OOC Chat #2.   Posted by Dungeon Master.Group: 0
Dungeon Master
 GM, 504 posts
Mon 30 Nov 2015
at 22:03
OOC Chat #2
For continued OOC chatting.
Klack Copperwise
 player, 533 posts
 Wizard/Druid
 HP 13/13
Tue 1 Dec 2015
at 01:53
OOC Chat #2
In reply to Dungeon Master (msg # 1):

Right, so moving right along.
Abaxtar Quartermotte
 player, 230 posts
 Got a problem?
 I've got a musket.
Tue 1 Dec 2015
at 21:19
Goodbye, Khaz
Well, certainly an interesting way to write Khaz out of the game.  I can't imagine that won't have repercussions.  That was the dwarven prince, and the whole reason our little troupe was allowed down into the mines in the first place!
Dungeon Master
 GM, 507 posts
Tue 1 Dec 2015
at 21:23
Goodbye, Khaz
Yeah, hated to do it, but it's been almost a month since he logged in. Perhaps we haven't seen the last of him. Should the player return, he's still got a spot.
Barli Grandforge
 player, 275 posts
 Channels Left : 0
 AC: 17
Tue 1 Dec 2015
at 21:30
Goodbye, Khaz
Didn't see that coming. Especially since I assumed the real Khaz had made his last post.
Dungeon Master
 GM, 509 posts
Fri 4 Dec 2015
at 18:51
Goodbye, Khaz
Adding to description: While none of the orcs you see are carrying light, they are lit from behind by something in the tunnel, still out of your line of sight.

Abaxtar has a good point about vision, but it was an unintentional flub on my part. Abaxtar, you can feel free to revise.
Kord Halfman
 player, 18 posts
 Sorcerer
 HP 10/10
Fri 4 Dec 2015
at 18:56
Goodbye, Khaz
So can we even see the orcs enough to target them?

Can they see us? Or do they just know we're on the tracks and headed away?
Dungeon Master
 GM, 510 posts
Fri 4 Dec 2015
at 19:07
Goodbye, Khaz
You can see them just fine for targeting purposes. (Though remember range penalties for the 240' distance)

I don't think you guys are currently using any light source (since you were sneaking before) and left the goblin's magic torch in the Security Gate room. So, unless there's some unknown deviltry afoot, the orcs can't see you.
Abaxtar Quartermotte
 player, 233 posts
 Got a problem?
 I've got a musket.
Fri 4 Dec 2015
at 19:11
Goodbye, Khaz
Okay, I'll revise.  I still don't think I can hit the orcs.  I can spend a grit to increase my range increment by 10', but that only makes it 50'.  Guns are short-range compared to things like a longbow.  So at 240 feet, they're in the 5th range increment, which puts me at -8 to hit, and I wouldn't be going against Touch AC at that point, either.

If they double move and get close next round, I'd start taking shots.
Dungeon Master
 GM, 511 posts
Fri 4 Dec 2015
at 19:14
Goodbye, Khaz
Gotta move from muskets to rifles for the distance. :) Who knows, perhaps some forgotten dwarven or gnomish innovation lies in the mines below...

But I agree that the range is a bit long for a second level musketeer.
Klack Copperwise
 player, 536 posts
 Wizard/Druid
 HP 13/13
Fri 4 Dec 2015
at 19:25
Goodbye, Khaz
In reply to Dungeon Master (msg # 10):

Hopefully they all fail thier saves and will not be able to follow us.
Abaxtar Quartermotte
 player, 234 posts
 Got a problem?
 I've got a musket.
Fri 4 Dec 2015
at 19:44
Re: Goodbye, Khaz
Dungeon Master:
Gotta move from muskets to rifles for the distance. :) Who knows, perhaps some forgotten dwarven or gnomish innovation lies in the mines below...

But I agree that the range is a bit long for a second level musketeer.

I guess most of the Musket Master class skills reference two-handed firearms, so that would be just great!
Klack Copperwise
 player, 537 posts
 Wizard/Druid
 HP 13/13
Wed 9 Dec 2015
at 01:12
Re: Goodbye, Khaz
Did my Entangle spell do anything to slow them down?
Dungeon Master
 GM, 513 posts
Wed 9 Dec 2015
at 17:04
Re: Goodbye, Khaz
Klack Copperwise:
Did my Entangle spell do anything to slow them down?


Arg! Fixing.
Klack Copperwise
 player, 538 posts
 Wizard/Druid
 HP 13/13
Wed 9 Dec 2015
at 17:50
Questions and answers
Is there a roll we can make to determine where this lift mechanism is?
Dungeon Master
 GM, 514 posts
Wed 9 Dec 2015
at 17:59
Questions and answers
The actual machinery is presumably buried somewhere beneath the minecart track. However, the chain/cable that's lifting the minecarts is fairly obvious and runs the length of the ascent.
Esko Vladikov
 player, 236 posts
 Rogue
 HP: 15/17
Wed 9 Dec 2015
at 18:03
Questions and answers
So we can disable it, but we couldn't do anything about it if they disabled it.
Klack Copperwise
 player, 539 posts
 Wizard/Druid
 HP 13/13
Wed 9 Dec 2015
at 18:42
Re: Questions and answers
Dungeon Master:
The actual machinery is presumably buried somewhere beneath the minecart track. However, the chain/cable that's lifting the minecarts is fairly obvious and runs the length of the ascent.

So, the orcs can just start hitting it where they are now? Or, do they need to catch up to the mine carts first?