re: The Tome

Deducted 13 gold from my character sheet, to cover my share of gift and Cuma.

How ever it's not local gold, i'm thinking to save off the conversion cost, maybe have Farden pay for it, since that's all he has and we give him non local gold?  I'm presuming were leaving this place soon so it should be a moot point if we have local coin or not.(good?)
Fritzholm
GM, 579 posts
toss the dice
and have fun
Mon 13 Dec 2010
at 21:19
  • msg #326

gold = gold?

If Farden's cool with that (and I think he will be) it's all good.
Farden
player, 32 posts
the new guy
male fighter
Tue 14 Dec 2010
at 04:07
  • msg #327

Re: gold = gold?

Can someone point me to the page where exchange rates were discussed? I want to know about this.

In the meanwhile, Farden's willing to exchange his gold with yours, and he has enough money to cover all of you.
Fritzholm
GM, 580 posts
toss the dice
and have fun
Tue 14 Dec 2010
at 05:33
  • msg #328

Re: gold = gold?

It works like so, Farden:

When non-Ferisedan travelers enter Rankor Heights they are taxed on what they brought in.  Additionally all transactions in the city must be done in Ferisedan coinage.  The moneychanger will give you 19 Ferisedan coins for 20 outsider coins, but doesn't convert the other direction.  Our heroes converted some of their money upon entering the city.  They also left some possessions, including their horses and dogs, at a farm/ranch outside of town.

I'm assuming, for simplicity's sake, that you started with all Ferisedan coins (no conversion charge)

I think that Snow and Holly (maybe Glumr too) will want to pay you 10 gold non-Ferisedan coins.  Mord already converted all his coins to Ferisedan.  Please list Fgp (Ferisedan) separate from gp (all other).  Also note that you can spend Ferisedan coins anywhere like they were normal coins.
Fritzholm
GM, 620 posts
toss the dice
and have fun
Wed 12 Jan 2011
at 11:08
  • msg #329

map

I'm working on updating the map.  I had hoped to post it tonight, but it's not finished.  Soon.
Holly
player, 291 posts
Protect the Land
to protect your Children
Thu 13 Jan 2011
at 13:19
  • msg #330

Re: map

Sorry for not being part of the game for a while. RL issues.
Will be back up to speed soon.
Fritzholm
GM, 627 posts
toss the dice
and have fun
Wed 19 Jan 2011
at 07:26
  • msg #331

Re: map

OK, I have updated the game map.  I had to reduce the quality to get it to fit in 100kb (that's all RPoL will allow), but I think it's still quite usable.

For the newcomers, let me go over some of the points of interest.
You are currently in Rankor Heights, which is the city in the southeast corner, backed up against the mountains.  This is the Ferrisedan capital city.  There's an excellent road leading through the Ferrisedan farmlands and ranches to Utsk.  You can travel north across Loch Grmikel by ferry to the small Ferrisedan village of Kammarra, but the party chose to take the longer and more dangerous route through strange, dark, swampy hills and past gigantic goblin pits billowing smoke.
To the east of the swamps are the dreaded Dark Woods.  This is the stronghold of the goblins.  While goblins often spill out into clan lands, humans rarely venture into The Dark Woods.
Crim is the southernmost Triplefang village and marks a vague border between Triplefang and Ferrisedan lands.  The signpost on the map near Crim marks the location of a shrine to the evil god Krammishir which our heroes desecrated. Gollag was a Ferrisedan village, but it was recently ravaged by Troglodytes, and is now occupied by Triplefang warriors.  Volge is our adventurers' home village.  Silvergate is the major Triplefang city where trade with the Empire flourishes.
Fritzholm
GM, 628 posts
toss the dice
and have fun
Wed 19 Jan 2011
at 20:04
  • msg #332

Plot hooks and recap

I figured I'd post a quick summary of your current plot hooks:

* Proctor Limon will sell the Tome of Legends for 10,000 gold.

* Proctor Limon will reduce the price of the book to 8,000 gold if our heroes
publicly bring him two bugbear heads.

* Farden suggests traveling with a caravan to Kammara through goblin lands in hopes of encountering bugbears.

* Priest of Pelor, Brother Howe, was looking for something in the cursed Tower of Sowell.  The tower and the entire island it is on is rumored to disappear and contain a large treasure guarded by the undead.

* Snow has discovered gremlins in Rankor Heights.

* Mord knows of an enchantress who lives in a tower west of Pliffa.  Enchanted weapons might be necessary to deal with the gremlins in Rankor Heights and/or the undead in Sowell Tower.

* The Harpers want you to find Jacob and bring back Eburacon's songbook.  Will pay 2500 gold.

* The Harpers want you to deliver a sealed letter to a hermit.  Will pay 50 gold.
This message was last edited by the GM at 22:13, Wed 19 Jan 2011.
Farden
player, 55 posts
the new guy
male fighter
Thu 20 Jan 2011
at 06:31
  • msg #333

Re: Plot hooks and recap

Sums things up pretty nicely.

Is this Pippen character located near Rankor Heights?
This message was last edited by the player at 06:48, Thu 20 Jan 2011.
Fritzholm
GM, 630 posts
toss the dice
and have fun
Thu 20 Jan 2011
at 16:03
  • msg #334

Re: Plot hooks and recap

He lives in valley between Kammara and Crim.  It's sort of a no-mans-land (also nomad land) between Triplefang and Ferisedan lands.  Not exactly near Rankor Heights.
Farden
player, 57 posts
the new guy
male fighter
Thu 20 Jan 2011
at 18:05
  • msg #335

Re: Plot hooks and recap

At least its on the way.
Mord
player, 207 posts
Tripelfang Berserker
Ambassador of Beat-Down
Sun 23 Jan 2011
at 05:22
  • msg #336

Re: Plot hooks and recap

quote:
OOC: Am I the only one who's read The Count of Monte Cristo?


I've seen the movie.
This message was last edited by the player at 05:22, Sun 23 Jan 2011.
Fritzholm
GM, 635 posts
toss the dice
and have fun
Mon 24 Jan 2011
at 14:47
  • msg #337

Re: Plot hooks and recap

The book could not have possibly ended the way the movie did.  I too have only seen the movie and I was struck by the glaring hypocrisy of it.  The entire story is a warning about seeking revenge.  Everyone cautions our main character that revenge will only destroy him.  So he ignores them, gets his revenge, and lives rich and happily ever after.

Really???   LOL  Thanks Hollywood.
Farden
player, 60 posts
the new guy
male fighter
Mon 24 Jan 2011
at 17:25
  • msg #338

Re: Plot hooks and recap

I first read Count of Monte Cristo in an abridged children's version. Looking back, I realize whoever made that abridged version was truly good, because he successfully condensed an insanely long, complicated, and adult novel into something suitable for youngsters, while still being true to the spirit of the original work.

And, in neither the original nor the abridged version, does anyone try to tell Edmund revenge is wrong. Mercedes was the only one who tried to stop him, and that was out of fear for her son.

Father Faria, Edmund's mentor, actually helps him solve the mystery behind his imprisonment, and figure out who his targets are. Then he gives him the skills and knowledge necessary to get his revenge. And look at the kind of people Edmund hangs out with - Arabian princesses, Italian bandits, Corsican smugglers - the kind of people to whom revenge is a sacred institution.

In the original, after his revenge, Edmund marries and settles down with his Arabian slave princess (long subplot of his final revenge on Ferdinand). Mercedes and her son are safe, but do not re-unite with Edmund.

Honestly, Dumas does not seem to take a moral stance on revenge, but does tell a story on the most awesome (and cruel) ways of getting it. It should be noted that prison seemed to have turned Edmund sociopathic. His acts of revenge were no surgical strikes, they were long-drawn affairs and eventually ruined dozens of people's lives, including most of the immediate family of his three targets. He is shown feeling occasionally guilty, and committing a few redeeming acts here and there, but mostly he don't give a fuck.

Encourage me and I'll give a brief precis of the acts of revenge.
This message was last edited by the player at 17:31, Mon 24 Jan 2011.
Holly
player, 295 posts
Protect the Land
to protect your Children
Wed 26 Jan 2011
at 21:33
  • msg #339

Re: Plot hooks and recap

With regards to the horse needs, I would have offered Dun, since I can always make use of Moonlight and walk. However at the moment, even though Holly paid him a visit, Moonlight is a little annoyed with being left behind, so Holly would have to walk all the way there.

Rather than a horse, how about our travelling companion uses the cart? Would save on the monies for delivering the letter.
Farden
player, 62 posts
the new guy
male fighter
Thu 27 Jan 2011
at 03:52
  • msg #340

Re: Plot hooks and recap

I got no issues with the cart as long as I can keep up with you. I don't do horseback fighting anyway.
This message was last edited by the player at 03:52, Thu 27 Jan 2011.
Holly
player, 296 posts
Protect the Land
to protect your Children
Thu 27 Jan 2011
at 12:24
  • msg #341

Re: Plot hooks and recap

Wouldn't worry, don't think any of us do! At least not at 2nd. Mord might consider it as he levels up. We have done all our fighting on foot so far.
Farden
player, 63 posts
the new guy
male fighter
Thu 27 Jan 2011
at 13:09
  • msg #342

Re: Plot hooks and recap

No matter how cool cavalry is, nothing beats the power and flexibility of well-trained infantry. Historically proven fact.
Glumr
player, 467 posts
Robin Hood ain't
got nothin' on me
Thu 27 Jan 2011
at 15:50
  • msg #343

Re: Plot hooks and recap

I dont fight on the horse either...  I am trying to train it though.  Never seems to work for me though. :/
Glumr
player, 468 posts
Robin Hood ain't
got nothin' on me
Thu 27 Jan 2011
at 15:52
  • msg #344

Re: Plot hooks and recap

Idora's bill is 24 GP.  Between 4 or us right?

6 a piece?  I'll cover anyone if they cant afford it.
Fritzholm
GM, 639 posts
toss the dice
and have fun
Thu 27 Jan 2011
at 15:55
  • msg #345

Cart

I think we can safely say that the cart horse is VERY near its encumbrance limit (if not over) already.  I've been lazy about it because I didn't want to do the math or slow you guys down.
Farden
player, 64 posts
the new guy
male fighter
Thu 27 Jan 2011
at 16:10
  • msg #346

Re: Cart

Good grief, what are you guys carrying?
Glumr
player, 469 posts
Robin Hood ain't
got nothin' on me
Thu 27 Jan 2011
at 16:22
  • msg #347

Re: Cart

Camp gear and other crap.

check it: link to a message in this game

I say that we use the $50 from the letter and get farden a horse.    I got a couple extra coin if Farden needs it.
Glumr
player, 471 posts
Robin Hood ain't
got nothin' on me
Fri 28 Jan 2011
at 14:49
  • msg #348

Re: Cart

Does Snow still have the magic gloves we got from the goblins.  I think the elders told us to keep them, but as I remember they were too small for any of us to wear.

Am I remembering right?
Fritzholm
GM, 642 posts
toss the dice
and have fun
Fri 28 Jan 2011
at 17:02
  • msg #349

Re: Cart

Looking back, I think you sold the magic gloves to Claudius, an Empire free merchant in Silvergate for 300 gp.
Snow
player, 586 posts
Apprentice Frost Sorceres
AC 11 ~ HP 7
Sat 29 Jan 2011
at 22:51
  • msg #350

Re: Cart

Yes, they were bought to the elder and i was told more or less to sell them so i did and the gold was divied up last adventure.

What are we carrying?  Have i mentioned Snow wont let Mord shop by himself any more if she can help it?
Fritzholm
GM, 652 posts
toss the dice
and have fun
Thu 3 Feb 2011
at 23:22
  • msg #351

Estimated Travel Distances

I've updated the estimated travel distances in the Handouts topic to include Utsk and Rankor Heights.  It's about time, huh?
Fritzholm
GM, 653 posts
toss the dice
and have fun
Thu 3 Feb 2011
at 23:33
  • msg #352

Straight Gold, Homey

Who paid how much to Idora so far?  This total needs to add up to 24 Fgp.
Farden
player, 75 posts
the new guy
male fighter
Fri 4 Feb 2011
at 05:00
  • msg #353

Re: Straight Gold, Homey

I paid 4.80 GP. Gold updated accordingly.
Glumr
player, 479 posts
Robin Hood ain't
got nothin' on me
Mon 7 Feb 2011
at 14:06
  • msg #354

Re: Straight Gold, Homey

Glumr:
Idora's bill is 24 GP.  Between 4 or us right?

6 a piece?  I'll cover anyone if they cant afford it.



I paid 6.
Mord
player, 210 posts
Tripelfang Berserker
Ambassador of Beat-Down
Tue 8 Feb 2011
at 16:34
  • msg #355

Re: Straight Gold, Homey

Can those who succeed the Con DC give other characters a morale bonus to somewhat urge them on?
Farden
player, 79 posts
the new guy
male fighter
Tue 8 Feb 2011
at 16:48
  • msg #356

Re: Straight Gold, Homey

Let's go an extra four hours. That should open up some distance nicely, and eat away a portion of the night.
Holly
player, 305 posts
Protect the Land
to protect your Children
Tue 8 Feb 2011
at 21:57
  • msg #357

Re: Straight Gold, Homey

Keep going til we find a cave perhaps, or the first one fails.
Fritzholm
GM, 656 posts
toss the dice
and have fun
Tue 8 Feb 2011
at 22:54
  • msg #358

Re: Straight Gold, Homey

The DM rattles the tin cup.

So far we have 10.8 of the 24 Fgp room and board bill accounted for.  Simple math states there's still 13.2 Fgp to be paid.  I know Mord is basically broke, and Holly is poor, but Snow is the richest of you all.  Maybe she can pitch in a little something.
Snow
player, 600 posts
Apprentice Frost Sorceres
AC 11 ~ HP 15
Tue 8 Feb 2011
at 23:50
  • msg #359

Re: Straight Gold, Homey

hm?
simple math?  from barbarians?

sure, i dont mind, i wasnt even sure i was asked, or i would have done so sooner.

Snow has 103 local silver left (just deleted it off character sheet) and will donate it all to the cause, that should translate to 10.3 gold,, and more than Snow's fair share?

Good nuff?  I'd have to convert currency to pitch in more >.< which is sorta hate to do cause i forget the conversion rate and stuff already and the calculations were vexing.
This message was last edited by the player at 23:53, Tue 08 Feb 2011.
Farden
player, 80 posts
the new guy
male fighter
Wed 9 Feb 2011
at 05:29
  • msg #360

Re: Straight Gold, Homey

You have to remember, we're on horseback, so it should be our horses making the checks for forced marches. And I dunno about you guys, but my light horse gets a +10 to that check. Going for an extra 4 hours should be easy.

10:58, Today: Farden rolled 15,23,27,21 using d20+10,d20+10,d20+10,d20+10. fort dc 10, 12, 14, 16.

There, my horse is fresh as a daisy after 4 hours.
Fritzholm
GM, 657 posts
toss the dice
and have fun
Wed 9 Feb 2011
at 08:34
  • msg #361

Re: Straight Gold, Homey

quote:
Snow has 103 local silver left (just deleted it off character sheet) and will donate it all to the cause, that should translate to 10.3 gold,, and more than Snow's fair share?


Plenty generous!  We're up to 21.1 Fgp.  Just 2.9 Fgp more to go.
Fritzholm
GM, 658 posts
toss the dice
and have fun
Wed 9 Feb 2011
at 08:36
  • msg #362

Nightrider

quote:
And I dunno about you guys, but my light horse gets a +10 to that check.


What's the +10 for?  I found a +4 because riding horses have the endurance feat, but I couldn't find the other +6.
Farden
player, 81 posts
the new guy
male fighter
Wed 9 Feb 2011
at 10:27
  • msg #363

Re: Nightrider

My mistake, its a +9, not a +10 for my horse. Still makes all the saves.

+4 for Endurance, and +5 because light riding horses get a +5 to Fort saves, according to the MM? I'd guess its because +2 for Con, and the rest +3 because a horse is a 3 HD animal with Fort being one of its good saves.
This message was last edited by the player at 10:29, Wed 09 Feb 2011.
Glumr
player, 481 posts
Robin Hood ain't
got nothin' on me
Wed 9 Feb 2011
at 13:57
  • msg #364

Re: Straight Gold, Homey

Fritzholm:
quote:
Snow has 103 local silver left (just deleted it off character sheet) and will donate it all to the cause, that should translate to 10.3 gold,, and more than Snow's fair share?


Plenty generous!  We're up to 21.1 Fgp.  Just 2.9 Fgp more to go.


Glumr chips in 3 more Fgp.
Snow
player, 601 posts
Apprentice Frost Sorceres
AC 11 ~ HP 15
Wed 9 Feb 2011
at 18:36
  • msg #365

Re: Straight Gold, Homey

Regarding horses:  ...(horses) can also be ridden in a forced march, but its Constitution checks automatically fail, and, again, the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.
A light horse has a CON of 15 and 19HP.


Doesnt matter if they're +10 Con.

According to Fritz they automatically fail?
Fritzholm
GM, 660 posts
toss the dice
and have fun
Wed 9 Feb 2011
at 18:44
  • msg #366

Nightrider

It sure looks that way.  Good catch, Snow.

I did too much rolling and calculation to go back now.  Plus it works out better for the PCs this way.
Fritzholm
GM, 662 posts
toss the dice
and have fun
Wed 9 Feb 2011
at 19:05
  • msg #367

Re: Nightrider

I had two different potential goblin fighting scenarios set up for the swamps.  One where you attacked their camp, and one where they botched an ambush on you while you were riding, but you guys averted both.
Farden
player, 82 posts
the new guy
male fighter
Thu 10 Feb 2011
at 06:09
  • msg #368

Re: Straight Gold, Homey

Snow:
Regarding horses:  ...(horses) can also be ridden in a forced march, but its Constitution checks automatically fail, and, again, the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.
A light horse has a CON of 15 and 19HP.


Doesnt matter if they're +10 Con.

According to Fritz they automatically fail?


Damn, how did I miss that? That's incredibly harsh, I fail to see why a mounted horse should be treated differently from a character carrying a medium load.

Well, even then we can push our horses for 3 hours with no risk of them keeling over, then get off and lead them for an hour. Or split it 2 and 2. Either way, we can move for an extra four hours with almost no risk of anyone going down, although all of us will be fatigued by the end of it.
Farden
player, 83 posts
the new guy
male fighter
Thu 10 Feb 2011
at 06:14
  • msg #369

Re: Straight Gold, Homey

OK, splitting it 2 and 2, works out to 11 points damage to the horse, 3 points non-lethal damage to me.
Fritzholm
GM, 663 posts
toss the dice
and have fun
Thu 10 Feb 2011
at 17:35
  • msg #370

Nightrider

Don't sweat it.  We're going with the small amount of lethal damage the horses sustained via the incorrect CON roll system and the small amount of non-lethal damage the humans endured from one little hour of forced march.  The non-lethal all got rested away.  You guy slept the full 8 hours and rest an additional 4 hours so you could travel at night.
Fritzholm
GM, 666 posts
toss the dice
and have fun
Thu 10 Feb 2011
at 19:37
  • msg #371

Fight!

I checked the last modified date on our latest combat map.  October 5th 2010!  I predict there will be (unavoidable) combat soon.
Mord
player, 211 posts
Tripelfang Berserker
Ambassador of Beat-Down
Thu 10 Feb 2011
at 21:06
  • msg #372

Re: Fight!

Yes! Time to spill some blood!
Fritzholm
GM, 671 posts
toss the dice
and have fun
Thu 17 Feb 2011
at 19:21
  • msg #373

Re: Fight!

Demonic Ferrets?!?

*runs*
Holly
player, 310 posts
Protect the Land
to protect your Children
Fri 18 Feb 2011
at 13:18
  • msg #374

Re: Fight!

Anything will do, just so Holly can show the new arrival just how she can defend herself and save everyone!!
Farden
player, 92 posts
the new guy
male fighter
Thu 24 Feb 2011
at 04:38
  • msg #375

Re: Fight!

I edited my post, I'd forgotten to add the bardic music bonus.
Mord
player, 214 posts
Tripelfang Berserker
Ambassador of Beat-Down
Fri 25 Feb 2011
at 02:06
  • msg #376

Re: Fight!

Where's the map?
Snow
player, 613 posts
Apprentice Frost Sorceres
AC 11 ~ HP 15
Fri 25 Feb 2011
at 02:10
Fritzholm
GM, 677 posts
toss the dice
and have fun
Fri 25 Feb 2011
at 04:45
  • msg #378

Re: Fight!

I try to put the link to the battle map at the bottom of every one of my posts during the fight, Mord.

You can also find the battle maps by going to Game Map near the top of the screen and then to File Links
The most recent battle map is typically at the bottom of that list.
Snow
player, 615 posts
Apprentice Frost Sorceres
AC 11 ~ HP 15
Tue 1 Mar 2011
at 15:25
  • msg #379

Re: Fight!

Two attacks... two misses...

not a good round for Snow.
Farden
player, 95 posts
the new guy
male fighter
Tue 1 Mar 2011
at 16:20
  • msg #380

Re: Fight!

Hey, Glumr, just wondering... you took Precise Shot, right?
Fritzholm
GM, 679 posts
toss the dice
and have fun
Tue 1 Mar 2011
at 17:03
  • msg #381

Re: Fight!

Yep, he's got precise shot and point blank shot as well as rapidfire.

I also don't penalized a player twice if they shoot into combat and through the square of an engaged friendly.  Let's say that 3 combatants are lined up in a row with a missile weapon user then a friendly engaged in melee with an enemy.  By the typical rules it's -8 to shoot the enemy.  -4 for firing though the friendly square AND -4 because of the melee engagement.  In our games it's only -4.  With precise shot there's no penalty.  I handle shooting through friendly non-melee-engaged squares on a case by case basis, but it probably draws a -4.
Farden
player, 96 posts
the new guy
male fighter
Tue 1 Mar 2011
at 17:22
  • msg #382

Re: Fight!

Good to hear it. I often see ranged characters who don't take Precise Shot as early as possible, and it often makes me go 'Why play an archer, then'?
Farden
player, 104 posts
the new guy
male fighter
Sat 12 Mar 2011
at 13:28
  • msg #383

Re: Fight!

I'm going on a family trip, no internet for a week. Feel free to NPC me in the meantime.
Fritzholm
GM, 709 posts
toss the dice
and have fun
Wed 30 Mar 2011
at 07:12
  • msg #384

Mord

OK.  I have no idea what's the deal with Mord.

I see that he signs on occasionally but he never posts.  I'm going to move on without him, and he'll either be taken over by a new player or gracefully removed from the game.
Snow
player, 625 posts
Apprentice Frost Sorceres
AC 11 ~ HP 15
Wed 30 Mar 2011
at 11:19
  • msg #385

Re: Mord

Sorry been lil distracted will look over more carefullly after i get the little one on the bus today.
Farden
player, 117 posts
the new guy
male fighter
Thu 31 Mar 2011
at 05:55
  • msg #386

Re: Mord

OK, I gotta ask: Why did Snow take levels in Rogue, and then put no ranks in Open Lock? Because Farden's thief skills only go so far....
Snow
player, 631 posts
Apprentice Frost Sorceres
AC 11 ~ HP 15
Thu 31 Mar 2011
at 12:48
  • msg #387

Re: Mord

I have ONE level in rogue, and one level of skills only go so far.

I took them for the ability to 'find' stuff easier and for the social skills.

I took them for the sneak attack, since at first level sorc spells run out fast and i didnt want to be dead weight in a party of four, dead weight was ... well dead.
Farden
player, 118 posts
the new guy
male fighter
Thu 31 Mar 2011
at 13:03
  • msg #388

Re: Mord

OK, so we officially have no party rogue. Good to know.
Snow
player, 632 posts
Apprentice Frost Sorceres
AC 11 ~ HP 15
Thu 31 Mar 2011
at 13:05
  • msg #389

Re: Mord

I also play alot of Pathfinder, where they do away with lockpicking because it's a 'device' and if you disable it, it 'opens' which made alot of sense to me.

I get the rules jumbled alot *shrugs*

This is the first time there has been a need for locking picking mind you.
This message was last edited by the player at 13:06, Thu 31 Mar 2011.
Fritzholm
GM, 717 posts
toss the dice
and have fun
Thu 31 Mar 2011
at 17:34
  • msg #390

rogue

I'd say the party has no "thief".  Snow has plenty of rogue skills but she's not built for sneaking into the palace and stealing the gems from the statue's eyes.  Glumr has climbing and stealth covered, so he might be able to pull off that sort of job.

When I ran this game face to face it was exactly the same way.  The only one who took any levels of rogue was the CHR based sorceress, and she took it mainly for social skills and sneak attack too.  They got through everything fine without a thief.

Most Triplefang don't interact with locks.  Security isn't a real big issue when everyone you live with is family.  Some of the more thiefly skill s are pretty rare in your society too.  Stuff like Sleight of Hand, Forgery, and Escape Artist are just as rare as Open Locks.   That being said, there are NPC thieves out there.
Farden
player, 119 posts
the new guy
male fighter
Thu 31 Mar 2011
at 17:38
  • msg #391

Re: rogue

NPC thieves.... right, so the only people whose pockets are getting picked are our own.
Fritzholm
GM, 718 posts
toss the dice
and have fun
Fri 1 Apr 2011
at 01:11
  • msg #392

Re: rogue

So far the party has done a fine job of being too poor to become targets for pickpockets.
Snow
player, 633 posts
Apprentice Frost Sorceres
AC 11 ~ HP 15
Fri 1 Apr 2011
at 17:34
  • msg #393

Re: rogue

*grins*

Pigs and cows and stuff are harder to pickpocket  (inside joke with Fritz) ^.^
This message was last edited by the player at 17:34, Fri 01 Apr 2011.
Holly
player, 344 posts
Protect the Land
to protect your Children
Wed 11 May 2011
at 16:27
  • msg #394

Re: rogue

If Farden is 200 feet away from Glumr as he tries to rope the watcher in the rye, how far away are the rest of us???
Snow
player, 647 posts
Apprentice Frost Sorceres
AC 11 ~ HP 15
Wed 11 May 2011
at 16:42
  • msg #395

Re: rogue

In reply to Holly (msg #394):

mm.  really far?
Fritzholm
GM, 758 posts
toss the dice
and have fun
Wed 11 May 2011
at 18:47
  • msg #396

Re: rogue

The point where the group hunkered down in the grass allowed you to view the whole field where you suspect the entrance to be and the hill overlooking it.  For this distance you can see a structure and could see someone trying to signal you from the hilltop, but you're in no danger of being seen from the hilltop.  Snow's 24 Spot roll is good enough to see the man standing out on the hillside by the structure, but not to make out any details (not even gender).

Maybe you're being over cautious, but it seems like a very safe distance.
If combat were to break out on the hill it would be completed by the time you reached it from here.

Farden (and anyone else who'd like to join him) is much closer to the man and the campsite.  He could arrive to help Glumr in 15-20 seconds.  The lighter encumbered members of the group could arrive in about 10-12 seconds.  Mord could've covered that distance in 8-10 seconds, but he's not with you.  He has been called to assist Tora's group of warriors.
Glumr
player, 539 posts
Robin Hood ain't
got nothin' on me
Wed 11 May 2011
at 18:49
  • msg #397

Re: rogue

Glumr was addressing everyone and thought we were moving forward as a group.
Farden
player, 156 posts
Fri 10 Jun 2011
at 16:11
  • [deleted]
  • msg #398

Re: rogue

This message was deleted by the player at 19:57, Fri 10 June 2011.
Fritzholm
GM, 786 posts
toss the dice
and have fun
Fri 10 Jun 2011
at 18:59
  • msg #399

Re: rogue

No worries, Farden.  The CMW Holly's casting is Cure Minor Wounds, not Cure Moderate Wounds.  :-)
Farden
player, 158 posts
the new guy
male fighter
Fri 10 Jun 2011
at 19:57
  • msg #400

Re: rogue

Disregard my earlier post, 'twas a smooth move by Holly.
Farden
player, 160 posts
the new guy
male fighter
Sat 11 Jun 2011
at 04:33
  • msg #401

Re: rogue

You know who we could use? A barbarian, that's who.
Fritzholm
GM, 788 posts
toss the dice
and have fun
Sat 11 Jun 2011
at 06:20
  • msg #402

Ain't D&D great?

Where else are you gonna see the phrase "Ignoring the glowing sword and the weasels,"?
Farden
player, 161 posts
the new guy
male fighter
Sat 11 Jun 2011
at 11:20
  • msg #403

Re: Ain't D&D great?

I'm getting that sinking feeling taking on three people at once, but it looks like the rest of the group can use a breather. Glumr is a sniper, I dunno why he simply didn't tumble away the second he got stuck in melee.

Well, at least I got to teach them the proper way to dart someone =P
This message was last edited by the player at 11:23, Sat 11 June 2011.
Fritzholm
GM, 789 posts
toss the dice
and have fun
Wed 15 Jun 2011
at 05:27
  • msg #404

Combat paralysis?

I see from the cast list that Snow and Glumr have both signed in, they just didn't post.  Hopefully one or both will post today.
Glumr
player, 567 posts
  Woodland
  Ninja
Wed 15 Jun 2011
at 12:29
  • msg #405

Re: Combat paralysis?

I was going to and work never let me get to it.... I'm getting coffee and posting before I do anything today.

Sorry folks..   Been super busy at work and am kind of sick on top of it.

Excuses, excuses...  I'll get posting.
Glumr
player, 571 posts
  Woodland
  Ninja
Fri 17 Jun 2011
at 14:26
  • msg #406

Potions?

Yo.. when we get back to the cart, I'm gonna grab a potion.  I gave one of mine to mord who never drank his which are the two on the cart.   So I still should have 2, but I only have 1 (which I think is probably going to be drank incase we run into another fight.  And more so, I dont think we're camping anywhere any time soon where we can relax and heal.  lol)

I recommend someone else grab the other one so that way we have it instead of having it on the cart.  When and if we ever get back to it.  :P
Fritzholm
GM, 800 posts
toss the dice
and have fun
Thu 23 Jun 2011
at 14:34
  • msg #407

Snow

Snow's player is tired of playing Snow.  She will be switching to a new barbarian who will be joining the game shortly.  Since this new barbarian will be taking over the CON legendary stat slot and Snow's departure leaves the party sadly lacking in social skills (Just from a ranks perspective.  No reflection on the players.) I would like to add a new player with a CHR based character.  A harper (bard) would probably fit best, but sorcerer or rogue would also work.  Preferably someone with social skills.

My first idea is to see if any of the people I had to turn down in our first request for players would like to join.  If not, I can post another requests.

Any thoughts?  Do you know someone great who'd like to join?
Farden
player, 172 posts
the new guy
male fighter
Thu 23 Jun 2011
at 18:40
  • msg #408

Re: Snow

No players that I know of, sorry. I don't know how I feel about a bard after our recent experience, should be interest :)
Farden
player, 176 posts
the new guy
male fighter
Sat 25 Jun 2011
at 04:25
  • msg #409

Re: Snow

Any XP for that fight?
Israth
player, 1 post
Sat 25 Jun 2011
at 18:10
  • msg #410

New Player

Hey everyone, your new skill monkey - er, I mean, CHR character is here and getting ready to start working on his sheet. I likely won't be done before Sunday afternoon, since I work tonight then go back in tomorrow morning, but after that I'll be ready to get started! :D

I'm planning on taking a level of Rogue (and possibly more later), then a level of Bard. I hope we use fractional BAB's so I can get a +1 at second level instead of +0. I see you don't actually have a rogue character, so I'll be using my Rogue skill points to get things like Disable Device and whatnot, then my Bard skills to get Diplomacy and Bluff. If any of you have suggestions, I'm more then open to them.
Glumr
player, 580 posts
  Woodland
  Ninja
Sat 25 Jun 2011
at 19:37
  • msg #411

Re: New Player

Awesome and welcome to the game.  I look forward to the songs. :D
Holly
player, 369 posts
Protect the Land
to protect your Children
Sat 25 Jun 2011
at 21:52
  • msg #412

Re: New Player

Indeed welcome to the game.
Fritzholm
GM, 805 posts
toss the dice
and have fun
Sat 25 Jun 2011
at 22:25
  • msg #413

Re: New Player

Welcome to the game, Israth.  We'll do our best to get you up to speed.

I don't mean to be a harsh judge on this BAB thing, but we've already been through this once before with another player and I'm afraid the rules are clear.  Your BAB with one level of Rogue and one level of Bard is still 0.  Sorry.
Fritzholm
GM, 806 posts
toss the dice
and have fun
Sat 25 Jun 2011
at 22:34
  • msg #414

Wrapping up chapter 4

I'm going to add up experience points and we'll wrap up this conversation with Elias and Leonardo.  Then we'll close this chapter and begin a new one.  First order of business will be adding Giselle and Israth to the party.
Israth
player, 2 posts
Sun 26 Jun 2011
at 00:58
  • msg #415

Re: New Player

In reply to Fritzholm (msg #413):

So that means I get a +4 reflex save instead of +1 BAB. I'm cool with that. ;)
Giselle
player, 662 posts
No nonsense barbarian
AC ## ~ HP 32
Sun 26 Jun 2011
at 23:59
  • msg #416

Re: New Player

Yup.

You're probably use to letting your head strong little (?) sis hack things up for you anyway.
This message was last edited by the player at 00:00, Mon 27 June 2011.
Holly
player, 370 posts
Protect the Land
to protect your Children
Mon 27 Jun 2011
at 11:14
  • msg #417

Re: New Player

Headstrong. You? Never...
Holly
player, 371 posts
Protect the Land
to protect your Children
Mon 27 Jun 2011
at 11:14
  • msg #418

Re: New Player

Headstrong. You? Never...
Giselle
player, 663 posts
No nonsense barbarian
AC ## ~ HP 32
Mon 27 Jun 2011
at 13:57
  • msg #419

Re: New Player

Talking Judith sorta headstrong here Holly :P
Fritzholm
GM, 809 posts
toss the dice
and have fun
Mon 27 Jun 2011
at 15:21
  • msg #420

Re: New Player

I think Giselle's name should be spelled Jiselle.  Why?

Farden
Glumr
Holly
Israth
Jiselle

Alphabetic!
Giselle
player, 664 posts
No nonsense barbarian
AC ## ~ HP 32
Mon 27 Jun 2011
at 15:33
  • msg #421

Re: New Player

:P

no.  but i'll let you nickname her Elle, to put in front of Farden if you really want that alphabetical thing :P
Holly
player, 372 posts
Protect the Land
to protect your Children
Mon 27 Jun 2011
at 17:04
  • msg #422

Re: New Player

Better than calling her Gis...

OK, that stubborn! Well, that should make it really, really interesting from now on...
Fritzholm
GM, 810 posts
toss the dice
and have fun
Tue 28 Jun 2011
at 22:34
  • msg #423

New Characters

Please be careful.  Fierce stubbornness is the first step to not getting along with those around you, and getting along with the other PCs makes the game more fun for everyone.

Would Giselle and Israth like to have grown up in Crim or some other Triplefang villiage / city?
Israth
player, 3 posts
Tue 28 Jun 2011
at 22:42
  • msg #424

Re: New Characters

I'm fine with that.

What common races are there that aren't Human to know the language of? I was thinking Goblin since I remember reading something about their being Goblin clans. Are Dwarves common?
Glumr
player, 582 posts
  Woodland
  Ninja
Wed 29 Jun 2011
at 00:51
  • msg #425

Re: New Characters

I met a dwarf once... Or maybe it was a gnome.    I was never quite sure.
Fritzholm
GM, 811 posts
toss the dice
and have fun
Wed 29 Jun 2011
at 03:04
  • msg #426

Re: New Characters

Goblins are the most common non-human race.  Dwarves are probably next.

The human clans all speak the same basic clan tongue.  That's basically the equivalent of Common in this world.  Many non-humans learn clan tongue if they interact with the clans regularly.  Let me rattle off some languages in the vague order of how likely you are to have been able to learn it - Goblin, Dwarvish, Giant, Draconic, Druidic, Sylvan AKA Faye, Celestial, Infernal...  Beyond that it's a real longshot that you'll ever get to use a language.
Israth
player, 4 posts
Wed 29 Jun 2011
at 03:09
  • msg #427

Re: New Characters

I guess I'll go with Dwarven then. I doubt Draconic will come in handy any time soon unless we run into some kobolds (which I believe speak Draconic).

Heck, who am I kidding? We can just stab kobolds. XD
Fritzholm
GM, 812 posts
toss the dice
and have fun
Wed 29 Jun 2011
at 03:12
  • msg #428

Re: New Characters

In chapter 02 the party ran into Troglodytes which spoke Draconic.  Snow was pleasantly surprised to put that language to good use.
Giselle
player, 665 posts
No nonsense barbarian
AC ## ~ HP 32
Wed 29 Jun 2011
at 06:12
  • msg #429

Re: New Characters

Sometimes taking stuff for roleplaying pays off.
Fritzholm
GM, 814 posts
toss the dice
and have fun
Wed 29 Jun 2011
at 22:06
  • msg #430

Re: New Characters

I added the list of languages to the Character Generation item.  I also added some background information to the Handouts item that Farden and Israth asked about when joining the game.

It looks like you guys are basically done talking to Elias and Leon for now.  I'll start up the new chapter in the next day or two.
Israth
player, 5 posts
Fri 1 Jul 2011
at 18:51
  • msg #431

Re: New Characters

About how late is it when these people come knocking down my door? :P
Fritzholm
GM, 822 posts
toss the dice
and have fun
Fri 1 Jul 2011
at 20:03
  • msg #432

Meet the Triplefang

Not too late.  Maybe an hour after the sun has fully set.  No one in the longhouse is asleep yet.
Israth
player, 9 posts
Sun 3 Jul 2011
at 08:16
  • msg #433

Re: Meet the Triplefang

 I was not aware it was summer. Obviously. ;)
Fritzholm
GM, 826 posts
toss the dice
and have fun
Sun 3 Jul 2011
at 08:16
  • msg #434

Re: Meet the Triplefang

No worries.  You'll slowly get the feel for the world around you.  I'll assume your character knows what's going on even if there are details that escape you as a player for obvious reasons.

Summers in Triplefang lands tend to be hot (not brutally so) and relatively dry.  The rainy season is over but you'll still get some occasional thunderstorms.  The grasslands, which make up the vast majority of the terrain, get dry during the summer and are prone to wildfires every few years.  Right now plants are still green, moist, and vibrant.  The grasses haven't gone dormant yet.

The moon is full tonight.  It will be new in 15 days and full again 30 days from now.
Farden
player, 189 posts
the new guy
male fighter
Sat 9 Jul 2011
at 09:02
  • msg #435

Re: Meet the Triplefang

Now that we've had a few rounds RPing, I think it is time for me to welcome Giselle and Israth to our wonderfully dysfunctional group dynamics :p
Holly
player, 385 posts
Protect the Land
to protect your Children
Sat 9 Jul 2011
at 10:41
  • msg #436

Re: Meet the Triplefang

Heh, heh, heh.

Holly miffed that Snow is leaving and she'll have to try and keep control of you boys! Especially as she doesn't know Giselle is coming with us.

She thought as a group this discussion had already taken place before they got here, and that they were going for the Buyer. If you can convince her you have a good plan she will accept it, but if it all goes wrong (and she really does believe we are out of our depths with Jacob!) she will get out and leave you all to your fate!

My understanding was that Triplefang have been raiding the Empire for decades if not centuries. If Empire get miffed with us, so what. What we are doing is honourable, and therefore the clan will protect us. It is not a direct assualt on the Empire, so we might get another enemy!! We'll be building them up all the time if we are going to be successful and can put our names in the Book...

Holly still miffed you guys fell under Jacob's spell in the tunnel. You supposed to be the fighters! Heh, heh, heh. I think this druid has done more in combat than any other I've played.

Holly was miffed with Glumr in the beginning because of something trivial. So she is following her normal path to accepting someone and trusting them...

Certainly makes for a good read...
Farden
player, 190 posts
the new guy
male fighter
Sat 9 Jul 2011
at 11:30
  • msg #437

Re: Meet the Triplefang

If you ask Farden why he didn't say anything earlier, his response is: "Elias is not part of our group, I saw no reason to make our final plans in front of him."

That is, in fact, the exact reason why I didn't say anything. Yes, I know, its paranoid, but so far his paranoia has proven justified :)

My plan, as it were, hinges on this: Jacob knows me and Holly and Glumr, but he's never met Giselle or Israth. Furthermore, the Crim elder will be releasing Bittan tomorrow, and Bittan may know a place to rendezvous with Jacob.

So I'll be setting Giselle and Israth to following Bittan. Even if that does not work out, the two of them will be an unknown element. I plan to keep them as separate as possible - even in Silvergate, we will keep in touch using Israth's bardic spells (hopefully he knows Message) or some other means rather than meet face to face. Hopefully, Jacob will think its only the three of us after him, and grow careless.

While following Bittan, they will be disguised. They'll take off the disguises once they get to Silvergate, so they can move around there without being recognized.

Further plans to be developed once we get to Silvergate and determine ground realities.
Israth
player, 15 posts
Sat 9 Jul 2011
at 15:46
  • msg #438

Re: Meet the Triplefang

I do in fact have Message. However, with a +3 bonus on Disguise, I don't think that's the greatest idea.

Who's this Bittan person you keep referring to?
Farden
player, 191 posts
the new guy
male fighter
Sat 9 Jul 2011
at 18:01
  • msg #439

Re: Meet the Triplefang

Bittan is one of Jacob's goons. He's in lockup, but since we have no hard evidence (apparently, the word of four Triplefang clan members isn't good enough for Crim's village head) he'll be released tomorrow.

The +3 to Disguise doesn't matter, we have several hours to take 20 on disguising you and Giselle, with me and the others all helping. Since the disguise only has to hold up at a distance, we should be fine. Just don't interact with the guy.
Glumr
player, 593 posts
  Woodland
  Ninja
Mon 11 Jul 2011
at 13:04
  • msg #440

Re: Meet the Triplefang

Can you take a 20 on disguise?
Farden
player, 193 posts
the new guy
male fighter
Mon 11 Jul 2011
at 13:11
  • msg #441

Re: Meet the Triplefang

Glumr:
Can you take a 20 on disguise?


Maybe not, but between the lot of us we can give the both of them a +8 modifier since we'll be helping them.
Israth
player, 19 posts
Wed 20 Jul 2011
at 16:05
  • msg #442

Re: Meet the Triplefang

I thought Glumr left? Why is he still on the watch list and being referred to? Or did I miss something? :)
Holly
player, 394 posts
Protect the Land
to protect your Children
Wed 20 Jul 2011
at 16:52
  • msg #443

Re: Meet the Triplefang

Mord (Barbarian) has left, as will Snow be soon when we get to Volge.

Glumr is most definitely with us, as he is the other 'original'. He's the one who admired your bow. Rather handy with it he is...
Fritzholm
GM, 840 posts
toss the dice
and have fun
Wed 20 Jul 2011
at 16:59
  • msg #444

Re: Meet the Triplefang

Glumr is only very temporarily away from the group.  Farden wanted someone to follow Bittan, who is one of Jacob's crew.  Originally the plan was for Giselle and Israth to follow Bittan, but Glumr pointed out that his talents were better suited to the task.  The plan is for him to rejoin you in Silvergate.

You are right about the watch list, though.  He cannot take his shift during this trip.
Israth
player, 20 posts
Wed 20 Jul 2011
at 16:59
  • msg #445

Re: Meet the Triplefang

No, I meant, he's following Bittan while we go to Silvergate. I know he's not gone out of game, but he's not with us in game either if I'm reading correctly.
Fritzholm
GM, 851 posts
toss the dice
and have fun
Mon 25 Jul 2011
at 06:06
  • msg #446

Re: Meet the Triplefang

The Mouse Whisperer.

Glumr and Snow were more impressed last time when it was a giant scorpion creature Holly chatted with.
Farden
player, 235 posts
the new guy
male fighter
Sun 18 Sep 2011
at 10:50
  • msg #447

Re: Meet the Triplefang

So, what's happening with me and Holly?
Fritzholm
GM, 909 posts
toss the dice
and have fun
Mon 19 Sep 2011
at 02:57
  • msg #448

Re: Meet the Triplefang

I think you and Holly have accomplished your day's goals.  Once we wrap up Israth we can do a little narrative time.
Fritzholm
GM, 938 posts
toss the dice
and have fun
Tue 25 Oct 2011
at 20:13
  • msg #449

Re: Meet the Triplefang

It's good to have the whole party back together again.

I was updating my calendar of events.  Did you know that 5 days ago that you guys were at a goblin campsite and Holly was questioning a mouse?
Israth
player, 68 posts
Thu 3 Nov 2011
at 17:00
  • msg #450

Re: Meet the Triplefang

Fritzholm:
Anyone who wants to "case the joint" with Flavius and his guys standing right there will need to make two rolls - Search and Bluff.  You're welcome to take 10 on either or both of those.  Just let it be known that failing the search roll has no real ill effects, but if their sense motive beats your bluff they'll know your planning to rob them.  If you're not good at bluff you might want to forgo the rolls and I'll give you just the very obvious stuff.  Let me know either way.


I was planning on looking around as if he were intrigued to see what Flavius had collected (assuming he has stuff of interest inside) rather than trying to find out how best to rob him blind. If I still need a roll for that, I set up all the dice rolls for skills on my sheet; just find whatever you need, click the link, then roll (it should work for you; you might have to put 'On behalf of' on it if you want it to say that though). I figured since the code was there to do it with, I might as well make most of the things I'll be rolling into links to make my (and your) life easier.
Fritzholm
GM, 943 posts
toss the dice
and have fun
Thu 3 Nov 2011
at 17:48
  • msg #451

Casing the joint

It boils down to this question:
Are you hoping to find information about where the book might be?

If so, the skill checks are necessary.  You can choose to roll or take 10 on either skill check.

If you're just looking around at his obvious curiosities, no rolls needed.



This could be an important decision, so I hesitate to make the call for you.  It is cool that you used the makeup codes for a skill roll link. If we don't use them, I'll try them out after the fact just as a test.  :-)
Israth
player, 69 posts
Thu 3 Nov 2011
at 18:05
  • msg #452

Re: Casing the joint

Well, since you're planning on it anyway, and I've had terrible luck lately with rolling, I'll let you go ahead and do it, because essentially, he will be glancing around to see if the book is there or not.
Fritzholm
GM, 944 posts
toss the dice
and have fun
Mon 7 Nov 2011
at 02:53
  • msg #453

Re: Casing the joint

The dice roller might hate you but it seems to LOVE your character sheet roll links.
Israth
player, 70 posts
Mon 7 Nov 2011
at 03:13
  • msg #454

Re: Casing the joint

Sweet! That's good, since I'll probably be using those from now on. If I can keep getting 20+'s, I'll be happy. ;)
Farden
player, 263 posts
the new guy
male fighter
Mon 5 Dec 2011
at 07:33
  • msg #455

Re: Casing the joint

Normally, I'm perfectly happy to find ways to get what we want without fighting. Only in this case I don't see a choice. The people guarding our target will be too paranoid to let anyone talk there way in.

That leaves force or stealth. If we choose stealth, that leaves out me and likely Holly and Giselle (assuming we use her as an NPC) which means it'll be up to Israth and Glumr entirely. Unless we can talk Snow into helping, but Snow sucks as bad in melee combat as Glumr and Israth.

So it comes down to risking our squishies in stealth mode, or going all in. Or we could do both, send in the squishies and keep the heavies near enough to reinforce in case of trouble, but that can get tricky.
Fritzholm
GM, 956 posts
toss the dice
and have fun
Tue 6 Dec 2011
at 02:09
  • msg #456

Re: Casing the joint

I think Israth is a little better in combat than Snow was and she was always charging up onto the front lines.  :-)  I haven't seen Snow/Giselle's player lately, but if I can find her we'll add Giselle to the attack force.  Otherwise you'll have to go with who you have.
Israth
player, 75 posts
Tue 6 Dec 2011
at 02:11
  • msg #457

Re: Casing the joint

With a +0 to hit with a sword, I'm not sure why you think I'm such a good fighter. Sure, I have a 19 AC, which might come in handy, but that's about the only thing going for me.
Farden
player, 264 posts
the new guy
male fighter
Tue 6 Dec 2011
at 05:56
  • msg #458

Re: Casing the joint

Israth:
With a +0 to hit with a sword, I'm not sure why you think I'm such a good fighter. Sure, I have a 19 AC, which might come in handy, but that's about the only thing going for me.


So, how's your stealth and thievery skills? If its not any better than we'll have to go with the brute force option.
Israth
player, 76 posts
Tue 6 Dec 2011
at 06:08
  • msg #459

Re: Casing the joint

Without my armor I have +6 to both Move Silently and Hide.
Farden
player, 265 posts
the new guy
male fighter
Tue 6 Dec 2011
at 06:14
  • msg #460

Re: Casing the joint

And who in our group has Open Lock, Search and Disable Device? Besides me?
Israth
player, 77 posts
Tue 6 Dec 2011
at 06:19
  • msg #461

Re: Casing the joint

Oh yeah, +6 Open Lock and Search, +2 Disable Device.
Fritzholm
GM, 957 posts
toss the dice
and have fun
Tue 6 Dec 2011
at 20:11
  • msg #462

Re: Casing the joint

Even with a low (+0 is pretty low) attack bonus rogues can be dangerous in melee.  You need to find a way to flank opponents.  That gives you (and your teamate) a +2 bonus.  If you can manage to get a lucky hit in you'll be adding that 1d6 sneak attack bonus damage, which is dramatic.  A high AC allows you to draw attacks away from better offensive fighters and not g down in a heap right away.

The group also has healing available if and when you do get injured.  This leads me to an interesting point.  Israth is still slightly wounded from the spill he took yesterday.  If you guys rest another day, or cast some healing on him he might be more inclined to face danger.

Glumr's player suggested that Israth might be more comfortable creating a diversion to draw guards and attention away from the scene of the crime.  That +6 open locks and search could come in real handy during the actual assault, though.
Farden
player, 266 posts
the new guy
male fighter
Wed 7 Dec 2011
at 07:15
  • msg #463

Re: Casing the joint

I would be interested to hear from Glumr and Holly...
Holly
player, 447 posts
Protect the Land
to protect your Children
Wed 7 Dec 2011
at 16:33
  • msg #464

Re: Casing the joint

Having found a cat to speak to, here is the information...

You find a large black and orange cat prowling around the warehouse area, and you introduce yourself to him.

He calls that warehouse "smells-funny" because of the wood in the barrels and crates.

"Smells-funny does not have many rats. There is usually nothing for them to eat in there. They want to eat grain and bread, but will eat fish too. Did you know rats will eat rats? You will never see a cat eat a cat!" he states, his fur bristling.

You're well aware of what rats eat, but you humor Reggie by letting him go on about it.

"One time rats found crates of soap and ate some of that. This made the human guards very mad and they chased rats with torches for days. Are you planning to chase rats with a torch. I think it's a good idea."

"Many humans go in and out each day. They are busy when many crates go into smells-funny. Most days they only take some boxes out. I can go in and out with the humans. At night no humans go in and out, so Reggie has to use the path water goes out to keep smells-funny dry. The water path is bad. It's too small for humans and means a long time of cleaning afterwards. I don't go inside the top part of smells-funny where humans sleep. They would get mad and chase me with a torch! Sometimes they leave a snack for Reggie outside the top part, but not inside."

"There are also birds and ants and crickets and bats in smells-funny."


It doesn't look like the tables and artifacts line of questioning is going anywhere. He said he doesn't go in there and doesn't even know what an artifact is. You decide to ask more about the people at night.

"There are guards at night. They usually don't have torches. The guards like Reggie. There are more of them than Reggie has paws, but they don't only watch smells-funny. There is one guard inside the bottom part all night."



"The top part of smells-funny has a hole for smoke, two windows on the front and back, and a door on the front. A human could fit in all except the hole for smoke. Maybe a small human, a child. Cats and human can't get from the bottom part to the top part."

"...unless you can chew through the floor," he adds.

"No one sees as well as Reggie in the dark!" Reggie sounds a bit indignant.

There's a little light almost every night and the Triplefang have reasonably good night vision. You've seen people walking the streets of Silvergate without lanterns. There's usually some light around town. Enough so you don't walk into a wall. That said, on a cloudy night with no stars or moonlight it can be hard to see much and even harder to recognize individuals. A guard might have to rely or sounds or smells.

"The guards move around some. They stand some. They sit some. The guards do not sleep enough. I'll bet they get very tired. They should nap more."

"There are no guards inside the top part of smells-funny. Just the shiny man."

Holly
player, 448 posts
Protect the Land
to protect your Children
Wed 7 Dec 2011
at 16:45
  • msg #465

Re: Casing the joint

So I reckon if we go in, we go in early in the morning, when the guard inside the warehouse is tired.

Before that we need to find out any routine for the guards outside.

1) Guard in lower level, "Shiny man" in top floor with no way down other than outside.

2) If we go in, we need to go in fast, and then get out fast. We should look at how we get away, and to were. I don't reckon going north is a good option!

3) We could perhaps take guard out of action downstairs, by sleep spell or similar. Holly does not have access to this spell...

Holly can Warp wood to a certain extent. So can jam a door perhaps.

Is the warehouse made of wood? Can I warp a hole for us to get through???
Fritzholm
GM, 958 posts
toss the dice
and have fun
Wed 7 Dec 2011
at 20:22
  • msg #466

Re: Casing the joint

The warehouse has a stone foundation, but the rest is wood.  You can warp part of the wall in such a way as to reach through a hole in the wall with a single casting of Warp Wood.  With two castings of it you can make a hole large enough for a person to wriggle through.  Remember that spell casting is not a stealthy activity.  This spell require magical words spoken in a strong voice and precise hand movements.
Farden
player, 267 posts
the new guy
male fighter
Thu 8 Dec 2011
at 05:14
  • msg #467

Re: Casing the joint

So, several roving guards, one guard inside the location of interest to us, and one .... "Shiny man"... up in the top floor. No connection between above and ground. Is that what I'm hearing? Then I have to ask how anything gets up to the top floor to begin with....
Israth
player, 80 posts
Thu 8 Dec 2011
at 05:48
  • msg #468

Re: Casing the joint

Well he said there's a door on the top floor. Where it leads to, we're not sure though.
Fritzholm
GM, 960 posts
toss the dice
and have fun
Thu 8 Dec 2011
at 19:34
  • msg #469

Re: Casing the joint

Since you've all (except Glumr) been there it's only fair that I describe it better.

The warehouses, the one you're interested in particular, have a storage area and a living area.

The storage area is the ground level.  It's quite tall - maybe 12 feet high.  Crates, barrels, sacks, etc. are brought in and out during the day.  At night it's locked up and there's a guard inside there.  For the most part you needn't worry about this guard or the ground level storehouse in general.

The upper level is a loft of sorts.  There is a balcony along the "front" side that is reachable a single set of exterior stairs.  A door up on this balcony leads directly to the tables, chairs, chests, and crates room where you met with Flavius the second time.  The table that you believe hides the songbook is on the outer wall near one of the shuttered and curtained windows.  There was more to the apartment behind a large floor length curtain that you haven't seen yet.  Presumably that section is of little interest to you.  From what the cat told Holly there's no ladders or stairs connecting the upper and lower areas internally.

I hope that helps.  Feel free to ask about anything you can't visualize.
Farden
player, 269 posts
the new guy
male fighter
Fri 9 Dec 2011
at 06:03
  • msg #470

Re: Casing the joint

Ah, so its the upper level we're interested in. Damn, that's the place where Flavius himself is most likely to be, assuming  he's anywhere near.

Although the phrase "shiny man" and given Flav's interests, I'm calling security golem...
Holly
player, 451 posts
Protect the Land
to protect your Children
Fri 9 Dec 2011
at 08:38
  • msg #471

Re: Casing the joint

I thought we had to go in the bottom as well. Oh well... And a golem did come to mind from the conversation with the cat.

Iwould suggest a night of watching the outside guards and seeing who stays upstairs. I would assume Flavius and his guard in the red cloak.

Would also give me a chance to talk to cat again if you can think of any questions for him.

I'm also thinking a couple of warpings on the top of the table might bypass the traps likely to be there. Open up the top and pull it out that way.

Anyone know how we could stitch up Jacob for taking back the book??
Farden
player, 270 posts
the new guy
male fighter
Sat 10 Dec 2011
at 06:37
  • msg #472

Re: Casing the joint

Holly:
Anyone know how we could stitch up Jacob for taking back the book??


I could drop behind the poisoned darts and blowpipe I took off Jacob's man.
Holly
player, 452 posts
Protect the Land
to protect your Children
Sun 11 Dec 2011
at 09:50
  • msg #473

Re: Casing the joint

Would be a good way of stitching them up.
Holly
player, 460 posts
Protect the Land
to protect your Children
Tue 3 Jan 2012
at 23:55
  • msg #474

Surprise!

23:53, Today: Holly rolled 20 using 1d20+1. Initiative roll.
23:52, Today: Holly rolled 15 using 1d20+4. Fort Save DC15. 


Made the Fort Save, just! And a decent Init roll at last.

Now what spells do I have...
Fritzholm
GM, 972 posts
toss the dice
and have fun
Fri 6 Jan 2012
at 09:34
  • msg #475

Re: Surprise!

It's nice to see good rolls from nearly everyone.  Could it be the dice roller no longer hates the PCs?
Holly
player, 462 posts
Protect the Land
to protect your Children
Fri 6 Jan 2012
at 10:45
  • msg #476

Re: Surprise!

Can I suggest Glumr moves to K7, (Using Defencive style of fighting) to screen Holly as she moves to J8 to allow her to open up the table with the book inside. Once she has it, we all run away!!

Gives Farden and Israth chances to move into room, and support Glumr by surrounding the bodyguard. In and out quick before we are surrounded!
Glumr
player, 617 posts
  Woodland
  Ninja
Tue 10 Jan 2012
at 16:44
  • msg #477

Re: Surprise!

Yes... (Sorry I'm slow in keeping up).

Glumr will defend and try to be the tank so Holly can do her thing.
Farden
player, 281 posts
the new guy
male fighter
Tue 17 Jan 2012
at 11:34
  • msg #478

Re: Surprise!

I could break into a run action right now and lose him in the alleys, but that leaves Glumr kind of hanging.

Glumr, do you have that 3rd level of scout which gives you +10 to move? Then you can get away no worries. Even if you don't you can just make Withdraw actions and turn corners so Dorothex can't charge you, then take a run when you get ahead of me.
Fritzholm
GM, 976 posts
toss the dice
and have fun
Tue 17 Jan 2012
at 15:55
  • msg #479

The Get-away

Another issue is Farden's 20' move.  If everyone runs Dothorex will catch up with Farden.
Glumr
player, 622 posts
  Woodland
  Ninja
Tue 17 Jan 2012
at 17:24
  • msg #480

Re: The Get-away

I dont know about scout...  What do you mean?

I have 30 foot move I believe.



Glumr is not in a good spot.. He's hurt and Dothorex is about to be on him.

He can jump down.  No ranks, so DC 15.  Have only 5 hit points left.  Success negates 10 feet of fall damage.   1d6 points of damage per 10 feet fallen, to a maximum of 20d6.  If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A DC 15 Jump check or DC 15 Tumble check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumped, he takes 1d6 points of nonlethal damage and 2d6 points of lethal damage. And if the character leaps down with a successful Jump or Tumble check, he takes only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge.



Fritz - How far up is the balcony?  (going to see if I can find it in the post here)


Can Glumr simply do a double move and outrun guy?
This message was last edited by the player at 17:25, Tue 17 Jan 2012.
Fritzholm
GM, 977 posts
toss the dice
and have fun
Tue 17 Jan 2012
at 19:46
  • msg #481

Re: The Get-away

I can't find any official height for the balcony, so I'll go with 12', which we'll treat as 10' for the purposes of this jump.
Glumr
player, 624 posts
  Woodland
  Ninja
Tue 17 Jan 2012
at 20:16
  • msg #482

Re: The Get-away

In reply to Fritzholm (msg #481):

Cool... He jumped.

Also, dont forget that Glumr threw a bunch of ball bearing things at his feet to help aid in escape.  'D' needs to make a saving throw just like we did when Glumr got the bearings (right?).

:D
Farden
player, 283 posts
the new guy
male fighter
Wed 18 Jan 2012
at 04:19
  • msg #483

Re: The Get-away

Glumr:
I dont know about scout...  What do you mean?

I have 30 foot move I believe.


You once called yourself a scout, and the Scout class gets a +10 to move speed at level 3. So I was wondering if you were a Scout with a capital 'S'.
Fritzholm
GM, 979 posts
toss the dice
and have fun
Wed 18 Jan 2012
at 04:45
  • msg #484

Re: The Get-away

We've got a pure ranger a pure fighter and a pure druid right now.

The barbarians, Mord and Giselle, got the +10' move.
Farden
player, 287 posts
the new guy
male fighter
Tue 24 Jan 2012
at 06:45
  • msg #485

Re: The Get-away

I say we add the wool blanket to the stuff we are carrying, too.
Fritzholm
GM, 984 posts
toss the dice
and have fun
Tue 24 Jan 2012
at 15:48
  • msg #486

Cart

added
Farden
player, 288 posts
the new guy
male fighter
Wed 25 Jan 2012
at 06:05
  • msg #487

Re: Cart

Remind me why we didn't take the ferry the last time?
Fritzholm
GM, 986 posts
toss the dice
and have fun
Wed 25 Jan 2012
at 21:54
  • msg #488

Ferry

She can't take your horses across.  You'd have to stable them in Kammarra (or in Moonlight's case, let him roam free) while you're in Rankor Heights.  Plus, Cuma, the guide they hired to take them through the dangerous dark swamps, said "Cuma always walk on land. Nothing hold boat on water!"  The ferry is very reasonably priced.  5sp per person one way.
Farden
player, 289 posts
the new guy
male fighter
Thu 26 Jan 2012
at 05:32
  • msg #489

Re: Ferry

I guess we take the swamp again. Also, I sense a business opportunity. Once we get paid, we can invest in upgrading the ferry service to carrying heavy loads.
Fritzholm
GM, 987 posts
toss the dice
and have fun
Thu 26 Jan 2012
at 06:22
  • msg #490

Re: Ferry

Farden knows from his time in Rankor Heights that the main northern Ferisedan destination is Trellor.  There's a very good old road leading from Kammarra to Trellor, but all shipping and trade from goes through the southern port cities instead of over the loch and along the costal road.
Farden
player, 290 posts
the new guy
male fighter
Fri 27 Jan 2012
at 04:31
  • msg #491

Re: Ferry

Hey, Crim is a fairly large town, right? And so is Rankor Heights. You can't tell me having a straight land route between the two won't be beneficial. But yeah, I guess its not really the business of PCs.

So, we're using the land route. What happens?
This message was last edited by the player at 04:32, Fri 27 Jan 2012.
Fritzholm
GM, 989 posts
toss the dice
and have fun
Mon 30 Jan 2012
at 16:44
  • msg #492

pesky posts

I wrote out a sizable reply last night but it's nowhere to be found.  I must not've hit Post Message.  *sigh*
Holly
player, 471 posts
Protect the Land
to protect your Children
Sun 5 Feb 2012
at 08:24
  • msg #493

Re: pesky posts

Holly rolled 16 using 1d20+1. Init roll.

HP of 17/21.

Is there plants etc on the ground?

Intent is for Moonlight to move between Eye and enemy, and for Holly to cast Entangle to the north. But that might change if we don't get initiative over them.
Fritzholm
GM, 994 posts
toss the dice
and have fun
Mon 6 Feb 2012
at 21:02
  • msg #494

Re: pesky posts

You took 7 points of damage so you're at 14/21 HP

There are plants everywhere except squares that are partially or completely full of pond.  Isn't it nice to be fighting outdoors again finally?

You guys won the initiative.  (except for the eye)
Fritzholm
GM, 997 posts
toss the dice
and have fun
Wed 8 Feb 2012
at 16:31
  • msg #495

combat

Whooo whoooo!  Lets hear it for arterial spray!
Holly
player, 473 posts
Protect the Land
to protect your Children
Wed 8 Feb 2012
at 20:48
  • msg #496

Re: combat

Finger trouble on the HP. Indeed Holly is at 14/21.

Holly will be getting her sling ready for those two caught in the Entangle spell. Moonlight will be moving to aid the boys.
Glumr
player, 628 posts
  Woodland
  Ninja
Wed 15 Feb 2012
at 15:46
  • msg #497

Re: combat

Just noticed "6 raw wildcat pelts" on the cart.  These might be a little gross by this point?
Farden
player, 298 posts
the new guy
male fighter
Wed 15 Feb 2012
at 15:52
  • msg #498

Re: combat

Glumr:
Just noticed "6 raw wildcat pelts" on the cart.  These might be a little gross by this point?


We dumped all the useless junk like that along with the cart. Israth has it now.
Fritzholm
GM, 998 posts
toss the dice
and have fun
Thu 16 Feb 2012
at 08:57
  • msg #499

Re: combat

Sorry for the delay in posting.  I misplaced the Photoshop file for the tactical map and only just now found the up to date copy.  I'll post as soon as I can Thursday.
Fritzholm
GM, 1011 posts
toss the dice
and have fun
Tue 6 Mar 2012
at 10:07
  • msg #500

Taxes

I took 3sp off everyone's sheet for the horses' care while you're in town.

I'm calculating Ferisedan taxes and I have a few questions.

I don't care much about most of the formerly on-cart items, but there are two valuable things Jeremy doesn't want you to leave with him - The plate and the enlarge potion.  Who will carry these?  (Hint: you'll be taxed on them.)

Glumr, when did you get the Ehlonna medallion?  It's listed incorrectly on your character sheet.  I'm pretty sure F'drick made it for you, but I can't find it.  Also, you have a wooden holy symbol not listed on the sheet.
Fritzholm
GM, 1013 posts
toss the dice
and have fun
Tue 6 Mar 2012
at 22:20
  • msg #501

Re: Taxes

Found the medallion - Chapter 3 #501
Farden
player, 307 posts
the new guy
male fighter
Wed 7 Mar 2012
at 05:52
  • msg #502

Re: Taxes

Maybe we ought to find some way to use up the potion on our way to Rankor. As for the plate - why would anyone think it valuable? What does it do?

As for who is carrying it, whoever's horse is carrying the least baggage, I guess.

Question: Wasn't the plate already on the cart the last time the group entered town? So didn't they already pay taxes on it? I dunno, I wasn't part of the group at the time.
This message was last edited by the player at 06:00, Wed 07 Mar 2012.
Holly
player, 482 posts
Protect the Land
to protect your Children
Wed 7 Mar 2012
at 11:55
  • msg #503

Re: Taxes

The plate is a portal key which we (Snow, Glumr, Mord and Holly) picked up in one of our earliest adventures. It lets you enter through a set of caves, into a desert location, where we ran around a pyramid and killed things.

Snow left it with Holly I would think.
Fritzholm
GM, 1015 posts
toss the dice
and have fun
Wed 7 Mar 2012
at 15:47
  • msg #504

Re: Taxes

Sadly, you need to pay taxes on stuff each time you visit, so whether you paid taxes on it last time or not is moot.  Least baggage would be Holly's horse.
Farden
player, 309 posts
the new guy
male fighter
Thu 8 Mar 2012
at 05:20
  • msg #505

Re: Taxes

Sounds to me like we should find a mage academy and sell them the plate as a curiosity. It's not doing us any good.
Fritzholm
GM, 1019 posts
toss the dice
and have fun
Thu 8 Mar 2012
at 16:24
  • msg #506

Re: Taxes

The Harpers Guild is the closest thing to a mage academy around.  They seem to have plenty of gold and they're right here in town.  Very convenient.
Glumr
player, 635 posts
  Woodland
  Ninja
Thu 8 Mar 2012
at 19:22
  • msg #507

Re: Taxes

<sarcasm>We should trade it to the proctor for the book.  It's an artifact of magic that is unknown.  Seems like an even trade for him. </sarcasm>
This message was last edited by the player at 19:23, Thu 08 Mar 2012.
Fritzholm
GM, 1021 posts
toss the dice
and have fun
Thu 8 Mar 2012
at 19:26
  • msg #508

Rankor Heights

I've update some of the wiki entries for Rankor Heights.

http://triplefang.yoyo-pete.co...hp?id=rankor.heights

If you have anything to add to it or another page, feel free.  I'll be doing more work on it as we go.  Direct any wiki account issues to Glumr or myself.
Fritzholm
GM, 1034 posts
toss the dice
and have fun
Thu 22 Mar 2012
at 03:41
  • msg #509

Legendary Charisma

I've posted a request for a CHR character to join the game.  This is the last chance to sneak in a ringer that you already know from another game.  :-)
Fritzholm
GM, 1036 posts
toss the dice
and have fun
Fri 23 Mar 2012
at 18:01
  • msg #510

Triplefang Wiki

I've always wondered why nobody ever edited the wiki page for their character.  (Other than Glumr, who's player hosts the wiki)  Now I know.  It looks like only admins are allow to create pages, so I've created Holly's, Farden's, and our new character Sunna's wiki page.  Feel free to edit them.

http://triplefang.yoyo-pete.com/doku.php

If you have any problems editing or you want to create pages, let me know.
Sunna
player, 1 post
Fri 23 Mar 2012
at 18:36
  • msg #511

Re: Triplefang Wiki

Hello everyone!
I'm the new one here.
Hope to see you ingame soon, looking forward to playing with you.
Holly
player, 489 posts
Protect the Land
to protect your Children
Fri 23 Mar 2012
at 19:08
  • msg #512

Re: Triplefang Wiki

Welcome, welcome, welcome...
Farden
player, 319 posts
the new guy
male fighter
Tue 27 Mar 2012
at 04:34
  • msg #513

Re: Triplefang Wiki

Good to have you on board.
Fritzholm
GM, 1059 posts
toss the dice
and have fun
Mon 16 Apr 2012
at 07:06
  • msg #514

4th level

Glumr and Holly, don't forget to advance your characters one level.
Glumr
player, 662 posts
  Woodland
  Ninja
Mon 16 Apr 2012
at 16:25
  • msg #515

Re: 4th level

In reply to Fritzholm (msg #514):

Will do once I can engage with all the details of what I need to do with that.
Holly
player, 505 posts
Protect the Land
to protect your Children
Mon 16 Apr 2012
at 17:37
  • msg #516

Re: 4th level

I hadn't forgotten, but not had a chance to really look at options. Suspect it will just be another level of Druid.

Will do this weekend as actually not got anything planned!
Fritzholm
GM, 1061 posts
toss the dice
and have fun
Mon 16 Apr 2012
at 18:24
  • msg #517

Re: 4th level

Yeah, 4th level druid isn't too exciting.  HP, skills, saving throws...

5th is the really fun druid level.  You get 3rd levels spells and Wild Shape.

OH!  You get a stat point at 4th level too.  I forgot to mention, if you put the stat increase in your "legendary" stat (WIS for Holly, DEX for Glumr) it might later on count double.  :-)
Fritzholm
GM, 1062 posts
toss the dice
and have fun
Mon 16 Apr 2012
at 21:10
  • msg #518

Examine voice and look

There's something vaguely familiar about Cordelia's look and voice, but you can't put your finger on it.

> exa voice

I do not see voice here.

> exa look

Too many verbs.

> put finger on it

You can't do that.
Glumr
player, 665 posts
  Woodland
  Ninja
Tue 17 Apr 2012
at 15:37
  • msg #519

Re: Examine voice and look

unscrew gorilla
Holly
player, 517 posts
Protect the Land
to protect your Children
Fri 27 Apr 2012
at 16:44
  • msg #520

Re: Examine voice and look

Well, I think a MW spear, to keep people away, and a MW Sickle, with Holly's specialisation with it, is a good starting point for her to survive a little longer.

Especially as MW means +1 to hit! Sickle is lot more effective now. Well, at least when I get around to making her at the proper level of course!
Farden
player, 336 posts
the new guy
male fighter
Sat 28 Apr 2012
at 21:43
  • msg #521

Re: Examine voice and look

Remind me: what's in Utsk?
Fritzholm
GM, 1077 posts
toss the dice
and have fun
Sun 29 Apr 2012
at 19:28
  • msg #522

Re: Examine voice and look

There's nothing special in Utsk, but it's the first stop on the way back to Triplefang lands.
Glumr
player, 683 posts
  Woodland
  Ninja
Tue 8 May 2012
at 13:49
  • msg #523

I moved

I was out of work and had no internet due to moving, but life is getting back to normal.  I have to check something before I can post, but I'm here and will post soon as I can. :)  (Hopefully by lunch)
Fritzholm
GM, 1091 posts
toss the dice
and have fun
Thu 17 May 2012
at 19:12
  • msg #524

Battle of Silvergate

quote:
We did no more damage than was needed, and no-one was hurt.


I think Glumr was nearly killed.   ;-)
Glumr
player, 689 posts
  Woodland
  Ninja
Thu 17 May 2012
at 19:25
  • msg #525

Re: Battle of Silvergate

In reply to Fritzholm (msg #524):

I more meant "WE" didnt hurt anyone.
Farden
player, 342 posts
the new guy
male fighter
Sat 19 May 2012
at 19:37
  • msg #526

Re: Battle of Silvergate

Glumr:
I more meant "WE" didnt hurt anyone.

This is true, much to Farden's annoyance.
Glumr
player, 691 posts
  Woodland
  Ninja
Tue 22 May 2012
at 18:54
  • msg #527

Re: Battle of Silvergate

That was funny. :P
Fritzholm
GM, 1101 posts
toss the dice
and have fun
Wed 30 May 2012
at 21:05
  • msg #528

Too many tasks

I think we can avoid getting bogged down in the minutia of all the obstacles to getting the magic weapons.

First off...  dealing with the run-away cookie.  This is part of the adventure.  Hopefully it'll be amusing and fun.  I think you'll clue in quickly to what's going on and find the solution.

Moonstone, quicksilver, and second masterwork...  these can all be handled in narrative time IF you can come up with more cash.  I know money has been a struggle the whole campaign.  That's not by design.  The first group I ran on this campaign was a bit greedy, with a nose for easy gold.  You have taken a more morally driven route, which is a good thing, but did leave you short on coins.

As far as I can see you have two leads on sources of gold.  You can find a less objectionable buyer for the plate, or you can track down golems.


Any thoughts?  I don't want the game to get bogged down in chores keeping you from further adventure.
Farden
player, 348 posts
the new guy
male fighter
Thu 31 May 2012
at 04:35
  • msg #529

Re: Too many tasks

I'd be willing to take on golems once we hit another level and I can pick up the Strength Devotion feat.
Glumr
player, 694 posts
  Woodland
  Ninja
Fri 1 Jun 2012
at 15:28
  • msg #530

Re: Too many tasks

I saw we get the cookie since we're here.

Let's just get the stuff we need to make it happen with the enchantress.  Maybe we can find it easy enough... but I figure we dont have enough cash?  Maybe?

Weapons would be good, but long term, weapons to hurt ghosts vs weapons to hurt real things....   But whatever... The tower seems to be most lucritive (hopefully).

I dont know much about golems.  All and all we need to bring one back, so we wont actually fight them, we will have to trap them.  So that seems good.

We should have asked the elders on the plate.  If they have no need for it, then we can sell it.  It should be worth a lot considering.   We could go raid the lizard people with it.
Fritzholm
GM, 1103 posts
toss the dice
and have fun
Fri 1 Jun 2012
at 17:36
  • msg #531

Re: Too many tasks

quote:
Weapons would be good, but long term, weapons to hurt ghosts vs weapons to hurt real things....


Just a game note, once enchanted the weapons will be +1.  They'll work perfectly well hurting real things with the added bonus of damaging various otherwise immune undead and monsters with damage resistance.  There might be an added benefit here and there, and you can always get more or stronger enchantments added later.


quote:
We should have asked the elders on the plate.  If they have no need for it, then we can sell it.


There's a perfectly good elder right here in Pliffa.  Elana is your most trusted elder since she lives in the village you grew up in, but you've dealt with other elders - Eloy in Silvergate and Baywald in Crim.  Those interactions went well.  There's no reason to believe it won't be the same with Karden.
Holly
player, 528 posts
Protect the Land
to protect your Children
Sat 2 Jun 2012
at 11:13
  • msg #532

Re: Too many tasks

"Gingerbread man" first, then see what else comes up, but the tower is the end result for now.

Agree we could use the plate to raid the other side. Lots of gold there... which is what I suspect the other group might have done.

For now, lets hunt cookies, and then see about next stage.
Glumr
player, 695 posts
  Woodland
  Ninja
Mon 4 Jun 2012
at 14:50
  • msg #533

Re: Too many tasks

In reply to Holly (msg #532):

Sounds good to me.
Fritzholm
GM, 1106 posts
toss the dice
and have fun
Tue 5 Jun 2012
at 15:35
  • msg #534

Allergic to 4th level?

Glumr and Holly, please please please advance your characters to 4th level.
Farden
player, 354 posts
the new guy
male fighter
Fri 8 Jun 2012
at 06:08
  • msg #535

Re: Allergic to 4th level?

Let's see how it likes water bombs ;)
Farden
player, 355 posts
the new guy
male fighter
Sat 9 Jun 2012
at 06:45
  • msg #536

Re: Allergic to 4th level?

Sunna, somehow I don't think it'll want to stop and discuss dance forms. Not with me and Glumr using it for target practice.
Sunna
player, 39 posts
Sat 9 Jun 2012
at 21:00
  • msg #537

Re: Allergic to 4th level?

Maybe it'll distract it a litte. I'm of no use in this chase, at least no use I can think of, and this was the best I could come up with, seeing it making all the rhymes and stuff.
Glumr
player, 704 posts
  Woodland
  Ninja
Thu 14 Jun 2012
at 05:33
  • msg #538

Tolken - Two Towers

Watching the two towers and the part where the orcs are being 'created' out of the dirt totally feels like the thing we destroyed out in the grasses while we traveled.

Awesome.
Holly
player, 533 posts
Protect the Land
to protect your Children
Sat 16 Jun 2012
at 08:37
  • msg #539

The Gingerbread Man story...

http://www.topmarks.co.uk/stories/gingerbread.htm

Not sure whether Glumr can get his lovely assistant to fill the sly foxes part, but we wont catch it without something like this I suspect.
Farden
player, 357 posts
the new guy
male fighter
Sat 16 Jun 2012
at 16:04
  • msg #540

Re: The Gingerbread Man story...

Holly:
Not sure whether Glumr can get his lovely assistant to fill the sly foxes part, but we wont catch it without something like this I suspect.


So... our gameplan is to assume the gingerbread man is a retard :p
Farden
player, 359 posts
the new guy
male fighter
Mon 18 Jun 2012
at 04:15
  • msg #541

Re: The Gingerbread Man story...

Am I level 4 as well?
Fritzholm
GM, 1115 posts
toss the dice
and have fun
Mon 18 Jun 2012
at 17:02
  • msg #542

experience points

Not yet.  You and Sunna are still 3rd level.  We need to get you two into a dungeon quick and get you some exp!

Here are the current totals:
Holly 6070
Glumr 6220
Farden 5080
Glumr
player, 706 posts
  Woodland
  Ninja
Mon 18 Jun 2012
at 19:35
  • msg #543

Re: experience points

At 4th level Glumr can talk to animals if he prays for it.. which he said he would... so maybe?

We do know another fox (far from here though).  But this is exactly what I had in mind.

Problem is we all totally attacked him so he will think we are all jerks.
Holly
player, 534 posts
Protect the Land
to protect your Children
Mon 18 Jun 2012
at 20:40
  • msg #544

Re: experience points

We had to see if we could simply chase him down. We are youngsters after all!

Holly can also use Talk with Animals, but wouldn't presume to get in Glumr's way...
Farden
player, 360 posts
the new guy
male fighter
Tue 19 Jun 2012
at 05:55
  • msg #545

Re: experience points

I doubt this cookie man's going to be daft enough to trust an animal with his well-being. I say we leave behind the means to let him try and cross on his own, then set up an ambush. If nothing else, a slow-moving raft will be easier to hit with rocks than the cookie man himself.

Gotta ask though - how wide is this stream? Because the cookie man seems to have a base speed of 60', which works out to a natural +12 to Jump checks. Even assuming he has a Str 2, that's still a +8 before any skill ranks.
This message was last edited by the player at 05:57, Tue 19 June 2012.
Fritzholm
GM, 1116 posts
toss the dice
and have fun
Tue 19 Jun 2012
at 14:23
  • msg #546

stream

The stream isn't very wide.    It's maybe 20 or 25 feet wide.  cookie man is an excellent hopper, but his stubby legs aren't good for long jumping.
Farden
player, 361 posts
the new guy
male fighter
Wed 20 Jun 2012
at 09:55
  • msg #547

Re: stream

Well, once he's on a raft he can't take a run-up so the Jump DC is doubled. So I guess we find some way to ambush him mid-stream. Anyone got a better plan than what I got?
Holly
player, 535 posts
Protect the Land
to protect your Children
Wed 20 Jun 2012
at 11:15
  • msg #548

Re: stream

I reckon it is worth a shot. We can go back to the "story" of getting him to jump on the foxes tail if we have to.

I can create water, in a deluge, if needed, and could call forth a creature of the water to attack it as well, tipping it off the raft into the water...

Will sort out my spells for the new day, which will also include "Entanglement" to cut off any escape (hopefully).
Glumr
player, 707 posts
  Woodland
  Ninja
Wed 20 Jun 2012
at 16:59
  • msg #549

Re: stream

Farden:
Well, once he's on a raft he can't take a run-up so the Jump DC is doubled. So I guess we find some way to ambush him mid-stream. Anyone got a better plan than what I got?


Unfortunatly no... lol  I dont feel like this will work, but what do we have to loose for trying.

We might need to get a third party to help with trickery if this doesnt work.
Fritzholm
GM, 1117 posts
toss the dice
and have fun
Wed 20 Jun 2012
at 17:51
  • msg #550

Re: stream

What do you have to lose by trying?

If there's some sort of flaw in this raft plan and cookie gets safely to the other side of the stream he might run off very very far.
Glumr
player, 708 posts
  Woodland
  Ninja
Wed 20 Jun 2012
at 18:12
  • msg #551

Re: stream

That's what I think too, but hopefully we will prevent that.  I dont know if he will try it is all. :P
Farden
player, 362 posts
the new guy
male fighter
Thu 21 Jun 2012
at 09:59
  • msg #552

Re: stream

Fritzholm:
If there's some sort of flaw in this raft plan and cookie gets safely to the other side of the stream he might run off very very far.


We don't have a cookie now or a plan of getting one. If the worst happens, we are no worse off than before (except I'm down one waterskin)
Fritzholm
GM, 1118 posts
toss the dice
and have fun
Fri 22 Jun 2012
at 16:08
  • msg #553

Re: stream

Waiting for Holly's spell list.
Glumr
player, 709 posts
  Woodland
  Ninja
Fri 22 Jun 2012
at 16:49
  • msg #554

Re: stream

I hope "tidal wave" or "super water bomb" are on the list.
Fritzholm
GM, 1119 posts
toss the dice
and have fun
Fri 22 Jun 2012
at 18:00
  • msg #555

Re: stream

Made me think of this:

http://www.youtube.com/watch?v=5wlM0RT-n0U

"Ziggibomwhaaaa!"
Glumr
player, 710 posts
  Woodland
  Ninja
Fri 22 Jun 2012
at 18:17
  • msg #556

Re: stream

I totally remember that commercial.    So next is...

"The quest for Tidalwave gum"
Farden
player, 387 posts
the new guy
male fighter
Thu 9 Aug 2012
at 06:31
  • msg #557

Re: stream

OK, what was that, a gimped version of Chain Lightning? 'Cos the original is a 6th level spell...
Holly
player, 554 posts
Protect the Land
to protect your Children
Thu 9 Aug 2012
at 08:30
  • msg #558

Re: stream

Only hit one person, so might not be the Chained version of the spell. Otherwise me and Moonlight are out of here...

Contemplating my spells and wondering what to cast...
Fritzholm
GM, 1151 posts
toss the dice
and have fun
Thu 9 Aug 2012
at 15:11
  • msg #559

Re: stream

Rest assured I'm not throwing 6th level spells at you yet.  :-)  It's still quite dangerous.  The normal lighting spell can hit multiple targets if they're in a line.  The horse that's shooting lightning bolts is firing down at a steep angle, so that will reduce the area of effect.

Holly, go ahead and roll your REF save first.  That will help determine your course of action.
Fritzholm
GM, 1152 posts
toss the dice
and have fun
Tue 14 Aug 2012
at 15:11
  • msg #560

Re: stream

Waiting on Holly.
Holly
player, 555 posts
Protect the Land
to protect your Children
Tue 14 Aug 2012
at 21:54
  • msg #561

Re: stream

What? Damn, RPOL ate my post... Will try again.
Holly
player, 557 posts
Protect the Land
to protect your Children
Thu 16 Aug 2012
at 16:58
  • msg #562

Re: stream

Work kicked in, and I missed the save. Sorry. Will roll 2nd though.
Holly
player, 559 posts
Protect the Land
to protect your Children
Thu 16 Aug 2012
at 17:20
  • msg #563

Re: stream

Got in just before your game post...
Fritzholm
GM, 1157 posts
toss the dice
and have fun
Thu 16 Aug 2012
at 17:44
  • msg #564

posting

Yeah.  I was a little surprised to see your post in there before mine.  Such is RPoL.
Holly
player, 561 posts
Protect the Land
to protect your Children
Tue 21 Aug 2012
at 19:35
  • msg #565

Re: posting

Holly will not be pleased if one of these arrows hits her you know... No healing for you, you naughty girls and boys! Heh, heh.
Sunna
player, 42 posts
Wed 22 Aug 2012
at 03:38
  • msg #566

Re: posting

Oh, it looked as if I had a nice big target with the back of Xyzeryx facing my way. But it seems as if I was mistaken :(
Farden
player, 391 posts
the new guy
male fighter
Wed 22 Aug 2012
at 07:07
  • msg #567

Re: posting

You morons do realize the rules say when you make a ranged attack into a grapple, your target is randomly assigned from the grapplers?

Luckily (for me), you guys are acting before Farden, which means it is only Holly who faces a 50% chance of eating friendly fire, including Glumr's crit.

Even if by some 12.5% chance, all three attacks manage to target the enemy, you clowns are still getting an earful from Farden. I'm now going to go research sufficiently strong insults. Maybe a few good Orcish curses, too. Bunch of Leeroy Jenkins....
This message was last edited by the player at 07:30, Wed 22 Aug 2012.
Glumr
player, 744 posts
  Woodland
  Ninja
Wed 22 Aug 2012
at 13:20
  • msg #568

Re: posting

Leroy Jenkins did not know that. :/  Let's see what the GM has to say.
Holly
player, 562 posts
Protect the Land
to protect your Children
Wed 22 Aug 2012
at 18:40
  • msg #569

Re: posting

It is the first time I can remember that we have had a chance to shoot into grapple, so you might not even know it is a bad idea... Glumr probably would consider himself good enough to shoot, and Holly can't die from the Critical hit you had, so I reckon you might as well go for it.

Of course you might have to explain to Moonlight why you did it if you all hit and she falls dead...
Glumr
player, 746 posts
  Woodland
  Ninja
Wed 22 Aug 2012
at 19:11
  • msg #570

Re: posting

Holly cant die from taking 27 points of damage?
Holly
player, 563 posts
Protect the Land
to protect your Children
Wed 22 Aug 2012
at 19:57
  • msg #571

Re: posting

Unconcious and bleeding, but not outright dead.
Glumr
player, 747 posts
  Woodland
  Ninja
Wed 22 Aug 2012
at 20:01
  • msg #572

Re: posting

lol... I picture the black night from M.Python.
Holly
player, 564 posts
Protect the Land
to protect your Children
Wed 22 Aug 2012
at 21:45
  • msg #573

Re: posting

"Tis merely a flesh wound!"
Farden
player, 392 posts
the new guy
male fighter
Thu 23 Aug 2012
at 04:25
  • msg #574

Re: posting

LOL Long live the black knight :)

Hey, Glumr, since you moved to L8, change your attacks to the bicorn on the cliff. There, you have only a 20% miss chance, and no chance of shooting Holly :p

For future reference, the rule on the shooting into grappling is in pg 151 of the PHB. It's an obscure little section called "Combat Modifiers".
This message was last edited by the player at 04:44, Thu 23 Aug 2012.
Fritzholm
GM, 1161 posts
toss the dice
and have fun
Thu 23 Aug 2012
at 06:27
  • msg #575

Re: posting

Thanks for pointing out the shooting into grapple rule, Farden.  I searched all over and couldn't find it.  Footnote 3.  lol

He'll need to move one square further to be on the 20% line to shoot the bicorn.  I actually misread that as his intention the first time I saw Glumr's post.  If you want to go this route you can only fire one shot, but I'll let you keep the critical and the damage.  All you need to do is roll a D100 and get a 21 or over in order to thwart the concealment.

One last minor note about grapple.  When you join a grapple, the touch attack automatically succeeds, but you still need to make an opposed grapple roll.

A gripe I have about D&D is that it needs to make up its mind about whether combat is detailed or abstract.  The whole deal with their AC, HP, THACO, etc system was abstract and simple combat.  All these wacky grappling rules fly in the face of this abstraction.
Glumr
player, 748 posts
  Woodland
  Ninja
Thu 23 Aug 2012
at 14:39
  • msg #576

Re: posting

I agree... That being said, I'll go for some Bicorn. I hear they're good eats.

I still think in an adjacent square a "ranged" weapon should follow the "melee" penalties for the grapple.. I mean if they want to less abstract it, they should make it a bit logical.  But it's whatever. :P
Holly
player, 565 posts
Protect the Land
to protect your Children
Thu 23 Aug 2012
at 16:23
  • msg #577

Re: posting

And now Holly and Xzyz-his-face disappear with a pop... would have preferred the possible damage!

:)
Fritzholm
GM, 1162 posts
toss the dice
and have fun
Thu 23 Aug 2012
at 16:37
  • msg #578

Re: posting

Holly's player is a bit of a precog.  :-)  I'm typing up the Disappear with a POP part right now.
Holly
player, 566 posts
Protect the Land
to protect your Children
Thu 23 Aug 2012
at 18:23
  • msg #579

Re: posting

If he was confident to "Pop" in, he must have had a way out!

Hence why I would have been happy for you to have taken a chance and shot into the grapple! Oh well, will start rolling up a new character then!
Fritzholm
GM, 1164 posts
toss the dice
and have fun
Thu 23 Aug 2012
at 19:00
  • msg #580

Re: posting

*laugh*  You're far from needing to make a new character.  :-)
Farden
player, 393 posts
the new guy
male fighter
Sat 25 Aug 2012
at 05:58
  • msg #581

Re: posting

Damn it, I grabbed the fellow specifically to prevent him from pulling that trick -  or to at least force him to drag me along as well. Can you actually teleport while grappling?
This message was last edited by the player at 06:02, Sat 25 Aug 2012.
Fritzholm
GM, 1167 posts
toss the dice
and have fun
Sat 25 Aug 2012
at 21:19
  • msg #582

teleport

Sure, when it's an ability and not a spell.
Farden
player, 395 posts
the new guy
male fighter
Sun 26 Aug 2012
at 09:52
  • msg #583

Re: teleport

Regular teleportation doesn't work on unwilling subjects....shouldn't Holly get a Will save?
Fritzholm
GM, 1168 posts
toss the dice
and have fun
Sun 26 Aug 2012
at 23:43
  • msg #584

Re: teleport

That's a good point.

On the other hand, her being nabbed does further the plot, which is a good thing.  I'll keep the Will save in mind for next time.  This time we'll just move forward.
Farden
player, 396 posts
the new guy
male fighter
Mon 27 Aug 2012
at 15:06
  • msg #585

Re: teleport

Power of Plot it is ;)
Glumr
player, 758 posts
  Woodland
  Ninja
Fri 7 Sep 2012
at 19:44
  • msg #586

Re: teleport

I bet the limping girl is the one we were going out to find originally!
Farden
player, 409 posts
the new guy
male fighter
Tue 18 Sep 2012
at 06:07
  • msg #587

Re: teleport

Sunna, please tell me your bard knows the Message spell, so Holly can fill us in on what's going on without alerting the spider or its master.
Holly
player, 573 posts
Protect the Land
to protect your Children
Tue 18 Sep 2012
at 07:51
  • msg #588

Re: teleport

Had flu, so been offline. Feeling better now...
Sunna
player, 48 posts
Tue 18 Sep 2012
at 19:48
  • msg #589

Re: teleport

No, I don't know that spell :(
Farden
player, 410 posts
the new guy
male fighter
Wed 19 Sep 2012
at 07:05
  • msg #590

Re: teleport

Put it on your list, Message is the single most useful cantrip after Detect Magic, IMHO. It's basically a free-flowing tactical link between the entire party. Out of curiosity, what spells do you know?
This message was last edited by the player at 07:06, Wed 19 Sept 2012.
Glumr
player, 765 posts
  Woodland
  Ninja
Mon 24 Sep 2012
at 17:01
  • msg #591

Let there be...

Light?

Since we're about to go into a cave, do we have lights?

Glumr has his ever-burning torch.


We had:

small lantern - 1.5lb
half gallon container of oil - 5lbs

But not sure where this would be... on a cart?
Fritzholm
GM, 1186 posts
toss the dice
and have fun
Mon 24 Sep 2012
at 21:12
  • msg #592

Re: Let there be...

The stuff on the cart is presumed to be back at the lodge where you left the horses. I have no problem with someone having brought a lantern from the cart since you were planning to search the damp caves for the missing girl.

I believe that Farden has a lantern too.

Just to segue from the previous topic, light is one of the useful zero level spells Sunna took.
Farden
player, 414 posts
the new guy
male fighter
Tue 25 Sep 2012
at 03:27
  • msg #593

Re: Let there be...

As it happens, I do have a lantern as part of my personal equipment.
Farden
player, 428 posts
the new guy
male fighter
Fri 12 Oct 2012
at 08:25
  • msg #594

Re: Let there be...

Breath weapons are a ranged attack, do they provoke AoOs when delivered in melee? In case they do:
13:54, Today: Farden rolled 22,5 using d20+8,d8+3. AoO.
Fritzholm
GM, 1202 posts
toss the dice
and have fun
Fri 12 Oct 2012
at 15:25
  • msg #595

Let there be...  Fire!

Farden always keeps me on my toes, ruleswise.  :-)

http://www.d20srd.org/srd/specialAbilities.htm

If you scroll down to Supernatural Abilities (Su) you'll read:
"However, supernatural abilities do not provoke attacks of opportunity and never require Concentration checks."

Further down it confirms that breath weapons are supernatural abilities unless otherwise noted.
Farden
player, 429 posts
the new guy
male fighter
Sat 13 Oct 2012
at 07:54
  • msg #596

Re: Let there be...  Fire!

Cool, just checking. I mean, what's the point of D&D if we're not gonna follow the rules ;)
This message was lightly edited by the player at 07:57, Sat 13 Oct 2012.
Fritzholm
GM, 1204 posts
toss the dice
and have fun
Tue 16 Oct 2012
at 15:52
  • msg #597

Where's Holly?

If we don't hear from Holly by the evening, I'll play her round one turn and we'll move forward.
Farden
player, 431 posts
the new guy
male fighter
Wed 17 Oct 2012
at 08:55
  • msg #598

Re: Where's Holly?

A sling attack? From a 4th level druid?

Isn't Holly packing her Hold Animals or Summon Nature's Ally?
Fritzholm
GM, 1206 posts
toss the dice
and have fun
Wed 17 Oct 2012
at 15:35
  • msg #599

Re: Where's Holly?

She does have Hold Animal.  I'll have her cast that in round 2 if I have to post for her again, but hopefully she'll post something this time around.
Farden
player, 433 posts
the new guy
male fighter
Thu 25 Oct 2012
at 06:28
  • msg #600

Re: Where's Holly?

Say.... since Holly is acting before I am.... can I change my action to a coup-de-grace on the paralyzed wolf?
Fritzholm
GM, 1209 posts
toss the dice
and have fun
Thu 25 Oct 2012
at 06:48
  • msg #601

Coup De Grace

It took you a moment to tell what was going on.  You may do that this upcoming round.  I'll even forgo the wolf's WILL save on its action to balance it out a little.  Here are the rules on a coup de grace:


quote:
As a full-round action, you can use a melee weapon to deliver a coup de grace to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.

You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.

Delivering a coup de grace provokes attacks of opportunity from threatening opponents.


This is something that makes Hold Person a little too powerful.  It's a dangerous world where someone can cast a 2nd level spell on you and kill you almost automatically the next round.

So you can probably kill it, but you'll draw an attack of opportunity.  Normally, you wouldn't be able to use Combat Expertise in conjunction with this action, since it is a full round action and not an attack action or full round attack, but I'll let you keep the bonus to AC you'd been using.
Fritzholm
GM, 1212 posts
toss the dice
and have fun
Fri 26 Oct 2012
at 18:23
  • msg #602

Character questionnaire

Here are some questions to get you thinking about your character and to give Holly's new player a feel for her cousins.  Please give a description of your character and feel free to answer any or all of the questions from the character's point of view.  You can even add your own questions.

Main motivations for going on these adventures:

What do you do best?

What are you bad at?

Favorite location:

Least favorite location:

Thoughts on the other members of the party:

Opinion of the empire:

What is the biggest threat facing the Triplefang?

Who do you admire most?

Do you have a crush on anyone?

Something you'd like to accomplish outside the goals of the current quests:

Observations you have about Holly:
This message was last edited by the GM at 18:25, Fri 26 Oct 2012.
Glumr
player, 788 posts
  Woodland
  Ninja
Fri 26 Oct 2012
at 18:47
  • msg #603

Re: Character questionnaire

One wolf down... I was starting to worry about these things...
Glumr
player, 789 posts
  Woodland
  Ninja
Fri 26 Oct 2012
at 19:53
  • msg #604

Re: Character questionnaire

Main motivations for going on these adventures:
Originally it was to see the world beyond the small town of volge where I grew up, but now I feel that the power of the unnatural is growing and the gods have put me into play to stop it.  Krammishir is the name and mark that I know.  With Ehlonna's blessing, I will stop it from disrupting the balance.  I'm not sure how or when as of yet, but I can feel it.

What do you do best?
Track things, hide and move quietly, climb and use a rope, shoot things with arrows.

What are you bad at?
People.  Not good at seeing them for who they are.  I've been tricked before.  I always want to take a man of his word.  It's hard for me to see the lie.

Favorite location:
The woods and grasslands...where nature is around me.  I do love traveling and seeing all the lands.

Least favorite location:
Havent found one yet.  One time we were crawling through a dark cave.  That wasnt much fun, but we ended up going through a magical portal into a land where the sun was hot and the seas were made of sand.  That place was rough, but I'm glad I gazed upon it with my eyes.

Thoughts on the other members of the party:
My companions are good and just.  We've had some come and go on this quest, but the ones with me now are as trustworthy as anyone could be.  Farden is my opposite.  He's always thinking of traps and people's tricks.  If you listen to him, you might think everyone is out to get us.  Maybe he's right, but I'd like to think not.  Sunna is new to the group.  Her spirit is good feels pure.  I feel I can trust her to always do the right thing.   The eye is trapped in that form.  If I can, I pledge to return him to his human form.

Opinion of the empire:
Dont rightly like the empire much.  They seem to be folk like you or I.  They talk funny and wear funny clothes.  Probably think they're more refined than us, but maybe that's what happens when you live in the city for too long.  Get all fancy and forget what livin is.  They seem to want.  Want our things and our lands.. mostly our gold.   Seems like the empire prospers because they take everything.  I think most of the folk are just plane folk and just want to make a livin for them and their families, but the shot callers seem to have the want...such as they task themselves with claiming more lands or more items.  All and all we'd be better off if they left our lands and didnt come back, but I doubt that will happen.  They think the whole world should be civilized like them.  Roads and walls as far as the eye can see.  Hopefully we wont ever get there, but I feel like we wont be rid of them... probably ever.

What is the biggest threat facing the Triplefang?
The unnatural...Krammishir.  That's probably the biggest threat as if that wins, our world will be a vile place.  The empire being second, but life under them wouldnt be terrible...you'd just have to start loving the city and how they live out in Silvergate.   Unless they'd want to slave us. I dont really know much about the empire really, just a few folk from there we've run into and up against.

Who do you admire most?
The elders. They are wise and protect our clan.  Some day I hope to have the wisdom such as they do.  But I dont really look up to anyone too much.  Been making my own way really.

Do you have a crush on anyone?
Alma Triplefang.  She was a few summers younger than I, but she had a sparkle in her eye and a love for life.  I havent seen her in a long time.  If I make it home safe, I'm going to tell her I love her.

Something you'd like to accomplish outside the goals of the current quests:
Build a home, farm a little.  Spend time with Alma.

Observations you have about Holly:
Holly... I've known her as we grew up together in volge.  She's good hearted and quiet.  Willing to do what it takes if the cause is just.  She's a druid.  While most find that a bit odd, I kind of like it. I know she feels the same about the natural as I do, even though she gives her blessings to Obad-Hai and I give mine to Ehlonna.  She came to us from across the sea.  Not rightly sure of the details but she's been a good companion.  She has her secrets.  I can tell.  I dont think bad ones, but I think from her calling as a druid.
This message was last edited by the player at 19:54, Fri 26 Oct 2012.
Sunna
player, 58 posts
Sun 28 Oct 2012
at 05:31
  • msg #605

Re: Character questionnaire

Main motivations for going on these adventures:
The feeling that I was needed on them. A vision, one could say.

What do you do best?
Singing, dancing, telling stories, interacting with people.

What are you bad at?
Living in the wilds on my own.

Favorite location:
A town, with many people.

Least favorite location:
A desolate swamp. Gets even worse when there's vermin (the small kind) around.

Thoughts on the other members of the party:
I don't know very much of them, yet.
Glumr changed a bit since I met him, he even found a small companion. But he's a nice guy. And don't believe him if he says that he's not good at telling stories.
Holly is a bit of a mystery, sometimes she doesn't answer questions. Druids secrets I guess.
I haven't had much time to actually talk with Farden. But it's as if he always des the right thing, so it's ok.

Opinion of the empire:
It seems as if the people of the empire belive that their way of doing things is the only way and that everyone would be happier if he would be - and think - like them. Well, that's the nice way of putting it.
I would feel a lot better if I was certain that they wouldn't want to change us, but I'm not certain.

What is the biggest threat facing the Triplefang?
That what is urging all kinds of monsters and beings to attack our lands.

Who do you admire most?
My father. He's the best storyteller I know And the elders for their wisdom.

Do you have a crush on anyone?
Uhm, well, there was a bard at the Harpers' Guild named Gerard. He was sooo cute. But I don't know where he is now. Havent' had the chance to talk with him before he left.

Something you'd like to accomplish outside the goals of the current quests:
Create a story worthy to become a legend, with or without me being part of it.
Find the love of my life.

Observations you have about Holly:
She has her secrets, as all druids have, as far as I know. But with her I am certain that she always wants the best for all of us, though she sees things from a different perspective. One that I am not able to access, yet, though we had a little discussion about that one time.
Farden
player, 435 posts
the new guy
male fighter
Sun 28 Oct 2012
at 06:42
  • msg #606

Re: Character questionnaire

What do you do best?
I'm the shieldwall between the enemy and my squishier companions. I'm also the group's paranoid party member. Remember, just because you're paranoid doesn't mean you're paranoid enough.

What are you bad at?
Trusting others, and diplomacy. He's both paranoid and tactless.

Favorite location: Centers of civilization. Although he doesn't trust others, he likes being around them. But he's also a bit of a wanderer, always willing to go places he hasn't been before.

Least favorite location: Any sort of wilderness makes him uncomfortable, but his least favorite is swamps.

Thoughts on the other members of the party: He considers Glumr naive and Holly to be strange, but he's been with them long enough to trust them both at his back. He hasn't been around Sunna long enough to form any opinion of her beyond "pretty". As for the eye, he feels sorry for its situation, and is willing to help.

Opinion of the empire: If they leave us alone, I'll leave them alone.

What is the biggest threat facing the Triplefang?
He's been away from Triplefang lands for a while so he can't really say. But Glumr and Holly seem to think the current quest is important for the clan, so he's willing to go along with it.
In the long term, though, he considers the biggest threat to be settled communities. They are better organized, more people, more resources, and Farden believes the Triplefang will either have to adapt or be crowded out.

Who do you admire most? There are several people he approves of, but he's not given to hero-worship. But he's always been deeply impressed by Commander Naismith, leader of the first mercenary company he ever served with.

Do you have a crush on anyone? Attracted to anything pretty and female. Crush, no.

Something you'd like to accomplish outside the goals of the current quests: To try and convince the Triplefang clan to start leaving behind the nomadic lifestyle and become more civilized. He's seen the power wielded by developed societies with their vast labor pools, and he believes the clan will eventually have to adapt or die.

Observations you have about Holly: He finds all druids to be strange, with their penchant for isolating themselves with nature, and he sometimes questions her decisions. But he doesn't doubt Holly's courage and devotion, and one can't ask more of a fellow Triplefang.
Fritzholm
GM, 1214 posts
toss the dice
and have fun
Mon 29 Oct 2012
at 05:30
  • msg #607

Re: Character questionnaire

Great answers, everyone.  I even learned something about the characters from that.
Holly
player, 584 posts
Protect the Land
to protect your Children
Mon 29 Oct 2012
at 18:05
  • msg #608

Re: Character questionnaire

Sorry for the inactivity over the past few days, guys, there's just a lot of back-reading to do for this and as a school teacher I haven't yet had the time to do a lot of reading.
Fritzholm
GM, 1217 posts
toss the dice
and have fun
Mon 29 Oct 2012
at 22:02
  • msg #609

Re: Character questionnaire

Don't worry about it.  Take this at whatever speed you need to.  The fight will be over soon and then you can jump in and start roleplaying.
Farden
player, 438 posts
the new guy
male fighter
Wed 31 Oct 2012
at 10:52
  • msg #610

Re: the game

Let's see if I can summarize things thus far. The elders are convinced that getting some magic book is the key to the clan's survival. The man who owns the book is wanting a huge price and we are unwilling or unable to rob or trade with him. We need jobs that pay enough to get the book. To survive these jobs we need magic weapons. To get magic weapons we are sent on a quest for ingredients. This quest has now been hijacked by some lunatic spellcaster who wants us to get him some helmet.

And in the process of all this we have offended clan elders, fallen afoul of thieves and monsters, and made enemies of a wealthy merchant who's friendly with the Empire. And all this just while Farden's been around, I don't know what went on before.

I didn't realize it because I only read the books recently, but our little party looks more and more like Locke Lamora and his companions. To paraphrase a quote, "Between all the people following us and all things wanting to kill us, the entire economy of this land is now based solely around fucking with us."

I'm not complaining, just pointing it out ;)
This message was last edited by the player at 10:52, Wed 31 Oct 2012.
Glumr
player, 794 posts
  Woodland
  Ninja
Wed 31 Oct 2012
at 14:35
  • msg #611

Re: the game

Actually, the elders dont care about the book so much... but they encourage us to get it for our own and the clans benefit.  They didnt task us with it, but they support us doing it.

The proctor of Rankor Heights isnt a bad person at all.  Even though it's Faraseden clan and not the Triplefang, stealing the book is something that good folk wouldnt do.

Everyone's been playing their characters like a character in a story, more than a character in a game. Meaning they are thoughtful of the repercussions of their actions as real people would be.

Feel free to ask any questions to help get you up to speed.
Fritzholm
GM, 1227 posts
toss the dice
and have fun
Tue 6 Nov 2012
at 18:20
  • msg #612

EXP

I'm going to award EXP once you guys travel through the portal.  Heads up - Farden will advance to 4th level.  Since we've got a little downtime here you can take this opportunity to advance him.

Remember that you can either take 6+CON bonus HP or roll, but if you roll you have to take the result even if it's something crappy like a 1.  Also, I recommend that you put your 4th level stat point into your legendary stat, since it will provide an added bonus later on.
Farden
player, 443 posts
the new guy
male fighter
Wed 7 Nov 2012
at 06:05
  • msg #613

Re: EXP

I'll wait until you award XP to level up. It won't take me long.
Fritzholm
GM, 1228 posts
toss the dice
and have fun
Fri 9 Nov 2012
at 16:22
  • msg #614

Spells

I've had a change of heart about Sunna's spells.  Since it was my fault she cast too many yesterday I should allow her her full allotment of spells as usual today.  You've got your two first level spells back.
Glumr
player, 798 posts
  Woodland
  Ninja
Fri 9 Nov 2012
at 16:37
  • msg #615

Re: Spells

I hope that doesnt mean trouble is imminent.  :P

Edit:  I'm kind of hoping Holly has an idea on what to do here.
This message was last edited by the player at 16:38, Fri 09 Nov 2012.
Fritzholm
GM, 1229 posts
toss the dice
and have fun
Fri 9 Nov 2012
at 19:03
  • msg #616

What happens next?

Of course trouble is imminent.  :-)

She does.  Our new player is a little hesitant.  There's a lot of background and setting to absorb, but I've shared all the immediately necessary information.  We should have a Holly post on the main item ( That's *** Ch06 - Coal the Enchantress *** by the way) quite soon.
This message was last edited by the GM at 19:04, Fri 09 Nov 2012.
Farden
player, 444 posts
the new guy
male fighter
Sat 10 Nov 2012
at 06:03
  • msg #617

Re: What happens next?

So, how much XP were you going to award, anyway? I'm asking because I need 920 to level up.
Fritzholm
GM, 1247 posts
toss the dice
and have fun
Wed 21 Nov 2012
at 18:57
  • msg #618

One strange encounter

I'm still laughing, picturing this encounter from the point of view of the dwarves.  It starts out weird and gets weirder and weirder.
Holly
player, 593 posts
Protect the Land
to protect your Children
Mon 3 Dec 2012
at 21:40
  • msg #619

Re: One strange encounter

Glum- No, she pointed to a helm set on a shelf, not the one the dwarf is wearing.
Glumr
player, 816 posts
  Woodland
  Ninja
Wed 5 Dec 2012
at 17:30
  • msg #620

Re: One strange encounter

Is everyone flat-footed till they move?   Since Glumr has the initiative and first move, can he move without drawing an attack of opportunity?  I.E.  Can he sprint across the room without drawing an attack of opportunity?

Like snow did that one time?
Fritzholm
GM, 1253 posts
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and have fun
Wed 5 Dec 2012
at 19:09
  • msg #621

Re: One strange encounter

Good call on that rule.  However, The dwarves initiated the combat.  The smith summoned the elementals, so he taken an action.  The elementals have emerged from the walls.  The spider has moved and webbed.  The worker dwarf has...  waved tongs.  Nobody is flat footed.
Glumr
player, 818 posts
  Woodland
  Ninja
Wed 5 Dec 2012
at 20:21
  • msg #622

Re: One strange encounter

Ah.. I guess the best best to negate Attacks of Opportunity is the 5-foot step movement then.
Farden
player, 459 posts
the new guy
male fighter
Thu 6 Dec 2012
at 05:48
  • msg #623

Re: One strange encounter

Glumr:
Ah.. I guess the best best to negate Attacks of Opportunity is the 5-foot step movement then.


You can't move and take a 5-foot step in the same turn. Take the AoOs, we need to do this quick.
Glumr
player, 819 posts
  Woodland
  Ninja
Thu 6 Dec 2012
at 20:39
  • msg #624

Re: One strange encounter

I know.. I mean use the 5 foot step instead of a move action.

Glumr doesnt do well taking damage.  He's only got leathers and his dexterity.  I'm going to do that till I get out of the AoO range and then go for the helmet.
Farden
player, 460 posts
the new guy
male fighter
Fri 7 Dec 2012
at 06:11
  • msg #625

Re: One strange encounter

What, you didn't pick up Mobility?
Glumr
player, 820 posts
  Woodland
  Ninja
Fri 7 Dec 2012
at 14:59
  • msg #626

Re: One strange encounter

Nope... and I dont have dodge either.   If I'm that close, I'm playing my role wrong.

I might do dodge next so I can get to 'Shot on the run' which would be epic as you can move out of cover, fire, and move back in.
Farden
player, 461 posts
the new guy
male fighter
Sat 8 Dec 2012
at 06:41
  • msg #627

Re: One strange encounter

You're an archer, but I don't think Tumble is a class skill for you. That means you should really consider Mobility -- because if your archer doesn't find himself caught in melee with embarrassing regularity, the GM is doing his job wrong ;)
Farden
player, 463 posts
the new guy
male fighter
Thu 13 Dec 2012
at 07:21
  • msg #628

Re: One strange encounter

OK, I'm playing rodeo clown. Now will someone run and grab the helmet?
Fritzholm
GM, 1259 posts
toss the dice
and have fun
Mon 7 Jan 2013
at 21:41
  • msg #629

Re: One strange encounter

OK, the holidays are over.  Let's get the ball rolling again.

Still no sign of Sunna.  I sent an rMail, but we may have to find a replacement.  I'll run her for now.
Holly
player, 598 posts
Protect the Land
to protect your Children
Mon 7 Jan 2013
at 22:01
  • msg #630

Re: One strange encounter

I'm still around~ Thanks for bearing with me during the holidays.
Sunna
player, 68 posts
Tue 8 Jan 2013
at 04:12
  • msg #631

Re: One strange encounter

Sorry all.
I'm back now. There was a lot of nasty RL stuff going on here.
2013 started very badly, but now that I'm used to it I can handle it...
Fritzholm
GM, 1261 posts
toss the dice
and have fun
Fri 11 Jan 2013
at 16:46
  • msg #632

Re: One strange encounter

We've been waiting all week for Holly's action.  That's far too long to leave a combat round hanging, so I'm going to act for Holly taking Farden's advice to heart, to get things moving.
Farden
player, 469 posts
the new guy
male fighter
Fri 18 Jan 2013
at 04:25
  • msg #633

Re: One strange encounter

Oh come on, none of you could hold the gate long enough for Glumr to get out? Well, at least now we get to see Bear vs Earth Elemental Sumo match.
This message was last edited by the player at 04:26, Fri 18 Jan 2013.
Sunna
player, 71 posts
Fri 18 Jan 2013
at 05:43
  • msg #634

Re: One strange encounter

I tried to, but I'm not as good in dodging the blows :-P
Fritzholm
GM, 1269 posts
toss the dice
and have fun
Wed 30 Jan 2013
at 15:14
  • msg #635

Waiting

Waiting for Glumr and Holly to post.
Glumr
player, 826 posts
  Woodland
  Ninja
Wed 30 Jan 2013
at 15:32
  • msg #636

Re: Waiting

In reply to Fritzholm (msg # 635):

So sick...   Give me one more day... sorry.   Zack... need some game mechanics help on what I can do / where I can move... I'll I"M you when I'm able to think.
This message was last edited by the player at 15:33, Wed 30 Jan 2013.
Fritzholm
GM, 1270 posts
toss the dice
and have fun
Wed 30 Jan 2013
at 16:23
  • msg #637

Re: Waiting

No problem.  Get well soon.
Glumr
player, 828 posts
  Woodland
  Ninja
Mon 4 Feb 2013
at 17:05
  • msg #638

Re: Waiting

I'm really not sure how to leave without taking all the AoO's....   Farden and Zack, you're experts on the mechanics, what do you think I should do?
Fritzholm
GM, 1272 posts
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and have fun
Mon 4 Feb 2013
at 18:31
  • msg #639

Spoiler

Don't worry about it until your round 6 turn.  Something might change.
Glumr
player, 829 posts
  Woodland
  Ninja
Mon 4 Feb 2013
at 23:51
  • msg #640

Re: Spoiler

Fritzholm:
Don't worry about it until your round 6 turn.  Something might change.


How exciting and dramatic!!!!!
Farden
player, 472 posts
the new guy
male fighter
Tue 5 Feb 2013
at 04:57
  • msg #641

Re: Spoiler

Glumr, delay your action until after me and the bear. That way, if we manage to push the blocking elemental, you can just Withdraw out of the room. E2 will have used up its AoO against me, and the Withdraw action (double move) will negate the AoO from E1.
Holly
player, 612 posts
Protect the Land
to protect your Children
Mon 25 Feb 2013
at 14:00
  • msg #642

Re: Spoiler

So, it's my understanding that normal weapons can't hit an incorporeal being, magic weapons will hit 50% of the time, and magic weapons with ghost touch hit normally (as long as you make your attack roll). Do our characters understand this distinction between magic and ghost touch?
Glumr
player, 851 posts
  Woodland
  Ninja
Mon 25 Feb 2013
at 17:49
  • msg #643

Re: Spoiler

Glumr wouldnt... I play kind of immersion style where I think more like the character and real world setting more than I think like a gamer knowing all the rules and options out there.

Hopefully we're going ghost touch here.  I'd hope the crossbow (Glumr doesnt know it's called a crossbow) does, since it was requested it to be a weapon to hunt ghosts.. .which I would think means ghost touch as only hitting them %50 of the time would be a crappy trade... especially when asking for a bow to hurt ghosts.

Likewise with Coal.. I hope were getting ghost touch specifically instead of just enchanting them with a bonus to hit or whatever.

GM will have to answer specifically.
Fritzholm
GM, 1301 posts
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and have fun
Mon 25 Feb 2013
at 21:43
  • msg #644

Undead

The short answer is yes, Holly is right.  However, this is out of the depth of the character's knowledge.

There's also a long answer.

In this game you will run into undead that are not covered in the monster manual.  I'm not a big fan of draining levels, so I made some of my own undead when I ran this campaign face-to-face.  That party was about the same level as you are now, so it should match as far as challenge goes.  Base undead can be hit with normal weapons.  The next tier can be hit with silvered weapons.  After that you have DR1 undead.  +1 divine magic weapons will work fine on them.  Then there's the incorporeal undead that you'll only hit 50% of the time unless you have ghost touch.  You might run into very powerful undead at some point in the future that require +2 or +3 to hit.

Normally the cost of enchanting a weapon +1 AND ghost touch would be the same as enchanting +2, but paying that much would be counterproductive to the plot.  You'd be able to just go buy the book!  :-)  Since you guys were low on cash I decided Coal could make them for the cost of +1.

A talk with Coal should illuminate some of this to the characters.
Farden
player, 485 posts
the new guy
male fighter
Tue 26 Feb 2013
at 04:04
  • msg #645

Re: Undead

Fritzholm:
Normally the cost of enchanting a weapon +1 AND ghost touch would be the same as enchanting +2, but paying that much would be counterproductive to the plot.  You'd be able to just go buy the book!  :-)  Since you guys were low on cash I decided Coal could make them for the cost of +1.


That explains it. I knew about Ghostouch but I didn't say anything since I figured it would be beyond my character's knowledge, even with a nat 20 on the knowledge roll ;) So I figured our group would be facing ghosts with regular +1 blades, and hoping for the best.
Fritzholm
GM, 1302 posts
toss the dice
and have fun
Tue 26 Feb 2013
at 04:10
  • msg #646

Re: Undead

That was a sweet roll.  Farden knows all sorts of great stuff.  Interesting fact:  He is the smartest member of the party.
Fritzholm
GM, 1303 posts
toss the dice
and have fun
Tue 26 Feb 2013
at 04:42
  • msg #647

Game map

I'm sorry for the slightly out-of-date game map.  The Cabell Lodge, the mountains, the watering hole, Xyzeryx's lair, and Sloss Hinterplatz are all north of Pliffa which is at the northern end of the game map.  I should put some time into making a new one complete with these locations.  In a perfect world it would be a clickable imagemap with links to the Triplefang wiki, but RPOL is not a perfect world.
Farden
player, 486 posts
the new guy
male fighter
Wed 27 Feb 2013
at 06:19
  • msg #648

Re: Undead

Fritzholm:
That was a sweet roll.  Farden knows all sorts of great stuff.


Jack of all Trades: best feat evar!!:)!
Fritzholm
GM, 1325 posts
toss the dice
and have fun
Tue 12 Mar 2013
at 19:01
  • msg #649

Sunna and Farden talk to Krissle

In order to avoid confusion I moved the conversation with Farden and Sunna talking to Krissle to the side conversations thread.
Holly
player, 626 posts
Protect the Land
to protect your Children
Wed 13 Mar 2013
at 14:24
  • msg #650

Re: Sunna and Farden talk to Krissle

Hey, what weapon is everyone planning to get enchanted by Coal, so it can hit incorporeal undead? We already have the one enchanted crossbow--who wants to use that? Also, what masterwork weapon(s) do you already have? We need two masterwork weapons of the same type to get one enchanted weapon.

I own a masterwork sickle and a masterwork spear, and I'd like to have an enchanted sickle.
Fritzholm
GM, 1327 posts
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and have fun
Wed 13 Mar 2013
at 14:42
  • msg #651

Re: Sunna and Farden talk to Krissle

Masterwork weapons:

Farden - Longsword
Glumr - Longbow
Sunna - Shortsword
Holly
player, 628 posts
Protect the Land
to protect your Children
Wed 13 Mar 2013
at 15:08
  • msg #652

Re: Sunna and Farden talk to Krissle

Who wants the crossbow?

We druids aren't normally proficient with crossbows, even though they're simple weapons.
Glumr
player, 859 posts
  Woodland
  Ninja
Wed 13 Mar 2013
at 15:22
  • msg #653

Re: Sunna and Farden talk to Krissle

I think the idea of the crossbow is that it gives a ranged attack to more than just the archer.  I think someone should use that and we should enchant another bow.
Fritzholm
GM, 1329 posts
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and have fun
Wed 13 Mar 2013
at 15:22
  • msg #654

Just point and shot

Technically no one is proficient with it.  The Triplefang have no experience with crossbows.  Luckily it's remarkably easy to use.  The loading is magically easy.  The aiming is easy.  If you take a few days to practice with it anyone can use it without penalty, even a druid.

Snow would be jealous.  Her player wanted a crossbow.  Maybe she'll come back just to claim it.  :-)
This message was last edited by the GM at 15:24, Wed 13 Mar 2013.
Glumr
player, 861 posts
  Woodland
  Ninja
Wed 13 Mar 2013
at 15:25
  • msg #655

Re: Sunna and Farden talk to Krissle

Oh... plus the crossbow may impact ghosts more than the new enchantments.  I'm kind of confused on what to expect.
Holly
player, 629 posts
Protect the Land
to protect your Children
Wed 13 Mar 2013
at 15:36
  • msg #656

Re: Sunna and Farden talk to Krissle

I'm happy to take it, but I already have a ranged magical attack, so I didn't want to be selfish.
Fritzholm
GM, 1330 posts
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and have fun
Wed 13 Mar 2013
at 16:24
  • msg #657

Re: Just point and shot

Sunna might be best served using the crossbow.  Front line melee fighting is not her strong suit.
Sunna
player, 86 posts
Thu 14 Mar 2013
at 04:29
  • msg #658

Re: Just point and shot

hm... if it's that simple to use it could just be something for Sunna ;)

will post something in the ingame thread later this day, have to go to work now.
This message was last edited by the player at 04:30, Thu 14 Mar 2013.
Farden
player, 499 posts
the new guy
male fighter
Sun 24 Mar 2013
at 10:00
  • msg #659

Re: Just point and shot

I'm just summarizing our current financial situation:

Our current cash: 900 (from before)+ 800 (from amulet) + 1100 (phylacteries + portal): 2800 GP. Which means we've already met our cash requirement for enchanting 3 weapons. Now we just need 3 masterwork weapons to enchant: a sickle, a longbow, and a longsword.

I suggest we offer Pandrick a straight trade - one of the crystal blades for the full set of enchanted weapons. We'll hold on to one of the crystal blades for ourselves.
Glumr
player, 870 posts
  Woodland
  Ninja
Mon 25 Mar 2013
at 15:27
  • msg #660

Re: Just point and shot

Aw.. the blades seem like a really nice set.  I dont think we should break it up. Probably worth more.  The are giving us a LOT of gold.  Do you think we are right in selling them?
Glumr
player, 872 posts
  Woodland
  Ninja
Mon 25 Mar 2013
at 15:33
  • msg #661

Re: Just point and shot

I guess it would let us get everything we need if we do.

When we enchant our weapons... Does that give them benefit to non-ghosts?
Holly
player, 644 posts
Protect the Land
to protect your Children
Mon 25 Mar 2013
at 15:38
  • msg #662

Re: Just point and shot

He's giving us over 1000 gold for each enchanted shortsword. They're +1 shortswords with some kind of abjuration on them. Is it worth that much to you, Farden?

EDIT: I just didn't think we would use them, when we each have a +1 weapon with ghost touch.
This message was last edited by the player at 15:52, Mon 25 Mar 2013.
Fritzholm
GM, 1351 posts
toss the dice
and have fun
Mon 25 Mar 2013
at 15:42
  • msg #663

To sell or not to sell

quote:
When we enchant our weapons... Does that give them benefit to non-ghosts?


The spirit weapons that Coal offered to create for you will be +1 vs everything.
Glumr
player, 873 posts
  Woodland
  Ninja
Mon 25 Mar 2013
at 18:14
  • msg #664

Re: To sell or not to sell

They sound sweet for 2 handed fighting, but not my thing.  I mean not Glumr's thing.

Sounds good.. I mean Masterwork is +1 and this is another +1 right?  So I say we enchant the crap out of our preferred weapon across the board.
This message was last edited by the player at 18:15, Mon 25 Mar 2013.
Holly
player, 645 posts
Protect the Land
to protect your Children
Mon 25 Mar 2013
at 18:49
  • msg #665

Re: To sell or not to sell

I think masterwork just gives +1 to attack rolls, while a +1 magical weapon gives +1 to both attack and damage that doesn't stack with the masterwork bonus.
Fritzholm
GM, 1353 posts
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and have fun
Mon 25 Mar 2013
at 19:16
  • msg #666

Re: To sell or not to sell

Holly is correct.  All magic weapons must be masterworks and the to-hit bonuses don't stack.
Farden
player, 500 posts
the new guy
male fighter
Tue 26 Mar 2013
at 04:50
  • msg #667

Re: To sell or not to sell

Basically, the weapons Coal will enchant will be +1 Ghostouch, meaning they'll work fine on everything including ghosts (magic weapons are normally only 50% effective). The shortswords are +1 and something else currently unknown.

I just want to hold on to one of them because I'm curious as to what they are, and we don't really need the cash at the moment. If we need the cash later we can sell it then.

We already have enough money to enchant 3 weapons, and Sunna can train with the crossbow. So I say we get rid of one shortsword for 3 favored weapons, and keep one for now. We shouldn't ne giving up magic weapons unless we really need to.
Fritzholm
GM, 1354 posts
toss the dice
and have fun
Tue 26 Mar 2013
at 09:08
  • msg #668

Re: To sell or not to sell

Based on what Coal and Holly were able to tell with Detect Magic it looks like the crystal swords are +1 due to their incredible sharp edge, and have some sort of protection on them, probably to keep them from breaking.  Crystal isn't typically known for standing up too well to smacking against hard objects like armor.
Glumr
player, 876 posts
  Woodland
  Ninja
Tue 26 Mar 2013
at 13:30
  • msg #669

Re: To sell or not to sell

I have no vested interest in the crystal blades.  Just curious where you were coming from. I agree with whatever you want to do with them.

And thanks for the summery of ghost touch vs enchanted...  I agree with how we're arming ourselves.
Fritzholm
GM, 1355 posts
toss the dice
and have fun
Tue 26 Mar 2013
at 18:38
  • msg #670

Re: To sell or not to sell

quote:
I suggest we offer Pandrick a straight trade - one of the crystal blades for the full set of enchanted weapons. We'll hold on to one of the crystal blades for ourselves.


I'm not sure I understand this fully.

The current offer is: "If you sell me the two enchanted crystal swords (2500) and the finely crafted spear (200), I'll give you my finest sword and longbow (~700) and 2000 gold."

Is your counter offer one crystal sword (700) for the masterwork longsword and longbow (~700)?

Pandrick does not have a masterwork scythe.
Holly
player, 647 posts
Protect the Land
to protect your Children
Tue 26 Mar 2013
at 19:01
  • msg #671

Re: To sell or not to sell

All right. Farden can keep the crystal shortsword and experiment with it, and let's offer the masterwork spear and one crystal shortsword for a masterwork longbow and longsword and 750 gold.
Fritzholm
GM, 1358 posts
toss the dice
and have fun
Thu 28 Mar 2013
at 15:16
  • msg #672

Re: To sell or not to sell

One argument I can make in favor of selling both swords is the end goal.  You are trying to stockpile 10,000 gold to buy the Tome of Legends.  If you leave Sloss Hinterplatz with enough to get your weapons enchanted plus a thousand or two gold extra, you'll be closer to the 10,000 in case the loot from the haunted tower doesn't cover the entire ten grand.

It does seem a shame to part with such a unique magical item, though.
Holly
player, 650 posts
Protect the Land
to protect your Children
Thu 28 Mar 2013
at 21:39
  • msg #673

Re: To sell or not to sell

I'll let Farden respond to Pandrick's offer. It looks like we'd effectively be selling the second sword for 1500 gold, which we don't absolutely need right this moment, but which would be a major step forward towards the Tome of Legends.
Farden
player, 501 posts
the new guy
male fighter
Fri 29 Mar 2013
at 06:14
  • msg #674

Re: To sell or not to sell

Holly:
I'll let Farden respond to Pandrick's offer. It looks like we'd effectively be selling the second sword for 1500 gold, which we don't absolutely need right this moment, but which would be a major step forward towards the Tome of Legends.


If the sword is worth 1500 here, it'll be worth at least a 1000 elsewhere. Until we're actually ready to go for the final buy, I'd rather keep the sword than a load of cash we have no current use for. Besides, you never know when we might need a unique magic item as bribe or trade.

Say, something occurs to me - the guy who wants 10000 gp for the book - does he actually expect to get 10000, or was he just pulling the number from his ass? The shortswords themselves are fairly unique, maybe we could talk him into a trade....
Glumr
player, 878 posts
  Woodland
  Ninja
Fri 29 Mar 2013
at 13:25
  • msg #675

Re: To sell or not to sell

He's some rich man who runs the city.  Does a decent job I guess, but it also makes him well to do and a collector of things.  He knows the book is an rare object of magic, but does not know of what it does.  I doubt he would as while these swords are unique, they are still just enchanted weapons.  As a collector he might, but if that was the case we should keep the set.  It's just such a far way to travel to find out.  Perhaps the set could secure a portion of his asking price.

I mean the blade is sweet.. I wouldnt mind having it for myself if it wasnt worth so much.  I carry the scimitar from the trog lands simply because it would seem uncommon to people here.  A unique weapon from my adventures.
This message was last edited by the player at 13:28, Fri 29 Mar 2013.
Farden
player, 503 posts
the new guy
male fighter
Sat 30 Mar 2013
at 09:53
  • msg #676

Re: To sell or not to sell

The two swords don't seem like a matched set to me. We need to sell one to get the mwk weapons. But I might remind you that we'll be heading back to or near Rankor Heights anyway, to go to this haunted isle. So we might as well drop in on the big man and see what he thinks of the blade.
Glumr
player, 882 posts
  Woodland
  Ninja
Mon 1 Apr 2013
at 13:13
  • msg #677

Re: To sell or not to sell

Its so far and dangerous... we have to go all the way south through the dark woods to get there (and back).
Farden
player, 506 posts
the new guy
male fighter
Tue 2 Apr 2013
at 04:54
  • msg #678

Re: To sell or not to sell

Glumr:
Its so far and dangerous... we have to go all the way south through the dark woods to get there (and back).


But going to the haunted isle is the reason we went to all this trouble for ghostouch weapons in the first place. And we'll have to take the trip sooner or later, if we want the book.
Fritzholm
GM, 1364 posts
toss the dice
and have fun
Tue 2 Apr 2013
at 08:05
  • msg #679

Rankor Heights and the Tower of Sowell

Farden and Glumr are both right.  It is a LONG way from Sloss Hinterplatz to Rankor and you are going to have to go there eventually.  You don't have to go through the Dark Woods or the hilly swamps to get there, though.  There's a quicker, safer way via ferry boat from Kammarra to Utsk.  Also of note, you don't have to go to Utsk or Rankor Heights at all to get to the haunted tower.  It's on the eastern shore beyond the mountains and on the way to Trellor.  If you take a peek at the game map you'll see it northeast of Kammarra.
Glumr
player, 883 posts
  Woodland
  Ninja
Tue 2 Apr 2013
at 13:51
  • msg #680

Re: Rankor Heights and the Tower of Sowell

Where are we on the map?

Maybe we should hit coal, hit the tower, see what we have, then hit Rankor?  Maybe stopp and see a fox on the way to or from Rankor?
Holly
player, 656 posts
Protect the Land
to protect your Children
Tue 2 Apr 2013
at 14:45
  • msg #681

Re: Rankor Heights and the Tower of Sowell

Sounds like a good plan to me. Sloss Hinterplatz is north of the Cabell Lodge, which is north of Pliffa. So, we're pretty far north of the current game map.
Fritzholm
GM, 1365 posts
toss the dice
and have fun
Tue 2 Apr 2013
at 14:54
  • msg #682

Re: Rankor Heights and the Tower of Sowell

LOL  Holly answered the question before I could finish my reply.

Pliffa is the northern most element on the game map and Sloss Hinterplatz is in the mountains a couple hundred miles north of Pliffa.  I have an updated, but unpolished map at home that shows the Cabell Lodge and Sloss Hinterplatz.  I should post it even though it's unfinished.  Something is better than nothing.
Glumr
player, 884 posts
  Woodland
  Ninja
Tue 2 Apr 2013
at 15:01
  • msg #683

Re: Rankor Heights and the Tower of Sowell

Yeah... Just for an idea... since our characters got to see a map.. I feel like I dont have a good feeling on where everything is in relation to where we are and were the other dwarves were and what nots. :)

Thanks Fritz!
Fritzholm
GM, 1368 posts
toss the dice
and have fun
Wed 3 Apr 2013
at 04:17
  • msg #684

Re: Rankor Heights and the Tower of Sowell

The new, crummy, unfinished game map has been posted.  If you don't see Sloss Hinterplatz at the top, refresh the page.

Also, the distances have been added to the wiki.  Soon I'll have a nicer map, a page for Sloss Hinterplatz and a few other wiki goodies.

http://triplefang.yoyo-pete.com/doku.php?id=locations
Holly
player, 657 posts
Protect the Land
to protect your Children
Wed 3 Apr 2013
at 12:38
  • msg #685

Re: Rankor Heights and the Tower of Sowell

Yay for maps!
Glumr
player, 886 posts
  Woodland
  Ninja
Wed 3 Apr 2013
at 16:24
  • msg #686

Re: Rankor Heights and the Tower of Sowell

In reply to Holly (msg # 685):

Shiny!

It's much farther than I thought.
Farden
player, 510 posts
the new guy
male fighter
Thu 4 Apr 2013
at 06:40
  • msg #687

Re: Rankor Heights and the Tower of Sowell

So, we get to Coal, get our weapons, get to the tower, then get back to Rankor?
Glumr
player, 887 posts
  Woodland
  Ninja
Thu 4 Apr 2013
at 14:14
  • msg #688

Re: Rankor Heights and the Tower of Sowell

Sounds good.  We should visit Reynard on the way to or from Rankor while we're at it.
Holly
player, 658 posts
Protect the Land
to protect your Children
Thu 4 Apr 2013
at 14:57
  • msg #689

Re: Rankor Heights and the Tower of Sowell

Can someone brief me on who Reynard is?
Glumr
player, 889 posts
  Woodland
  Ninja
Thu 4 Apr 2013
at 15:01
  • msg #690

Re: Rankor Heights and the Tower of Sowell

In reply to Holly (msg # 689):

http://triplefang.yoyo-pete.com/doku.php?id=reynard

I'll break it down more in a bit... dont have time for that right this second.
Holly
player, 659 posts
Protect the Land
to protect your Children
Thu 4 Apr 2013
at 22:09
  • msg #691

Re: Rankor Heights and the Tower of Sowell

Thanks. I actually didn't think to look at the wiki. Silly of me. :)
Fritzholm
GM, 1370 posts
toss the dice
and have fun
Fri 5 Apr 2013
at 03:10
  • msg #692

Re: Rankor Heights and the Tower of Sowell

Your first encounter with him was msg102 of chapter 4.  He told a story about seeing the goddess Elhonna in action.  He knew a bit about Krammishir, Eburacon, the harpers, Jacob, and even your floating musical eye friend.  That's an awful lot of knowledge for a fox, even a talking one.

You agreed to get a cottage built for this fox, and returned to meet up with Reynard after it had been built in chapter 6 msg106.  In that encounter he displayed knowledge of Golems, undead, and enchanted weapons.  He also introduced Talita to Glumr.
This message was last edited by the GM at 04:07, Fri 05 Apr 2013.
Glumr
player, 890 posts
  Woodland
  Ninja
Mon 8 Apr 2013
at 14:24
  • msg #693

Re: Rankor Heights and the Tower of Sowell

If a seemingly friendly talking fox tells you about witnessing the birth of your goddess and asks you to build him a cottage... you build him a cottage.


Was offline most the weekend... Catching up on the story thread and will post once I can fit it in between work stuff.
This message was last edited by the player at 14:25, Mon 08 Apr 2013.
Farden
player, 517 posts
the paranoid guy
male fighter
Sat 13 Apr 2013
at 19:17
  • msg #694

Re: Rankor Heights and the Tower of Sowell

Come on guys, is everyone actually buying what Boniface is selling?
Holly
player, 667 posts
Protect the Land
to protect your Children
Sat 13 Apr 2013
at 21:16
  • msg #695

Re: Rankor Heights and the Tower of Sowell

I'm guessing she plans to profit far more than she's let on, but I don't see any reason to assume she'd resort to murder.

Hmm. Can you make a Sense Motive check for each of us, Fritzholm? Or can we make one for ourselves, to see if we sense anything fishing about this situation, IC?
Fritzholm
GM, 1379 posts
toss the dice
and have fun
Sun 14 Apr 2013
at 08:22
  • msg #696

Sense motive

I'll give Farden (ever the cautious skeptic), and Sunna (actually spent a bunch of ranks) a sense motive roll after the fact.  Normally I'd make these private, but Sunna might not be around as much the next few days, and she has no reason not to share her thoughts on the subject with the ret of the party.

Farden couldn't pick anything up.  Her story is slick and plausible, which is just how a good liar would make it.  It doesn't seem too good to be true, and she didn't slip up anywhere.  What isn't she telling you?  Hard to say.

Sunna is impressed with Boniface's oratory skills.  She'd make a fine harper.  She's probably had whatever sort of dwarven professional speaking training they have here, and she preforming outside her native language.  Well done.  Sunna believes that Boniface would take this deal if she was in the Triplefang's position.  Boniface originally thought you would accept this offer based on your idealism, but now she worries that it will be just that idealism that might cause you to turn it down.  Boniface knows there are a few shady areas in the plan - tomb raiding, dwarf-human loopholes, necromancy, loss of a soul.  OK, that's more than a few.  But Boniface has rationalized each one to herself.
Her motive is to set up the restoration of Renny.  That's very important to her.  Your group is the easiest, but not the only path to doing this.  If you helped her you doubt she'd double-cross you.  If you walked away, you doubt she'd stand in your way.  If you actively tried to thwart the restoration somehow you're sure Boniface and House Callivari would become a fierce enemy.
Farden
player, 523 posts
the paranoid guy
male fighter
Sat 20 Apr 2013
at 06:28
  • msg #697

Re: Sense motive

Points to remember, Sunna - you've never been to Silvergate, you're no druid, and when dealing with unknown quantities, never EVER volunteer information :)
Sunna
player, 105 posts
Sat 20 Apr 2013
at 17:29
  • msg #698

Re: Sense motive

Druid? Never met one ;)
Holly
player, 671 posts
Protect the Land
to protect your Children
Sat 20 Apr 2013
at 18:03
  • msg #699

Re: Sense motive

You never know. Maybe he isn't out to kill me. Maybe he wants me to summon a rare animal for him to study, to enhance his combat skills. The Way of the Monkey...
Farden
player, 524 posts
the paranoid guy
male fighter
Mon 22 Apr 2013
at 07:49
  • msg #700

Re: Sense motive

Sunna, I think you need to post a reply before the GM can continue.
Sunna
player, 106 posts
Tue 23 Apr 2013
at 09:50
  • msg #701

Re: Sense motive

I tried to. Looking for a place where i can get access for my netbook for three days now. Since the posting will be more than three sentences and theres a lot of scrolling involved posting via smartphone (as i am now) is not a good idea. :(
Sunna
player, 108 posts
Tue 23 Apr 2013
at 11:08
  • msg #702

Re: Sense motive

Finally! A place with internet access and I fixed the stupid internet stick.
Fritzholm
GM, 1390 posts
toss the dice
and have fun
Thu 25 Apr 2013
at 15:57
  • msg #703

DM will post soon

Sorry for holding the game up a little.  I'll craft a post about Favrick and one about the shrine keeper tonight.
Glumr
player, 911 posts
  Woodland
  Ninja
Wed 22 May 2013
at 17:54
  • msg #704

Re: DM will post soon

I'm offline till business tuesday.  Going to Summer Camp Music Festival.

So... GM can move Glumr if need be.  Not sure what his role will be in the arena thing.

(Kind of wish we were pulling the guardian heist, but from everything it just doesnt seem appropriate lol)
Fritzholm
GM, 1411 posts
toss the dice
and have fun
Wed 22 May 2013
at 21:30
  • msg #705

Glumr outage

The Arena magic will be mostly Holly and Sunna anyhow.  Farden's player is more than welcome to suggest spells too.
Farden
player, 536 posts
the paranoid guy
male fighter
Thu 23 May 2013
at 06:40
  • msg #706

Re: Glumr outage

Farden will tag along for security, but he'll leave spell selection to Holly and Sunna.
Sunna
player, 121 posts
Fri 24 May 2013
at 05:57
  • msg #707

Re: Glumr outage

Sunna could give Favrick some kind of glowing aura (don't know if his armor would count as a touched object for the Light spell?) and do some tricks with sound (thunder, a lions roar or giving each step Favrick makes the sound of a fanfare or something)...
Sunna
player, 129 posts
Sat 29 Jun 2013
at 05:49
  • msg #708

Re: Glumr outage

So, which weapons are going to be enchanted? Or, who gets the crossbow?
Fritzholm
GM, 1430 posts
toss the dice
and have fun
Sun 30 Jun 2013
at 23:27
  • msg #709

Crossbow

I'll narrow it down a little.  Only Sunna and Glumr can fire it.
Glumr
player, 920 posts
  Woodland
  Ninja
Tue 2 Jul 2013
at 13:22
  • msg #710

Re: Crossbow

I was hoping that Glumr could enchant a bow and the crossbow could be used by someone else so we could have two ranged attacks.    But if Sunna doesn't want to use the crossbow, then Glumr will.
Sunna
player, 130 posts
Tue 2 Jul 2013
at 14:05
  • msg #711

Re: Crossbow

I'm fine with the crossbow :)
Fritzholm
GM, 1432 posts
toss the dice
and have fun
Tue 2 Jul 2013
at 20:43
  • msg #712

Re: Crossbow

Plus you had prepared for the longbow the be enchanted by picking up a second masterwork in Sloss Hinterplatz.  Glumr, please tell Coal you want the longbow enchanted.

Sunna, please put the crossbow on your character sheet.  It has the following qualities:
+1
Can be fired by good only
Any class can be proficient
ALINDAR Can be loaded as a free action
     loading does not draw AoO
DESCINDAR ghosttouch
RALESCINDAR return bolts from spirit realm (requires feat)


quote:
OOC: Weapon inventory: we still have the crystal short sword. Should Farden use that, or someone else? I believe I'm the best melee fighter in the group, but I also have lots of other options when it comes to weapons. Sunna might use it instead.


Whoever ends up with this should put +1 Green Glass Shortsword (unbreakable) on their character sheet.
Holly
player, 695 posts
Protect the Land
to protect your Children
Wed 3 Jul 2013
at 08:53
  • msg #713

Re: Crossbow

Holly can use a shortsword, as can we all. Happy to take it, in case the sickle is lost.
Sunna
player, 131 posts
Wed 3 Jul 2013
at 17:40
  • msg #714

Re: Crossbow

I have a nice shortsword already (masterwork) and wouldn't mind someone else to have the crystal blade. It is tempting, though :)
Fritzholm
GM, 1433 posts
toss the dice
and have fun
Wed 3 Jul 2013
at 23:08
  • msg #715

Glass sword

Holly:
Holly can use a shortsword, as can we all. Happy to take it, in case the sickle is lost.


Strangely, shortsword is not on the druid's weapon proficiency list.  (but scimitar is?)

http://www.d20srd.org/srd/classes/druid.htm
Holly
player, 696 posts
Protect the Land
to protect your Children
Thu 4 Jul 2013
at 08:37
  • msg #716

Re: Glass sword

Doh! Thought it would be as it is a simple weapon. Forgot we are limited in what we can use. Fine, that means Holly won't be using it.
Glumr
player, 922 posts
  Woodland
  Ninja
Fri 5 Jul 2013
at 13:25
  • msg #717

Re: Glass sword

Glumr wouldnt mind using the crystal sword.  He's had to pull his sword more than once due to whatever.

Farden:

OOC: If Sunna has a decent weapon, I guess I'll be using the short sword.


Missed that... Never mind. ;)
This message was last edited by the player at 13:26, Fri 05 July 2013.
Holly
player, 706 posts
Protect the Land
to protect your Children
Mon 22 Jul 2013
at 09:27
  • msg #718

Full Moon in the Day

It's a fantasy world, so must be possible...

A Full Moon is usually only visible at night, as to get a Full Moon, it needs to be opposite the sun in relation to the world. Is visible at sunrise and sunset, but I had assumed we would not be staying out at night, until we knew we would survive it.
Fritzholm
GM, 1447 posts
toss the dice
and have fun
Mon 22 Jul 2013
at 18:35
  • msg #719

Re: Full Moon in the Day

*laugh*  My bad.  It's certainly within a day or two of the full moon based on my monthly in game calendar, so the moon would appear full.  However you're right, the moon could not be visible at noon.  We can either says it's not out or chalk it up the fantasy world.  Nothing supernatural should be going on with the moon.  Something supernatural could be happening with the cats, though.
Fritzholm
GM, 1451 posts
toss the dice
and have fun
Mon 29 Jul 2013
at 15:55
  • msg #720

Private lines

Ick.  I do not like the new way they're displaying private lines to the GM now.  How does it appear to the players?
Glumr
player, 933 posts
  Woodland
  Ninja
Mon 29 Jul 2013
at 19:14
  • msg #721

Re: Private lines

In reply to Fritzholm (msg # 720):


How about an example?
Holly
player, 711 posts
Protect the Land
to protect your Children
Tue 30 Jul 2013
at 08:37
  • msg #722

Re: Private lines

it is weird. It took a moment for me to work out what was going on, and that I had to reply with the words to the cat in private, as the others would not understand it. Does appear a it messy.

Know that there are language groups on here in some fashion, but never used them.
Glumr
player, 934 posts
  Woodland
  Ninja
Fri 2 Aug 2013
at 14:34
  • msg #723

PAUSE!!

Hold on for a sec....  Just so I'm clear on what's going on...


1. We are tracking wildcats.
2. We found tracks of a bipod creature with them.
3. We came to a rivers edge and found a large wildcat.
4. It seemed grouchy, but Holly talked to it and seemed to make it not as upset.
5. It started to come to her and Farden blasted it with a critical javelin throw.

Am I missing anything before my turn?
Fritzholm
GM, 1453 posts
toss the dice
and have fun
Fri 2 Aug 2013
at 20:37
  • msg #724

Re: PAUSE!!

That's mostly right, but Farden did not attack the wildcat Holly is talking to.

3. The party looked for a defensible position.  These are very hard to come by in the grasslands.  The best you could do is a small river / stream.  You have since left that stream bed a short distance behind you.  Then you saw a large wildcat.

5. The large wildcat walked towards Holly in a non-manacing way and then Farden critical-javelin-blasted a bipedal cat-man who had been hiding in the grasses.  Holly had warned that the biped was probably around, but only Farden had seen him.  Farden probably had a very good reason to attack.


I will post a tactical map tonight.
Glumr
player, 935 posts
  Woodland
  Ninja
Fri 2 Aug 2013
at 20:45
  • msg #725

UNPAUSE!!

Ah... Okay.. That makes much more sense.   I could tell I was missing something, hence the pause.
Sunna
player, 137 posts
Sat 3 Aug 2013
at 05:15
  • msg #726

Re: UNPAUSE!!

Hm, I forgot if we got any ammunition for the enchanted crossbow :(
Farden
player, 557 posts
the paranoid guy
male fighter
Sat 3 Aug 2013
at 05:23
  • msg #727

Re: UNPAUSE!!

Sunna:
Hm, I forgot if we got any ammunition for the enchanted crossbow :(


Yes, we did get ammo, I forget the exact amount.
Fritzholm
GM, 1455 posts
toss the dice
and have fun
Sat 3 Aug 2013
at 06:35
  • msg #728

Re: UNPAUSE!!

The crossbow weighs 4 lbs.  You have a crate of 99 bolts.  10 bolts weigh a pound.  You can have brought the whole crate if you want to lug it around.  I'll assume someone in town was willing to give you an old quiver that can hold up to 15 bolts.  It's not really made for these oddly shaped arrows.  You can get something fancier later.
Holly
player, 713 posts
Protect the Land
to protect your Children
Sat 3 Aug 2013
at 19:33
  • msg #729

Re: UNPAUSE!!

Ok, so Holly gets mauled by a very large cat because Farden saw something in the grass and panicked... Heh, heh. Oh well, this could get fun...
Sunna
player, 139 posts
Sun 4 Aug 2013
at 04:51
  • msg #730

Re: UNPAUSE!!

In reply to Fritzholm (msg # 728):

I think a quiver with 15 bolts will do it for this journey. Thanks :)
Holly
player, 714 posts
Protect the Land
to protect your Children
Tue 6 Aug 2013
at 11:29
  • msg #731

Clarification on cat positions.

I have assumed that:

Very Large Cat is at O6,
Attacking cat is at P7.

Correct?
Fritzholm
GM, 1458 posts
toss the dice
and have fun
Tue 6 Aug 2013
at 15:08
  • msg #732

Re: Clarification on cat positions.

Correct.

The very large wildcat (O6) did not attack for some reason.  It just kept walking towards Holly.

Wildcat2 at P7 bit Holly and got shot by Glumr.
Sunna
player, 140 posts
Wed 7 Aug 2013
at 17:08
  • msg #733

Re: Clarification on cat positions.

I think I made a mistake in a post above, writing "bow" when I meant "crossbow" (I have the new shiny crossbow, and I intend to use it ;) ). I hope it's okay to have Sunna have the crossbow in hand?
Fritzholm
GM, 1460 posts
toss the dice
and have fun
Wed 7 Aug 2013
at 22:06
  • msg #734

Re: Clarification on cat positions.

No worries.  Your character would refer to it as a bow anyhow.
Farden
player, 559 posts
the paranoid guy
male fighter
Thu 8 Aug 2013
at 05:52
  • msg #735

Re: Clarification on cat positions.

As long as you remember the +1 to accuracy and damage with the new crossbow, its all good :)
Holly
player, 716 posts
Protect the Land
to protect your Children
Thu 8 Aug 2013
at 08:44
  • msg #736

Re: Clarification on cat positions.

Holly rolled 26 using 1d20+8. Wild Empathy attacking cat.
Looks like the little kitty might listen to me! Posted here, and updated my post in game to ensure it was spotted.
Fritzholm
GM, 1461 posts
toss the dice
and have fun
Thu 8 Aug 2013
at 18:42
  • msg #737

Re: Clarification on cat positions.

Excellent!  That's moves the cat from Hostile to Indifferent.  Maybe the dice roller doesn't hate the players this week.  :-)
Fritzholm
GM, 1469 posts
toss the dice
and have fun
Wed 21 Aug 2013
at 19:21
  • msg #738

Re: Full Moon in the Day

Just a note, I saw a full moon during the daytime yesterday.  Granted it was near the horizon and during the late evening as opposed to noon.  :-)
Glumr
player, 941 posts
  Woodland
  Ninja
Thu 22 Aug 2013
at 13:46
  • msg #739

Re: Full Moon in the Day

Moon doesnt set till the afternoon more often than you think..

http://www.timeanddate.com/wor...l?obj=moon&n=784
Holly
player, 725 posts
Protect the Land
to protect your Children
Fri 30 Aug 2013
at 19:54
  • msg #740

To tell or not to tell...

I reckon we take the body close to the Elders cottage, and talk to him there. Leave Moonlight to guard it and then if needed we can bring it to the Elder to look at.
Sunna
player, 146 posts
Fri 30 Aug 2013
at 20:08
  • msg #741

Re: To tell or not to tell...

Sounds good to me.
Fritzholm
GM, 1477 posts
toss the dice
and have fun
Thu 5 Sep 2013
at 19:55
  • msg #742

Sept 3rd

Trivial Note:  2 days ago it was the same date in the game and out in the real world.
This message was last edited by the GM at 23:00, Thu 05 Sept 2013.
Glumr
player, 951 posts
  Woodland
  Ninja
Thu 5 Sep 2013
at 20:02
  • msg #743

Re: Sept 3rd

That's cool!
Glumr
player, 959 posts
  Woodland
  Ninja
Fri 20 Sep 2013
at 13:27
  • msg #744

COAL

I want to post to fill Coal in, but need to review some things before I can.   I'm busy and dont have the time to do it right now.  I will later today, but wont be offended if someone else does.  Mine would be a little wordy I'm guessing.
Holly
player, 734 posts
Protect the Land
to protect your Children
Mon 23 Sep 2013
at 13:44
  • msg #745

Re: COAL

Glumr, fill in Coal. I am stuck in with my MSc Thesis write up, so little time to go back and read and recap.
Glumr
player, 965 posts
  Woodland
  Ninja
Wed 25 Sep 2013
at 13:19
  • msg #746

Animal Training

I'd like to train my horse and my fox.

Going to take the week and give training the horse to come to my whistle another shot.

It's been so long since we had some downtime, I forget the game mechanics for it.

I think it was a DC 15?  I have a 6 in Ride and Wild Empathy but I dont think that nets me anything.  (Ranger magic maybe?)

Talita, I want to train her to come, hide, and retrieve an object that I point to, and her to learn to bark/yip once for no and twice for yes.

I figure these could be easier than before as I can use 'Speak with Animals' to make them understand what I want.
Glumr
player, 980 posts
  Woodland
  Ninja
Tue 22 Oct 2013
at 21:37
  • msg #747

Re: Animal Training

Fritz... Where's the cabin we built for the fox?  Is that south of crim or east of it?

(Wouldnt mind stopping there when we are in the region)
Fritzholm
GM, 1513 posts
toss the dice
and have fun
Wed 23 Oct 2013
at 02:34
  • msg #748

Reynard

It's in a wooded area a bit south and east of Crim.  It'll be an easy first stop when going from Crim to Kammarra.
Glumr
player, 981 posts
  Woodland
  Ninja
Wed 23 Oct 2013
at 13:29
  • msg #749

Re: Reynard

Awesome.  I wasnt sure which one on the map it was. That's the one I thought.
Fritzholm
GM, 1518 posts
toss the dice
and have fun
Fri 25 Oct 2013
at 15:30
  • msg #750

Secret vs Private

Ah ha!  Remember me asking about private text within posts acting funny a couple months ago?

Well, using my eyes finally, I've figured out what's new and screwy.  There are both private to... and secret to... messages.  I'm not sure what the difference is.
Glumr
player, 986 posts
  Woodland
  Ninja
Fri 25 Oct 2013
at 16:33
  • msg #751

Re: Secret vs Private

Weird.. Where are you seeing secret at?  I have a private line, or the whole post can be private to.

If I make the whole post private to, do people see a post at all?

I'll make one private to fritz after this one.  Everyone else tell me what you see for MSG #752
Glumr
player, 987 posts
  Woodland
  Ninja
Fri 25 Oct 2013
at 16:35
  • msg #752

Re: Secret vs Private

Oh... the bottom checkboxes move the message into the private messages section.  Secret must keep it inline with the other posts and is only a GM option.
This message was last edited by the player at 16:35, Fri 25 Oct 2013.
Fritzholm
GM, 1519 posts
toss the dice
and have fun
Fri 25 Oct 2013
at 17:11
  • msg #753

Re: Secret vs Private

There is a drop down menu under styled text.

It allows you to insert a private line to...
or
secret to...
Glumr
player, 989 posts
  Woodland
  Ninja
Sun 27 Oct 2013
at 14:35
  • msg #754

Re: Secret vs Private

Yup, no secret option for me.
Fritzholm
GM, 1578 posts
toss the dice
and have fun
Thu 27 Feb 2014
at 22:52
  • msg #755

Combat Tactics

I went back to Chapter 3 to check some facts and I found myself just reading the story.

One part I found myself laughing about was poor Farden trying to herd the party into an effective combat strategy.  (Ch03 - The Tome of Legends - Part 1 msg #673 - msg #688)  He got resistance at every turn.  It was a fun bit of roleplaying.  :-)
Glumr
player, 1020 posts
  Woodland
  Ninja
Fri 28 Feb 2014
at 17:26
  • msg #756

Re: Combat Tactics

I want to turn it into a novel.  I think the story is real good.
Farden
player, 596 posts
the paranoid guy
male fighter
Tue 4 Mar 2014
at 05:52
  • msg #757

Re: Combat Tactics

Fritzholm:
I went back to Chapter 3 to check some facts and I found myself just reading the story.

One part I found myself laughing about was poor Farden trying to herd the party into an effective combat strategy.  (Ch03 - The Tome of Legends - Part 1 msg #673 - msg #688)  He got resistance at every turn.  It was a fun bit of roleplaying.  :-)


Good times :)
Glumr
player, 1023 posts
  Woodland
  Ninja
Wed 5 Mar 2014
at 16:10
  • msg #758

Re: Combat Tactics

Dice roller went all crazy on me when I was trying to adjust the rolls.   I didnt add my bonuses in and got some of the best rolls I've had in game to date.  Silly.

2 criticals (only 1 would count, but the undead dont get the critical anyway).  Damage was awesome too.


Glumr rolled 20 using 1d20. Damage to Undead 2.
Glumr rolled 19 using 1d20. Damage to Undead 2.
Glumr rolled 7 using 1d6+1. Actual Damage Undead 2.

Fritzholm
GM, 1581 posts
toss the dice
and have fun
Wed 5 Mar 2014
at 17:03
  • msg #759

Dice roller

It's nice when the dice roller gives the players a few good rolls for a change.
Glumr
player, 1024 posts
  Woodland
  Ninja
Thu 6 Mar 2014
at 16:40
  • msg #760

Re: Dice roller

I used one up on accident is what worries me.  haha
Fritzholm
GM, 1610 posts
toss the dice
and have fun
Thu 24 Apr 2014
at 15:18
  • msg #761

Game slow down

Is it just me or has our number of posts died down to a trickle?  We've gone from posting every day or two, which felt very lively, down to once a week or less.  Is there something I can do to get things moving faster again or is this the new normal?
Holly
player, 796 posts
Protect the Land
to protect your Children
Thu 24 Apr 2014
at 18:50
  • msg #762

Re: Game slow down

Not my intention, Easter got in way, and busy at work, but up for a post a day or two days.

Now let's see...
Sunna
player, 208 posts
Fri 25 Apr 2014
at 03:29
  • msg #763

Re: Game slow down

There are some things in RL that keep my thoughts occupied for some days now and then, but this might get better soon.
I'll try to get in some more posts in the future again.
Glumr
player, 1036 posts
  Woodland
  Ninja
Thu 1 May 2014
at 06:26
  • msg #764

Re: Game slow down

Sorry.. I moved this week, been carrying boxes and going up and down stairs since Saturday..  Will catch up tomorrow and be re-engaged with the game.  Sorry everyone.
Glumr
player, 1038 posts
  Woodland
  Ninja
Fri 9 May 2014
at 16:14
  • msg #765

Re: Game slow down

Sorry everyone... moving and a hard work load at the job have made me loose focus on the tower.  I'm back for sure now.

This is really exciting stuff!!! I'm loving this story arc.

I wonder where the object that controls the undead is and what he meant by 'worse than useless' and did they all fall, or is the swarm outside able to be controlled?

Looks like we're going to be going into that hole :D

Do you guys think Holly should rock that crossbow so Sunna can play music?
Farden
player, 605 posts
the paranoid guy
male fighter
Sun 1 Jun 2014
at 13:47
  • msg #766

Re: Game slow down

Hey guys. Sorry for continuously disappearing like this. Feel free to rmail me whenever I'm missing longer than a week... its not like I don't have time to post, its more like I keep getting distracted by other stuff :p
Fritzholm
GM, 1634 posts
toss the dice
and have fun
Tue 10 Jun 2014
at 19:47
  • msg #767

So much for the hell hounds

That was a sufficiently bad-ass first round for our heroes.  :-)
Glumr
player, 1044 posts
  Woodland
  Ninja
Wed 11 Jun 2014
at 00:57
  • msg #768

Re: So much for the hell hounds

When the dice like us, we're a force to be reckoned with.
Fritzholm
GM, 1638 posts
toss the dice
and have fun
Wed 18 Jun 2014
at 21:06
  • msg #769

Bad day to be Sunna

First burned by the fires of hell, now chilled by a touch from beyond the grave.  This last minute has not been easy on Sunna.
Holly
player, 807 posts
Protect the Land
to protect your Children
Thu 19 Jun 2014
at 09:22
  • msg #770

Re: Bad day to be Sunna

If Glumr will hold his action, I can move behind the spirit and give both of us a +2 Flanking Bonus to hit.
Sunna
player, 226 posts
Thu 19 Jun 2014
at 10:38
  • msg #771

Re: Bad day to be Sunna

I think Sunna should turn around and go home now :(
Holly
player, 809 posts
Protect the Land
to protect your Children
Thu 19 Jun 2014
at 11:18
  • msg #772

Re: Bad day to be Sunna

If you keep falling down, I'll keep picking you up!

Although CON drain recovery might have to wait until the morrow...
Sunna
player, 227 posts
Thu 19 Jun 2014
at 16:55
  • msg #773

Re: Bad day to be Sunna

That's sweet of you :)

Will we need a "restoration" spell for that?
Fritzholm
GM, 1641 posts
toss the dice
and have fun
Thu 19 Jun 2014
at 17:31
  • msg #774

Re: Bad day to be Sunna

Yes.  Holly might be disappointed in her spell's effect.
Holly
player, 810 posts
Protect the Land
to protect your Children
Thu 19 Jun 2014
at 22:01
  • msg #775

Re: Bad day to be Sunna

Had Lesser Restoration lined up, but used it to cast a Cure spell on Glumr earlier.
Fritzholm
GM, 1642 posts
toss the dice
and have fun
Thu 19 Jun 2014
at 22:29
  • msg #776

Re: Bad day to be Sunna

Lesser Restoration doesn't work on Ability Drain.
Sunna
player, 229 posts
Fri 20 Jun 2014
at 05:01
  • msg #777

Re: Bad day to be Sunna

Only on Ability Damage.
I hate those spirits!
Fritzholm
GM, 1680 posts
toss the dice
and have fun
Wed 24 Sep 2014
at 16:19
  • msg #778

Getting Triplefang Rolling Again

Ready to start playing again?

Chime in here first.
Holly
player, 829 posts
Protect the Land
to protect your Children
Wed 24 Sep 2014
at 17:29
  • msg #779

Re: Getting Triplefang Rolling Again

Always ready to continue.
Sunna
player, 245 posts
Wed 24 Sep 2014
at 20:03
  • msg #780

Re: Getting Triplefang Rolling Again

I'm ready.
Glumr
player, 1062 posts
  Woodland
  Ninja
Tue 14 Oct 2014
at 13:14
  • msg #781

Search

Any point in me rolling that search?
Fritzholm
GM, 1693 posts
toss the dice
and have fun
Tue 14 Oct 2014
at 15:40
  • msg #782

Re: Search

Not really.  Sunna already found the trap door.
Fritzholm
GM, 1695 posts
toss the dice
and have fun
Tue 21 Oct 2014
at 18:42
  • msg #783

Re: Getting Triplefang Rolling Again

Well that didn't last long.  Looks like we've lost all our players but Sunna (and maybe Holly) again.
Holly
player, 838 posts
Protect the Land
to protect your Children
Wed 22 Oct 2014
at 12:10
  • msg #784

Re: Getting Triplefang Rolling Again

Holly here, just not having a good time of it at the moment.
Fritzholm
GM, 1696 posts
toss the dice
and have fun
Thu 23 Oct 2014
at 02:57
  • msg #785

Re: Getting Triplefang Rolling Again

Sorry to hear that.  :-(  I hope things get easier.
Farden
player, 615 posts
the paranoid guy
male fighter
Wed 5 Nov 2014
at 04:20
  • msg #786

Re: Getting Triplefang Rolling Again

Sorry guys, I've been trying to make time for this game but its just not happening. Still, this game is too much fun for me to pull out. I'll try to do better, but feel free to NPC me if I'm not around.
This message was last edited by the player at 04:34, Wed 05 Nov 2014.
Glumr
player, 1066 posts
  Woodland
  Ninja
Wed 12 Nov 2014
at 14:45
  • msg #787

Re: Getting Triplefang Rolling Again

Fritzholm:
Even with precise shot there's no way you can shoot accurately through that many occupied squares,so I'm moving you to J14 and giving you one shot instead of two.


For some reason, I wasnt thinking the skulls were occupying the areas the way a player would.  Sorry about that.
Fritzholm
GM, 1704 posts
toss the dice
and have fun
Wed 12 Nov 2014
at 21:22
  • msg #788

Skull Spirits

That's reasonable.

As coincidence has it, you would've narrowly missed your second shot anyhow, so the result was much the same either way.
Sunna
player, 264 posts
Thu 27 Nov 2014
at 14:46
  • msg #789

Re: Skull Spirits

Guys, I think we need to get out of there and fast.
Fritzholm
GM, 1710 posts
toss the dice
and have fun
Fri 28 Nov 2014
at 06:43
  • msg #790

Re: Skull Spirits

That may well be the case, but remember that you are all carrying healing potions and that you are sporting at least one Cure Light Wounds and Cure Minor Wounds.
Sunna
player, 267 posts
Thu 1 Jan 2015
at 17:47
  • msg #791

Re: Skull Spirits

Now it's only one more Cure Minor Wounds here... but at least most of the skulls are down.
Holly, you still do have a healing potion, right?
Holly
player, 851 posts
Protect the Land
to protect your Children
Mon 5 Jan 2015
at 10:14
  • msg #792

Re: Skull Spirits

Still have two CLW potions.
Fritzholm
GM, 1716 posts
toss the dice
and have fun
Thu 8 Jan 2015
at 17:06
  • msg #793

Lets finish the battle

I'm not sure why people stopped posting, but lets finish up the battle.  There's not much left in the tower adventure and we have two new players waiting to join.
Adiel
player, 1 post
Bardic Sage
Thu 8 Jan 2015
at 17:55
  • msg #794

Re: Lets finish the battle

Also, Holly is on fire. That's the worst cliffhanger ever.
Fritzholm
GM, 1717 posts
toss the dice
and have fun
Tue 13 Jan 2015
at 21:01
  • msg #795

A note about fire

I happened to look up the d20 rules for being on fire.  It looks like my rules for this ethereal fire are a little bit wimpier (1d4 per round instead of 1d6, and DC13 instead of DC15) but that's fine.  It works out better for our heroes this way.  One other note:  unless you get lit on fire again, you will only burn for 3 rounds from the ethereal fire.
Erma
player, 3 posts
bear
Wed 14 Jan 2015
at 02:13
  • msg #796

Re: A note about fire

Maybe the fires just not as hot as normal fire?
Fritzholm
GM, 1719 posts
toss the dice
and have fun
Fri 16 Jan 2015
at 16:23
  • msg #797

posting

*poke*  *poke*

People need to post.

Put out the burning people.  Revive Holly.  Check out your surroundings.  Move forward.
Sunna
player, 269 posts
Fri 16 Jan 2015
at 17:32
  • msg #798

Re: posting

Sorry, sorry, very busy in RL :(
Erma
player, 4 posts
bear
Sat 17 Jan 2015
at 14:46
  • msg #799

Re: posting

Erma not people... Erma bear... Erma hibernate.
Adiel
player, 2 posts
Bardic Sage
Sat 17 Jan 2015
at 15:13
  • msg #800

Re: posting

Bears hibernate; scholars read. Both are patient.
Sunna
player, 272 posts
Sun 18 Jan 2015
at 10:18
  • msg #801

Re: posting

*hands over a cup of coffee and some snacks*
Sorry for letting you guys wait.
Adiel
player, 3 posts
Bardic Sage
Sun 18 Jan 2015
at 22:04
  • msg #802

Re: posting

We're good. We have snacks. ;)
Erma
player, 5 posts
bear
Mon 19 Jan 2015
at 16:09
  • msg #803

Re: posting

Sunna:
*hands over a cup of coffee and some snacks*
Sorry for letting you guys wait.



*Gnaws on your hand leaving it slimey and a little sore but mostly intact*

^.^
Adiel
player, 4 posts
Bardic Sage
Tue 10 Feb 2015
at 23:16
  • msg #804

Re: posting

Lovely intro, Erma. :)
Erma
player, 8 posts
bear
Wed 11 Feb 2015
at 20:15
  • msg #805

Re: posting

Thank you, been waiting a while to start.
Fritzholm
GM, 1739 posts
toss the dice
and have fun
Tue 17 Feb 2015
at 17:06
  • msg #806

Re: posting

And the players did so love the haunted basement and its horrors that I could not get them to leave it.  :-)
Erma
player, 11 posts
bear
Tue 17 Feb 2015
at 17:57
  • msg #807

Re: posting

Evil spirits make them want to stay, with out realizing they're being mind controlled.

evil place.
Sunna
player, 283 posts
Tue 17 Feb 2015
at 20:20
  • msg #808

Re: posting

Maybe Erma is an evil spirit, too? ;)
Erma
player, 12 posts
bear
Tue 17 Feb 2015
at 20:38
  • msg #809

Re: posting

You're... half right.
Fritzholm
GM, 1740 posts
toss the dice
and have fun
Tue 17 Feb 2015
at 21:40
  • msg #810

Re: posting

"Evil" has the same number of letters as "Erma" and they both start with E!  They also have the exact same number of vowels and consonants!
Erma
player, 13 posts
bear
Wed 18 Feb 2015
at 13:39
  • msg #811

Re: posting

... and black is rarely considered a good guy color.  Everyone knows that, now if i was a polar bear, maybe ...

You know, regarding the vowels and consonants of Evil, the same could be said of 'good'
Fritzholm
GM, 1749 posts
toss the dice
and have fun
Tue 3 Mar 2015
at 03:25
  • msg #812

5th level

There's going to be an awful lot of advancing to 5th level going around.  Please check with me in PM if you have any questions.  Please remember that you have the choice of rolling HP or taking the average roll rounded up.  (The second option is typically better.  If you choose to roll and get as low number, you're out of luck.)


I have placed the piles of loot from the tower in the What's on the cart? topic.
Holly
player, 869 posts
Protect the Land
to protect your Children
Thu 5 Mar 2015
at 08:45
  • msg #813

Re: 5th level

Holly is good at Healing, but it always pays to bring in the local help, especially clerical types... And Holly wanted to get away from her cousins and go find Moonlight!
Fritzholm
GM, 1752 posts
toss the dice
and have fun
Thu 5 Mar 2015
at 16:15
  • msg #814

Re: 5th level

I'm sure Holly will get a chance to examine him.  Letting Tibalt treat him turned out more amusing anyhow.
Holly
player, 871 posts
Protect the Land
to protect your Children
Fri 6 Mar 2015
at 13:15
  • msg #815

Re: 5th level

Level 5 seems easy. We all get one extra Feat, and whatever our choice in CLass gives us (3rd Level Spells access for Druid along with Skill points). Should have that done by the weekend's end. If I don't fall asleep at my desk!
Fritzholm
GM, 1754 posts
toss the dice
and have fun
Fri 6 Mar 2015
at 16:24
  • msg #816

Re: 5th level

Druids clearly have the best 5th level improvement.  3rd levels spells and Wild Shape!  No one gets a "feat" exactly.  Those are at 6th level.  Rangers get a new Favored Enemy.  Poor Bards barely get anything.  Of course everyone gets more HP and skills.
Fritzholm
GM, 1756 posts
toss the dice
and have fun
Tue 10 Mar 2015
at 20:57
  • msg #817

Plot

Here's a list of some of the current pressing plot threads out there:

Treasure! - Time to turn this loot into cash.  What's it worth?  Where are you gonna sell it?  Will it be enough to afford The Tome of Legends?  What stuff will you keep?  Complication: Sunna says the main chunk of the treasure, the coat of chains and the circlet are Avaldamon's jewels, a cultural treasure of the Ferisedan.  Do you give it to them for free?  Do you chop it up and sell the gems loose?  Do you figure out some other way to squeeze value out of the jewel coat of chains and circlet?

Magic Staff - You posses The Celestial Needle.  You're supposed to keep it away from some future enemy necromancer named Thibideau.  Getting it is a great first step.  Now what?

Sunna's Heart - She almost died, and the experienced weakened her.  It'd be nice to find some way to restore her to her previous level of health.

Scottfard's Curse - You left your floating musical friend back with Reynaud, so the prophecy of his death would be delayed, but something needs to be done soon.  The eye's days are numbered.  Reynaud says you either need to find the warlock who cursed him or a powerful priest to undo the curse.

Did I miss anything?


You're at a point in the adventure where your path isn't clear and you've got the freedom to do pretty much whatever you want.  Let's hear some suggestions on what to do next.  Discussion can happen here, but probably works better in character on the Chapter 09 posting.
Sunna
player, 294 posts
Wed 11 Mar 2015
at 01:39
  • msg #818

Re: Plot

finding a powerful priest might solve two problems: the Curse and Sunnas heart.
Adiel
player, 10 posts
Bardic Sage
Sun 15 Mar 2015
at 23:02
  • msg #819

Re: Plot

So everyone knows, one of Adiel's specialities is magical items. I don't think he was present for the current side conversation, or I'd jump in, but as soon as he sees the treasure pile, he'll volunteer his skills in identifying what the magic items do.
Sunna
player, 307 posts
Wed 25 Mar 2015
at 07:58
  • msg #820

Re: Plot

There is now a side conversation which includes Adiel. And a question for Erma, too.
Erma
player, 22 posts
bear
Wed 25 Mar 2015
at 19:19
  • msg #821

Re: Plot

Sunna:
There is now a side conversation which includes Adiel. And a question for Erma, too.



Where?
Fritzholm
GM, 1772 posts
toss the dice
and have fun
Wed 25 Mar 2015
at 19:35
  • msg #822

Re: Plot

The In character side conversations post
Erma
player, 23 posts
bear
Wed 25 Mar 2015
at 20:44
  • msg #823

Re: Plot

You know... bears have very poor vision...

Great sense of smell, but new message have no scent.
Adiel
player, 17 posts
Bardic Sage
Thu 26 Mar 2015
at 23:21
  • msg #824

Re: Plot

Fritzholm:
Holly, would you like to try any magical treatments on Glumr?


I just realized that Holly can cast Remove Disease, if she prepares it. Pretty cool. Especially with a contagious disease going through the party. :)
Holly
player, 882 posts
Protect the Land
to protect your Children
Fri 27 Mar 2015
at 07:59
  • msg #825

Re: Plot

Much more fun to let everyone catch it, then find the right herbs and potions (non-magical) and big up Holly to the rest of you!

Probably Holly doesn't realise she has the ability, as she hasn't picked up yet she can change shape. Saving that one for gameplay.
Sunna
player, 313 posts
storyteller and musician
Sat 28 Mar 2015
at 07:45
  • msg #826

Re: Plot

I'll remember to leave the message scented next time, Erma. Would you prefer the scent of roses or rather dead fish? ;)

Yesterday I thought of Sunna working on a lullaby song for the Sleep spell - today I just hope she won't die... CON 0 is automatically death, right?
I doubt Sunna approves of it being more fun this way ;)
Fritzholm
GM, 1776 posts
toss the dice
and have fun
Sat 28 Mar 2015
at 20:46
  • msg #827

Re: Plot

Well there a little bit of good news.  This statistic damage is temporary, so you recover one point each day.  Two points if you get full bed rest.  This means that even with the worst roll you won't die tomorrow.  This also means it's treatable with the Lesser Restore spell, unlike the permanent stat drain from the malevolent spirit touch.  That requires a more powerful spell.
Sunna
player, 314 posts
storyteller and musician
Sun 29 Mar 2015
at 09:08
  • msg #828

Re: Plot

Sunna isn't so certain that it will get better soon... ;)
Thanks for the explanation!
Adiel
player, 20 posts
Bardic Sage
Sun 29 Mar 2015
at 14:39
  • msg #829

Re: Plot

Should I roll a dozen Appraise checks to start estimating the value of some of the treasure? Sunna makes a good point; it's easier to decide what to do with Avaldamon's Jewels if we have IC knowledge about how much everything else is worth.
Fritzholm
GM, 1778 posts
toss the dice
and have fun
Sun 29 Mar 2015
at 17:10
  • msg #830

Appraise

I have labelled the tower loot items on the cart that you could try to appraise 01-30.  I've noted which items would be considered common (DC12).  The rest are either DC15, DC20, or in the case of magic items that you don't know their powers and effects pretty much impossible.

Adiel could easily look over everything in an hour, but you might want to wait until he's not in a bad mood.  That could give his estimates a negative tint.
Adiel
player, 22 posts
Bardic Sage
Wed 1 Apr 2015
at 17:38
  • msg #831

Re: Appraise

Yeah, I'll do that once Adiel's feeling better. :) If he gets another two days of Dex damage, he could be unable to move at all.

Can Holly tend both Adiel and Sunna at the same time?
Fritzholm
GM, 1780 posts
toss the dice
and have fun
Wed 1 Apr 2015
at 17:59
  • msg #832

Re: Appraise

Sure.  If you stop and rest for a couple of days (or longer) Holly can make a healing skill roll each day and either or both of you can use it if it's better than your FORT saves .  Of course there are magical options too.
Fritzholm
GM, 1781 posts
toss the dice
and have fun
Thu 2 Apr 2015
at 04:17
  • msg #833

New Map!

Tired of that old crummy map?  Well feast your eyes on the brand new world map!

http://triplefang.yoyo-pete.co...hp?id=map.triplefang

It's totally clickable too.  Enjoy!
Sunna
player, 317 posts
storyteller and musician
Thu 2 Apr 2015
at 06:22
  • msg #834

Re: New Map!

Nice! :)
Mord
player, 220 posts
Tripelfang Berserker
Ambassador of Beat-Down
Thu 2 Apr 2015
at 18:19
  • msg #835

Re: New Map!

Oooo... very nice.

I love the click for extra information of the community as well.  Good touch.
Holly
player, 884 posts
Protect the Land
to protect your Children
Fri 3 Apr 2015
at 13:24
  • msg #836

Re: New Map!

That's really going to help! Nice work.
Adiel
player, 27 posts
Bardic Sage
Sat 18 Apr 2015
at 16:57
  • msg #837

Re: New Map!

Has anyone shown Brother Howe's notes to Adiel? Or are they hidden away in someone's personal belongings?
Fritzholm
GM, 1791 posts
toss the dice
and have fun
Sat 18 Apr 2015
at 20:20
  • msg #838

Brother Howe

Farden gave Brother Howe's notes to Sunna in secret on the first night watch after the party left the Harix temple boathouse.  She has them with her (and wrote them on her character sheet.  Well done.).  Farden also requested that she show the notes to Holly that night when the two switched off night watch, but Sunna chose to wait 'til morning and then apparently forgot about the matter completely.  I can't find any mention of her showing them to Holly or anyone else.
Mord
player, 225 posts
Tripelfang Berserker
Ambassador of Beat-Down
Sun 19 Apr 2015
at 02:50
  • msg #839

wild shape

How common is wild shaping, vis-a-vis familiarity and or acceptance of the practice?
Would we have seen it?  Heard of it?  Trained with it?
Fritzholm
GM, 1793 posts
toss the dice
and have fun
Sun 19 Apr 2015
at 04:28
  • msg #840

Re: wild shape

I would first say that druids themselves are uncommon, but Mord knows Holly and Harj, and has heard of a third druid.  They're more common to him and the rest of the party than they are to the average Triplefang.  That said, none of you has ever witnessed a wild shape, nor have you heard of it, nor has there been anything to lead you to believe druids could do this.  Maybe it is a spell Holly just learned from Erma.

The rest of the party met up with a man-wildcat shapeshifter just a month ago.  Elder Karden had you take the corpse to Coal to burn in her furnace lest its disease spread.  Scary stuff.  However, Mord, Adiel, and Erma were not with the party when this happened.
Mord
player, 230 posts
Tripelfang Berserker
Ambassador of Beat-Down
Mon 20 Apr 2015
at 19:45
  • msg #841

Re: wild shape

Erma:
Erma makes a loud roar when Mord looks like he wants to pick a fight.
Translation:  "You want a piece of me!?!"
She calms down when Holly gets in the way though.  Mord jots down a mental memo that Mord tried to kill their spirit guide.  He's going to get a demerit next to his name when she gets back home.
Mord:
[Erma, that last post part didn't make sense to me]
Erma:
Erma is speaking 'bear' at the moment...
Bad humor on my part, ignore it.
No, no.. I understood and appreciated the first bit.  It was the last part that didn't make sense.
Wait, is that just a name mix-up?  Erma noting down about Mord re: Erma-the-guide?


Fritzholm:
quote:
"Let me see if I have this right.  My cousin turns into a horse, the feisty red-head is really a bear that likes to walk around as the red-head, and the two of you plan to flit back and forth into these different forms with Obad-Hai's blessing to do it."  Mord scratched beside one ear.  "Who am I to criticize the father of the world.  The world is just so much different than the battlefield.

"Yeah, I think in interests of us moving ahead with a world of magicked tapestries, and bears as women, and women as horses, a little advance warning and updating would be in good planning."


Next stop - go see a talking fox and a floating magical musical eyeball?  (At least Mord has met the wandering minstrel eye.)
Yes, poor Mord.  He hits things.  Why did he leave Crim mugs and jugs?
Erma
player, 43 posts
bear
Mon 20 Apr 2015
at 19:51
  • msg #842

Re: wild shape

Mord:
Erma:
Erma makes a loud roar when Mord looks like he wants to pick a fight.
Translation:  "You want a piece of me!?!"
She calms down when Holly gets in the way though.  Mord jots down a mental memo that Mord tried to kill their spirit guide.  He's going to get a demerit next to his name when she gets back home.
Mord:
[Erma, that last post part didn't make sense to me]
Erma:
Erma is speaking 'bear' at the moment...
Bad humor on my part, ignore it.
No, no.. I understood and appreciated the first bit.  It was the last part that didn't make sense.
Wait, is that just a name mix-up?  Erma noting down about Mord re: Erma-the-guide?


Fritzholm:
quote:
"Let me see if I have this right.  My cousin turns into a horse, the feisty red-head is really a bear that likes to walk around as the red-head, and the two of you plan to flit back and forth into these different forms with Obad-Hai's blessing to do it."  Mord scratched beside one ear.  "Who am I to criticize the father of the world.  The world is just so much different than the battlefield.

"Yeah, I think in interests of us moving ahead with a world of magicked tapestries, and bears as women, and women as horses, a little advance warning and updating would be in good planning."


Next stop - go see a talking fox and a floating magical musical eyeball?  (At least Mord has met the wandering minstrel eye.)
Yes, poor Mord.  He hits things.  Why did he leave Crim mugs and jugs?



Yeah name mix up.  Erma jots down a mental note (etc...)
Adiel
player, 31 posts
Bardic Sage
Mon 20 Apr 2015
at 20:43
  • msg #843

Re: wild shape

Adiel doesn't know about Reynard the fox yet, but I would be delighted to have the group suggest that they go visit him. Reynard knows quite a lot, and Adiel loves learning things.
Fritzholm
GM, 1798 posts
toss the dice
and have fun
Wed 22 Apr 2015
at 21:54
  • msg #844

Re: wild shape

The game isn't always this weird, I swear!  :-)  Pretty soon you'll be buying and selling things for good ol' physical silver coins from normal everyday run-of-the-mill humans.  Unless you go up to Sloss Hinterplatz.  Then it'll be run-of-the-mill dwarves.
Mord
player, 231 posts
Tripelfang Berserker
Ambassador of Beat-Down
Thu 23 Apr 2015
at 23:36
  • msg #845

Re: wild shape

laugh
Adiel
player, 34 posts
Bardic Sage
Thu 30 Apr 2015
at 15:37
  • msg #846

Re: wild shape

Now I need to go carefully read all those scenes, since they're part of Adiel's in-character knowledge now. :)
Fritzholm
GM, 1808 posts
toss the dice
and have fun
Thu 30 Apr 2015
at 15:39
  • msg #847

Scenes from the past.

Luckily, they are easy to find since they're all in light blue.
Sunna
player, 334 posts
storyteller and musician
Thu 30 Apr 2015
at 17:00
  • msg #848

Re: Scenes from the past.

Look around page 12, most of them are there
Adiel
player, 39 posts
Bardic Sage
Fri 8 May 2015
at 16:47
  • msg #849

Re: Scenes from the past.

I'm not sure whether to feel guilty or elated at how many questions I get to bother our GM with. My character is trained in every Knowledge skill, plus Bardic Knowledge and Sense Motive, so pretty much every situation has me asking questions behind the scenes.
Fritzholm
GM, 1819 posts
toss the dice
and have fun
Fri 8 May 2015
at 18:39
  • msg #850

So much knowledge!

I hear ya!  I've been writing books for Adiel in PM.  Much of the time I have to give him more information than already exist in my notes and memory, so all this is deepening the world.  (But I do get some of it off the wiki too.  http://triplefang.yoyo-pete.com/doku.php  You're all welcome to comb through there for info. It's very helpful for remembering who a long forgotten NPC is, or where a certain elder lives, or which god is which, or what color The Tome of Legends is.
Sunna
player, 342 posts
storyteller and musician
Wed 13 May 2015
at 14:46
  • msg #851

Re: So much knowledge!

Would be interesting to know if we can come up with 10.000 gold pieces plus Fardens share without having to sell the jewels. Right now we do have nearly 4.000 gp, right? And still some magical stuff to sell.
Holly
player, 903 posts
Protect the Land
to protect your Children
Wed 13 May 2015
at 15:25
  • msg #852

Re: So much knowledge!

17,000 silver pieces from Todrick helps get us there, although in silver it weighs a lot more, and we have to pay conversion costs at some point...
Fritzholm
GM, 1832 posts
toss the dice
and have fun
Mon 18 May 2015
at 21:36
  • msg #853

Character sheets

Most of the party's character sheets are out of date, incomplete, etc.  The most pressing right now are Glumr, Mord, and Erma.  Mord has sent me a sheet that I need to look over and confirm.  I have only scraps of a sheet for Erma, and it looks like the only update on Glumr's sheet is his level.

PM me if you have questions.
Erma
player, 51 posts
bear
Tue 19 May 2015
at 20:27
  • msg #854

Re: Character sheets

Erma is a ranger too, and has tracking, does she get her own roll, or get to assist Glumr's a little?
Fritzholm
GM, 1836 posts
toss the dice
and have fun
Tue 19 May 2015
at 21:40
  • msg #855

Re: Character sheets

Certainly.  As a human you can give him a plus +2 by assisting.  We totally need to work out your character sheet.
Mord
player, 241 posts
Tripelfang Berserker
Ambassador of Beat-Down
Tue 19 May 2015
at 22:02
  • msg #856

Re: Character sheets

Would there be any additional benefits, with Erma's scenting abilities on top?



Mord's good to go as well - I'll post him grabbing his armour and mount once the moment seems to have confirmed decision, but he's holding on the others at their request (and because he cannot track :p)
Fritzholm
GM, 1838 posts
toss the dice
and have fun
Fri 22 May 2015
at 19:11
  • msg #857

Re: Character sheets

Right.  Erma could use scent in bear form, but it's much easier to guide and teach in human form.
Glumr
player, 1094 posts
  Woodland
  Ninja
Tue 26 May 2015
at 19:28
  • msg #858

Re: Character sheets



IT'S A TRAP!!

Glumr rolled 5 using 1d20+3. Search - CH09:#194.
Glumr rolled 15 using 1d20+8. REF1.
Glumr rolled 14 using 1d20+8. REF2.

Fritzholm
GM, 1848 posts
toss the dice
and have fun
Wed 3 Jun 2015
at 17:03
  • msg #859

Re: Character sheets

I think Holly's character sheet is still 4th level.  That needs to be updated.

I also need to work with Erma on her character sheet.
Holly
player, 916 posts
Protect the Land
to protect your Children
Thu 4 Jun 2015
at 07:49
  • msg #860

Re: Character sheets

Right. Will review and update.
Fritzholm
GM, 1863 posts
toss the dice
and have fun
Thu 25 Jun 2015
at 20:50
  • msg #861

Happy 6th Birthday Triplefang Game!

The first post of Chapter One was June 25th 2009.

Thanks to everyone who has been involved in keeping this game going for 6 years and to the newer arrivals who will keep it going for years to come.
Adiel
player, 57 posts
Bardic Sage
Fri 26 Jun 2015
at 21:56
  • msg #862

Re: Happy 6th Birthday Triplefang Game!

Way to go, O Illustrious GM! :)
Sunna
player, 365 posts
storyteller and musician
Sat 27 Jun 2015
at 13:02
  • msg #863

Re: Happy 6th Birthday Triplefang Game!

Wow, that's a lot of time. And it's still fun - though I am only here since March 2012 ;)
Glumr
player, 1107 posts
  Woodland
  Ninja
Tue 30 Jun 2015
at 15:02
  • msg #864

Re: Happy 6th Birthday Triplefang Game!

I'm waiting for the novelization!
Fritzholm
GM, 1866 posts
toss the dice
and have fun
Thu 2 Jul 2015
at 19:43
  • msg #865

Happy 4th of July!

Sorry about the pause in the game.  I'll be away all weekend.  I can post again on Tuesday

Enjoy your Holiday!
Mord
player, 260 posts
Tripelfang Berserker
Ambassador of Beat-Down
Sat 4 Jul 2015
at 16:37
  • msg #866

Re: Happy 4th of July!

Happy belated Canada Day, and
Happy Jul4th to our southern neighbours!
Fritzholm
GM, 1871 posts
toss the dice
and have fun
Tue 14 Jul 2015
at 07:48
  • msg #867

Exhausting post

Man that last combat post took a long time to put together!  It was a long one.
Mord
player, 264 posts
Tripelfang Berserker
Ambassador of Beat-Down
Mon 20 Jul 2015
at 21:11
  • msg #868

Re: Exhausting post

We have three allies fighting a sole goblin.
We have *five* allies (plus ranged, plus the heroically deceased badger!) fighting a sole wolf

...
Mord takes on two wolves (and their riders, deceased or moved away) by himself.
  And that, boys and girls, is why he IS the "Goblin-Slayer"

Hee hee
Fritzholm
GM, 1874 posts
toss the dice
and have fun
Mon 20 Jul 2015
at 22:05
  • msg #869

Goblin Slayer

I don't think those wolves around Mord are gonna last another 5 seconds either.
Mord
player, 266 posts
Tripelfang Berserker
Ambassador of Beat-Down
Mon 20 Jul 2015
at 23:31
  • msg #870

Re: Goblin Slayer

I certainly hope not - those things do great damage! :)
Adiel
player, 71 posts
Bardic Sage
Thu 30 Jul 2015
at 20:42
  • msg #871

Re: Goblin Slayer

Will it be daylight throughout this next attack? Adiel's favorite way to light a fire is with his magnifying glass... which requires sunlight.
Fritzholm
GM, 1881 posts
toss the dice
and have fun
Fri 31 Jul 2015
at 05:13
  • msg #872

Re: Goblin Slayer

Yes.  Daylight.

However, that method sounds very slow compared to methods like lobbing oil and lighting it with torches, or casting tower of flame or something like that.  I'm not sure how many 6 second combat rounds it would take to carefully light a small handful of dry tinder with a lens, but I do know that the fight will be long over before that tinder could get anything else burning.

On the other hand sneaking up on a camp with a lit torch is sure to get you spotted.

Maybe Holly or Sunna have a spell that would do the trick quickly.
Adiel
player, 72 posts
Bardic Sage
Fri 31 Jul 2015
at 07:22
  • msg #873

Re: Goblin Slayer

It's the sneaking thing I had in mind. Adiel can turn invisible for 5 minutes, but he would be easily detectable with a torch. He could sneak up, invisible, start a fire with his magnifying glass and some tinder, and sneak away. When the heroes see the smoke, they charge.

The SRD says "Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and at least a full-round action."
This message was last edited by the player at 07:23, Fri 31 July 2015.
Fritzholm
GM, 1883 posts
toss the dice
and have fun
Fri 31 Jul 2015
at 16:24
  • msg #874

Fire

Ah ha.  This makes for a much better plan.  The 5 minutes should give you time to sneak, light a fire, and scoot.
Fritzholm
GM, 1884 posts
toss the dice
and have fun
Sat 1 Aug 2015
at 08:53
  • msg #875

Re: Fire

A thought occurred to me this afternoon.  Does an invisible lens focus light?  Normally I'd say no, but this is magic.  With this spell an invisible eye can still see, so why not allow an invisible lens to start a fire?
Mord
player, 271 posts
Tripelfang Berserker
Ambassador of Beat-Down
Sun 2 Aug 2015
at 02:14
  • msg #876

Re: Fire

It sure does if DM says it does.
Adiel
player, 75 posts
Bardic Sage
Sun 2 Aug 2015
at 02:33
  • msg #877

Re: Fire

Well, invisible light sources give off light. I assumed an invisible magnifying glass would focus light, but whatever you say goes. :)
This message was last edited by the player at 17:23, Sun 02 Aug 2015.
Fritzholm
GM, 1886 posts
toss the dice
and have fun
Sun 2 Aug 2015
at 04:39
  • msg #878

Re: Fire

I'm happy to let it work.  It's funny to think about, though.


It reminds me of playing MUDs way back when.  I had a mage/thief on a MUD.  I remember sneaking into a dark room with a light source, an animated sword, a skeleton, and a zombie.  Then once all my forces were ready I proceeded to backstab the guard.  (The guard in the room was surprisingly none the wiser that anything was up.  What a guard was doing standing in a dark room is another question.)  Not wanting to get clobbered by the superior guard I quickly retreated.  Slowly my floating sword, and skeleton joined me. The zombie was not so lucky.  So I snuck back into the room.  Once again the guard was not the least bit suspicious of the sudden illumination and somehow didn't spot me holding the lantern.  I caught him by surprise again with another backstab.  lol

I also thought it was funny that you could put a lit torch in a belt pouch and pull it out later still lit.  I also put two giant glaives in that belt pouch.  No one was impressed but me.
Fritzholm
GM, 1888 posts
toss the dice
and have fun
Tue 4 Aug 2015
at 15:49
  • msg #879

Attack on the Goblin Camp

I'll post the first round of the attack on the camp tonight.

I'm hoping Holly will be able to update her active spell list very soon.
Fritzholm
GM, 1891 posts
toss the dice
and have fun
Wed 5 Aug 2015
at 06:16
  • msg #880

Re: Attack on the Goblin Camp

OK, not exactly the first round yet.
Holly
player, 936 posts
Protect the Land
to protect your Children
Wed 5 Aug 2015
at 10:35
  • msg #881

Re: Attack on the Goblin Camp

SPells will be up this afternoon.
Fritzholm
GM, 1893 posts
toss the dice
and have fun
Fri 7 Aug 2015
at 19:21
  • msg #882

Re: Attack on the Goblin Camp

Waiting on how Adiel is going to handle unexpected new information.  If he doesn't sign on in the next couple days I'll just have him light the fire as planned to move things forward.
Adiel
player, 76 posts
Bardic Sage
Wed 12 Aug 2015
at 21:06
  • msg #883

Re: Attack on the Goblin Camp

Sorry for my inactivity the last couple of weeks. I've had some health issues that have made it hard for me to get things done or concentrate very well.
Mord
player, 274 posts
Tripelfang Berserker
Ambassador of Beat-Down
Wed 12 Aug 2015
at 23:38
  • msg #884

Re: Attack on the Goblin Camp

Are things better for you now bud?
Adiel
player, 77 posts
Bardic Sage
Thu 13 Aug 2015
at 02:04
  • msg #885

Re: Attack on the Goblin Camp

A little, but I'm not fully functional yet. I'm going to the doctor tomorrow.
Fritzholm
GM, 1895 posts
toss the dice
and have fun
Thu 13 Aug 2015
at 05:05
  • msg #886

Re: Attack on the Goblin Camp

Good luck with the doctor's visit, and get well soon.
Sunna
player, 379 posts
storyteller and musician
Thu 13 Aug 2015
at 05:54
  • msg #887

Re: Attack on the Goblin Camp

Get well soon!
Adiel
player, 78 posts
Bardic Sage
Tue 18 Aug 2015
at 22:22
  • msg #888

Re: Attack on the Goblin Camp

Thanks.
Sunna
player, 380 posts
storyteller and musician
Thu 27 Aug 2015
at 16:09
  • msg #889

Re: Attack on the Goblin Camp

Is it possible to get hobgoblin4 and goblin5 in range of a sleep spell from Sunna?
Mord
player, 276 posts
Tripelfang Berserker
Ambassador of Beat-Down
Thu 27 Aug 2015
at 16:29
  • msg #890

Re: Attack on the Goblin Camp

Mord will hold post for result of Sunna's sleep spell.  If it puts them to sleep, Mord will be moving/attacking other targets - otherwise, Mord's moving up to occupy the hob and his two goblin buddies.
Fritzholm
GM, 1898 posts
toss the dice
and have fun
Thu 27 Aug 2015
at 20:37
  • msg #891

Re: Attack on the Goblin Camp

Sunna:
Is it possible to get hobgoblin4 and goblin5 in range of a sleep spell from Sunna?


Sure.  Your sleep spell has a range of 150 ft.

The goblin failed his WILL save and the Hobgoblin succeeded.


Mord, be careful with the green area.  Every square you move into is 1D4 damage.  Also going over a dire wolf pen fence is a move action by itself.
Mord
player, 277 posts
Tripelfang Berserker
Ambassador of Beat-Down
Thu 27 Aug 2015
at 21:16
  • msg #892

Re: Attack on the Goblin Camp

Fritzholm:
Sunna:
Is it possible to get hobgoblin4 and goblin5 in range of a sleep spell from Sunna?
Sure.  Your sleep spell has a range of 150 ft.
The goblin failed his WILL save and the Hobgoblin succeeded.

Mord, be careful with the green area.  Every square you move into is 1D4 damage.  Also going over a dire wolf pen fence is a move action by itself.

Ohhhhh.  I was figurin' the fences were just a square of difficult terrain.

How 'bout blasting through it? :)
Fritzholm
GM, 1899 posts
toss the dice
and have fun
Fri 28 Aug 2015
at 01:34
  • msg #893

Re: Attack on the Goblin Camp

No fence built to hold Dire Wolves can stop the mighty Mord!  Well to be fair, these fences are more like guides for the wolves and wouldn't stop either the wolves nor Mord.  Still, 3 seconds to navigate a fence isn't bad whether you're clambering over it or plowing through it.

However, you are an exceptional jumper!  With at least a 20 ft run up (which you've got going right now, no problem) you can leap the fence with no movement penalty at all with a DC 15 jump roll.  How cool will that look?
Mord
player, 278 posts
Tripelfang Berserker
Ambassador of Beat-Down
Fri 28 Aug 2015
at 01:57
  • msg #894

Re: Attack on the Goblin Camp

You had me at hello.... That was to be next question :)
Holly
player, 941 posts
Protect the Land
to protect your Children
Tue 1 Sep 2015
at 07:43
  • msg #895

Re: Attack on the Goblin Camp

Moved the Flaming Sphere to target goblin in E20.
Mord
player, 282 posts
Tripelfang Berserker
Ambassador of Beat-Down
Mon 28 Sep 2015
at 21:25
  • msg #896

Re: Attack on the Goblin Camp

Mechanically, killing the goblins hurts Mord's effective.  Mord can kill them and cleave onto a big guy, effectively sneaking extra attacks.

But who could argue the rp fun of killing the goblins?  Certainly not Mord!
Fritzholm
GM, 1907 posts
toss the dice
and have fun
Tue 29 Sep 2015
at 15:34
  • msg #897

Re: Attack on the Goblin Camp

Part of the character concept for Adiel was that he'd help coordinate tactics.  Hopefully we'll get his player back soon.  Luckily, this fight looks to be well in hand.
Holly
player, 944 posts
Protect the Land
to protect your Children
Wed 30 Sep 2015
at 08:10
  • msg #898

Re: Attack on the Goblin Camp

Action will stand as wanted to clear the way for Giselle through the thorns. Doubt she would appreciate a foot injury that stopped her walking home with battle honours.
Sunna
player, 384 posts
storyteller and musician
Wed 30 Sep 2015
at 08:44
  • msg #899

Re: Attack on the Goblin Camp

Hm, how hard it is to hit hobgoblin5 from where Sunna is standing? Any modifiers except the one for range?
Fritzholm
GM, 1909 posts
toss the dice
and have fun
Wed 30 Sep 2015
at 18:37
  • msg #900

Re: Attack on the Goblin Camp

You're currently standing JUST outside the first range increment, so the -1 for range would be your only penalty.  Sunna could take a 5 foot step to K22 and eliminate that -1.  Of course then you'd be in Goddard's way.  He could take a 5 foot step to fix that assuming Giselle gets out of the way.  A little verbal teamwork, and everyone can be effective.
Fritzholm
GM, 1910 posts
toss the dice
and have fun
Fri 2 Oct 2015
at 03:35
  • msg #901

Re: Attack on the Goblin Camp

Hoping to find out if Holly would like to change her round 4 action.
Holly
player, 945 posts
Protect the Land
to protect your Children
Fri 2 Oct 2015
at 08:34
  • msg #902

Re: Attack on the Goblin Camp

Posted on post four up from here.

Will let my action stand, as it burns a path for Giselle.
Sunna
player, 390 posts
storyteller and musician
Tue 20 Oct 2015
at 06:33
  • msg #903

Re: Attack on the Goblin Camp

Sunna's not that experienced in intimidating people/goblins, but with Mords assistance she would have a solid +9

Things I want to ask:
- was it the bugbears plan with the "bombs"? or did it mention someone else?
- where did they get the bombs? was the bugbear making them?
- is it usual for a bugbear to lead goblins? (though that's more likely something for a knowledge roll)
- where did the bugbear come from? how did it become their leader?
- are there other goblin bands like this around, trying new methods of killing humans?
- what do they know about the shrine? did they have something to do with it? who is responsible for these things?

That's all I can come up with after a very short night.
Mord
player, 287 posts
Tripelfang Berserker
Ambassador of Beat-Down
Tue 20 Oct 2015
at 23:04
  • msg #904

Re: Attack on the Goblin Camp

Who else knows about this plan?
To whom does the bugbear report?
To where were they supposed to report?
Where did they get the money?
What was it for?
Where were the dire wolves sent?
What other plans have been discussed/arranged?
What have they heard about Mord the Goblin Slayer?
Whom else is scheduled for being targeted?
Where were they going to head next?
Which goblin took the bomb into town?
What is the name of the bugbear?
What do they know of the main camp - numbers, composition, defences, movements, etc.
Adiel
player, 79 posts
Bardic Sage
Wed 21 Oct 2015
at 01:06
  • msg #905

Re: Attack on the Goblin Camp

I'm back!

Adiel isn't much for bluffing or intimidation, but he has +5 Diplomacy and +11 Sense Motive.
Mord
player, 288 posts
Tripelfang Berserker
Ambassador of Beat-Down
Wed 21 Oct 2015
at 01:14
  • msg #906

Re: Attack on the Goblin Camp

Mord's a +7intimidate, but it made more sense i/c for Sunna to have the fun questioning :)
Sunna
player, 391 posts
storyteller and musician
Wed 21 Oct 2015
at 07:30
  • msg #907

Re: Attack on the Goblin Camp

"Where did they get the weapons?" I'd like to add to the list, too.

With a roll of 26 I guess we make a good job with the questioning :)
Mord
player, 289 posts
Tripelfang Berserker
Ambassador of Beat-Down
Wed 21 Oct 2015
at 13:07
  • msg #908

Re: Attack on the Goblin Camp

Pleasant, charming storyteller/looming brutish eat-their-spleen-for-breakfast-snack...
Yup, it's the quintessential good cop/bad cop :)
Adiel
player, 82 posts
Bardic Sage
Wed 21 Oct 2015
at 15:07
  • msg #909

Re: Attack on the Goblin Camp

I can't remember: does anyone besides Adiel speak Goblin?
Mord
player, 290 posts
Tripelfang Berserker
Ambassador of Beat-Down
Wed 21 Oct 2015
at 16:19
  • msg #910

Re: Attack on the Goblin Camp

Adiel:
I can't remember: does anyone besides Adiel speak Goblin?
Mord does.  Ye hafta know what insults the little friggers are throwing at ye, to know whom to cleave first.
Fritzholm
GM, 1920 posts
toss the dice
and have fun
Wed 21 Oct 2015
at 16:24
  • msg #911

Re: Attack on the Goblin Camp

Sunna speaks goblin too, which will make this whole interrogation thing go a lot smoother.
Mord
player, 291 posts
Tripelfang Berserker
Ambassador of Beat-Down
Wed 21 Oct 2015
at 21:31
  • msg #912

Re: Attack on the Goblin Camp

Neeenja goblins!
Sunna
player, 394 posts
storyteller and musician
Thu 22 Oct 2015
at 09:42
  • msg #913

Re: Attack on the Goblin Camp

Would you mind taking a closer (magical) look on the weapons we found, Adiel? Just to be on the safe side.
Sunna
player, 399 posts
storyteller and musician
Tue 10 Nov 2015
at 12:36
  • msg #914

Re: Attack on the Goblin Camp

Did Holly also spot the direwolves while being an eagle?
Holly
player, 954 posts
Protect the Land
to protect your Children
Tue 10 Nov 2015
at 15:29
  • msg #915

Re: Attack on the Goblin Camp

Nowhere near our current position, and moving away at last view.
Mord
player, 300 posts
Tripelfang Berserker
Ambassador of Beat-Down
Tue 24 Nov 2015
at 18:02
  • msg #916

Re: Attack on the Goblin Camp

A bit of metagame here:
Is the suggestion to send NPC'd ppl to do the selling, and active party continues to the healer?
If not, I'd suggest we keep the crew together to keep things easier for DM.
If so, the split makes sense.

I kept Mord's comments brief to adjust to reality :)
Fritzholm
GM, 1936 posts
toss the dice
and have fun
Wed 25 Nov 2015
at 01:01
  • msg #917

Meta

Exactly.  We haven't seen Glumr or Adiel for about a month.  If one of them shows up all of a sudden we can work with that and bring them back into the fold.  Til then splitting off the NPCs speeds the game along in two ways.  On the other hand it's just an option.  If someone has an idea they like better we'll go with that.  The active players should control their path.
Mord
player, 310 posts
Tripelfang Berserker
Ambassador of Beat-Down
Thu 17 Dec 2015
at 20:31
  • msg #918

Meta

This Mord was not in the tower - was there anything there that would concern the warchief?

Mord's intention otherwise would be to chat about the fire ambush and punishing reply, temple, and suggestion of big group being roused through the faith of the big-bad-goblin leading thing
Holly
player, 962 posts
Protect the Land
to protect your Children
Mon 21 Dec 2015
at 13:37
  • msg #919

Meta

I was just opening up the chance for Mord to proclaim his greatness in the fight against all those goblins, before we get onto the story of the tower. A chance for you and our GM to expand on the recent activities, so we are all up to date etc, and because I was away for a few days.

Holly will mention Erma, but won't give much in detail other than what the other characters saw.
Mord
player, 320 posts
Tripelfang Berserker
Ambassador of Beat-Down
Tue 12 Jan 2016
at 19:07
  • msg #920

Meta

I think all fell to their knees before Mord's jests.

Excellent.
Sunna
player, 412 posts
storyteller and musician
Wed 13 Jan 2016
at 03:36
  • msg #921

Meta

Sunna did ;)
Mord
player, 327 posts
Tripelfang Berserker
Ambassador of Beat-Down
Mon 29 Feb 2016
at 04:12
  • msg #922

Meta

DM msg #492:
Buckler +1
Leather Coat.  Natural Armor +2.  Can be worn by itself as AC 4 armor or +2 if worn over other armor
Mord could use the first two.

DM msg #492:
Purple ruffly mini dress +2 CHR, Fascinate 3 times a day as per the Bard ability, but in combat focusses them on fighting the wearer.
Mord would like to have this transferred to the coat.  You can change coat, so why not magic on it?  His logic.  :)
Holly
player, 975 posts
Protect the Land
to protect your Children
Wed 2 Mar 2016
at 17:00
  • msg #923

Meta

Holly would be interested in the wand of Sleep, as well as the Leather Coat. Her interest is in its ability to add to her chosen creatures own defences when in transformed mode. Holly will happily discuss this with Mord, and put his right about the dress.

Mord would look very nice in a dress, but the goblins might not stand upright enough for him next time to allow him to cleave through their masses... And as a cursed item would be a little dangerous for his favourite fighting style.
[I realise I have misread the description, and that the Fascinate spell focusses on enemies fighting the wearer, rather than the Fascinate spell acting on the wearer as it seems to read to me in the description).

Actually, if we can swap the magics around, Holly would probably prefer a Natural Armour +2 minidress.

But just thought of the danger to all the Triplefang women if Mord got a +2CHR bonus!
Mord
player, 328 posts
Tripelfang Berserker
Ambassador of Beat-Down
Wed 2 Mar 2016
at 18:43
  • msg #924

Re: Meta

Holly:
But just thought of the danger to all the Triplefang women if Mord got a +2CHR bonus!
Lady killer as well as goblins.
Feeling strong on the winning-jest Cha boost. Mord is rapidly on his way to being the gentleman barbarian, or at least the restrained savage charm.  Little bit of bad boy, maybe? :p
Sunna
player, 425 posts
storyteller and musician
Wed 2 Mar 2016
at 18:48
  • msg #925

Re: Meta

Hm... a purple dress... I fear purple is not Sunnas color... but it's a nice dress!

As for the other things: I'm not really interested.
Fritzholm
GM, 1963 posts
toss the dice
and have fun
Thu 3 Mar 2016
at 20:37
  • msg #926

Magic items

So you're keeping:

leather coat
buckler
purple dress
sleep wand

and trying to sell the rest.  Sound right?
Mord
player, 329 posts
Tripelfang Berserker
Ambassador of Beat-Down
Thu 3 Mar 2016
at 21:58
  • msg #927

Magic items

Although I am ha-haing about the dress (and no, Mord would not wear it ... although, could the dress' effect be triggered it it were worn as a sash?  That could be passable..)
he would like any effect (Cursed or no) that forced enemies to seek him out first.  If those learned in the magical arts could transfer the magical effect, he'd make use of it.

It's true it is anticipated to have some unfortunate HP consequences, for his pride in-character, it would be a no-brainer.
   Also known as "a Mord".
Mechanically, though, it's not a bad idea for the melee foes, as Mord's greater reach punishes foes that rush in to kill him.  Really, it might even help him, as it would mean they would be rushing at him, instead of him rushing them

:)

Yknow... even if we can't transfer the enchantment, and if Mord cannot wear the dress as a sash, someone wearing it and standing next to Mord, showing a little leg, could be a viable team technique - Miss Dress uses ranged/spells, and winks to draw in all the baddies during battle, and Mr. Bigaxe sends them flying back with torn torsos and fusticated faces.



Holly, what's your AC floating at?

Normally gear gets magically consumed in a shapechange/wildshape unless Mr. DM has indicated otherwise generally or for these specific items - but if you can persuade him otherwise, all the better!
Holly
player, 976 posts
Protect the Land
to protect your Children
Fri 4 Mar 2016
at 08:15
  • msg #928

Magic items

Mord, as a player I know it doesn't normally transfer, but Holly doesn't. She knows most things get sucked in and benefits disappear from those who have taught her about her new ability, but still has much to learn.

Not sure Holly would act as your baiting machine Mord! Perhaps we could get Adiel to wear it for you...
Sunna
player, 426 posts
storyteller and musician
Tue 8 Mar 2016
at 04:27
  • msg #929

Re: Magic items

Fritzholm:
So you're keeping:

leather coat
buckler
purple dress
sleep wand

and trying to sell the rest.  Sound right?

Indeed :)
Holly
player, 977 posts
Protect the Land
to protect your Children
Tue 8 Mar 2016
at 08:37
  • msg #930

Re: Magic items

I agree with that.
Fritzholm
GM, 1969 posts
toss the dice
and have fun
Fri 1 Apr 2016
at 08:20
  • msg #931

Calendar

Did about an in-game month of adding events to the calendar to catch up.  Busiest day?

Oct 9th
-------
Visit Reynard
Pick up eye
Arrive in Crim
Sell stuff to Todrick
Farden tells the party he's leaving
Midnight goblin assassin attack
Holly and Sunna save Tora
Holly
player, 983 posts
Protect the Land
to protect your Children
Mon 11 Apr 2016
at 14:50
  • msg #932

Calendar

OK, who wants to buy the food, so we can move on to Rankor Heights?
Sunna
player, 432 posts
storyteller and musician
Mon 11 Apr 2016
at 17:51
  • msg #933

Calendar

Computer just broke down, now I'm only able to post by phone. Makes no fun, but I'll try.

Buying food sounds like a plan.
Holly
player, 984 posts
Protect the Land
to protect your Children
Mon 11 Apr 2016
at 21:35
  • msg #934

Calendar

Ouch, my computer went down last year, and had to get new motherboard. Luckily had ipad as well, which at least kept me up to date on the post coming out.
Mord
player, 334 posts
Tripelfang Berserker
Ambassador of Beat-Down
Mon 11 Apr 2016
at 21:40
  • msg #935

Re: Calendar

Sunna:
Computer just broke down, now I'm only able to post by phone. Makes no fun, but I'll try.

Buying food sounds like a plan.
Been there.  Just received my Surface back from the shop from screen damage.

Daddy needs to remember to swap over his bookmarks later.



Did we decide on how items were being divided?

Did we check into the dress being worn as a sash?
Or the enchantment being transplanted onto something else for the same effect?
Fritzholm
GM, 1971 posts
toss the dice
and have fun
Tue 12 Apr 2016
at 03:42
  • msg #936

Magic items

The purple dress is too small for Mord to wear.  It must be worn by someone of slight frame.  It cannot be worn as a sash.  Adiel says it's likely that the magic would only work for a female.  He's unsure if there's any way to transfer an enchantment from one item to another.  He thinks back to what Reynard told you about enchantments.

quote:
"When a spirit is bound into an enchantment it doesn't have thoughts, motivations , personality, or any of that stuff anymore.  It's just magic, essence, a sort of blessing."


"bound" sounds rather permanent, but it could be possible to unbind the essence.  Sounds like a question for Coal, or perhaps Cordelia or Genessa.  Adiel is intrigued.
Holly
player, 986 posts
Protect the Land
to protect your Children
Tue 12 Apr 2016
at 07:54
  • msg #937

Magic items

Holly will stop that line of thought until after they can safely talk with Coal, Cordelia or Genessa after we restore and safely keep the staff!
Holly
player, 988 posts
Protect the Land
to protect your Children
Wed 20 Apr 2016
at 14:25
  • msg #938

Magic items

Game stalled - What actions can we take to get going again.
Fritzholm
GM, 1972 posts
toss the dice
and have fun
Fri 22 Apr 2016
at 01:39
  • msg #939

Magic items

It's my fault.  Next stop, the gates of Rankor Heights, which means taxes.  I've got a bunch of calculating to do and I keep putting it off.  I couldn't justify doing my RPOL taxes before my real life taxes, but that over and done with now.  Time to bite the bullet and start crunching numbers.  I'll have a post for you soon.
Mord
player, 336 posts
Tripelfang Berserker
Ambassador of Beat-Down
Fri 22 Apr 2016
at 01:43
  • msg #940

Magic items

Taxes... uh... you do have a battle-happy barbarian with the party, nuh? :)
Mord
player, 337 posts
Tripelfang Berserker
Ambassador of Beat-Down
Fri 22 Apr 2016
at 02:38
  • msg #941

Magic items

Fritzholm:
70 silvers spent on food.
Food?

Priorities, man!
How much good ale?
Fritzholm
GM, 1975 posts
toss the dice
and have fun
Fri 22 Apr 2016
at 05:02
  • msg #942

mundane items

Plenty!  but not so much that Mord will be off his game.
Mord
player, 339 posts
Tripelfang Berserker
Ambassador of Beat-Down
Fri 22 Apr 2016
at 18:30
  • msg #943

Re: mundane items

Fritzholm:
Plenty!  but not so much that Mord will be off his game.
Tsk - we have to try harder next time :)
Sunna
player, 435 posts
storyteller and musician
Fri 22 Apr 2016
at 18:32
  • msg #944

Re: mundane items

Mord, last time you drank as much as you wanted... uhm, I think I don't want to tell the details :-P
Mord
player, 340 posts
Tripelfang Berserker
Ambassador of Beat-Down
Fri 22 Apr 2016
at 20:34
  • msg #945

Re: mundane items

Sunna:
Mord, last time you drank as much as you wanted... uhm, I think I don't want to tell the details :-P
Grin.  That's my tale-teller. :)
Fritzholm
GM, 1978 posts
toss the dice
and have fun
Mon 25 Apr 2016
at 06:02
  • msg #946

Re: mundane items

Phew.

I finally added up all your valuables for tax purposes and went back to re-read a good chunk of chapter 3.
Mord
player, 341 posts
Tripelfang Berserker
Ambassador of Beat-Down
Thu 28 Apr 2016
at 04:40
  • msg #947

Re: mundane items

1) does mord have a magic bow?  One that the fellow recognizes?


2) dm, what has been the previous deciding mechanism for loot?
We have a number of items that would help several people.  Most games it is a d20 roll off or some such, but however decided, stuff needs distributing rather than riding the wagon!
Fritzholm
GM, 1981 posts
toss the dice
and have fun
Thu 28 Apr 2016
at 06:16
  • msg #948

Re: mundane items

Your bow is a masterwork and strung for a 16 STR, which not many people around would be able to use.  It's not enchanted, but it's very nice.  Colbein commented on it during a previous visit too.  You're not sure how he figures that you've got enchantments.  Most of your teammates seem to have some magical ability to see if things are enchanted, but you didn't see Colbein do anything like that.

I leave the splitting up of the loot to the players.
Holly
player, 991 posts
Protect the Land
to protect your Children
Thu 28 Apr 2016
at 11:45
  • msg #949

Re: mundane items

Mord, we tend to negotiate items we want, based on left over funds from any group purchases we need, in this case the Book of Legends. If there is anything you want, especially something martial in nature, I suspect Glumr is the only other interested party.
Fritzholm
GM, 1982 posts
toss the dice
and have fun
Thu 28 Apr 2016
at 21:14
  • msg #950

Re: mundane items

Grab it now before he comes back!  If that ever happens.
Mord
player, 342 posts
Tripelfang Berserker
Ambassador of Beat-Down
Thu 28 Apr 2016
at 21:39
  • msg #951

Re: mundane items

Fritzholm:
Your bow is a masterwork and strung for a 16 STR, which not many people around would be able to use.  It's not enchanted, but it's very nice. .. You're not sure how he figures that you've got enchantments.
Good, thanks - that's what I had noted down.  I didn't want to be short-changing things if I was holding a magicked bow, and not using it!  Talk about wastefulness!
Mord
player, 343 posts
Tripelfang Berserker
Ambassador of Beat-Down
Thu 28 Apr 2016
at 21:47
  • msg #952

Re: mundane items

Holly:
Mord, we tend to negotiate items we want, based on left over funds from any group purchases we need, in this case the Book of Legends. If there is anything you want, especially something martial in nature, I suspect Glumr is the only other interested party.

Absolutely, and good plans - but there are items that apply to all, but have been sitting on the wagon unused, and encounters with dangerous swamp beasties brought it back to mind.

Specifically I mean:
4)  leather coat +2 natural armor (AC 2 in addition to natural armor if worn on its own)
25)  Potion of Levitation * **
26)  Potion of Heroism * **
29)  buckler +1*

As a front-liner, there's no such thing as too much AC.  If no one wants the coat or buckler, Mord will use one or both, as both are most interesting to him.  We're probably best to spread it around folk.

The potions should be carried by someone for use.  Personally, I cry at using potions because the disposable-poof nature, but leaving them on the wagon unused if need arises is unwise.

Really, regardless of how we divvy the items out, they should be divvied somehow.  Even if they act against a share of something if you want to go the gp value route, it's better they be used in the meantime.  Don't take me wrongly - if it's an encumbrance issue, Mord is MORE than willing to carry the AC boosting items and magical potions, but we should spread around the resources so everyone has something to help or use.  And it's nice to have sparkly things.
Holly
player, 992 posts
Protect the Land
to protect your Children
Fri 29 Apr 2016
at 07:43
  • msg #953

Re: mundane items

As previously stated, Holly has a liking to the leather coat +2 Natural Armour, as it fits in her mind to her abilities. Was going to sit with Mord to discuss this, but didn't get started. The other three items can definitely stay with Mord, or anyone else who would want to take them.

Mord, will you allow Holly to take the leather coat?
Sunna
player, 438 posts
storyteller and musician
Sun 1 May 2016
at 18:23
  • msg #954

Re: mundane items

As nice as the other three items are, I can't picture Sunna flying around. And she's not the one for real heroism, either, she just sings about it :-D The buckler... nice thing, but... it's a tiny shield, at best. How could someone use such a thing and feel safe with it?
Mord
player, 345 posts
Tripelfang Berserker
Ambassador of Beat-Down
Sun 1 May 2016
at 20:55
  • msg #955

Re: mundane items

Holly:
As previously stated, Holly has a liking to the leather coat +2 Natural Armour, as it fits in her mind to her abilities. Was going to sit with Mord to discuss this, but didn't get started. The other three items can definitely stay with Mord, or anyone else who would want to take them.

Mord, will you allow Holly to take the leather coat?
Not a mention of allow, but makes sense that we spread around the love, nod.
Mord can use the buckler, as it allows him to keep both hands on his dear longaxe.

If the leather coat won't transfer across to your druidshape forms, you might want to look into something else and pass it to another low armour person - or there were some little claspes/badges you can find (if DM allows) that permit the item to which it is attached to shapechange with you, which is even better if permitted!
Fritzholm
GM, 1985 posts
toss the dice
and have fun
Tue 3 May 2016
at 05:03
  • msg #956

unmundane items

The best way to find out if the coat's armor carries over to her wild shape is to try it out.  I don't suggest eagle form for these trials.  Maybe something more durable.
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