RolePlay onLine RPoL Logo

, welcome to RoA 3: Adventures

02:55, 1st May 2024 (GMT+0)

Psionics 2 (Northdark): OOC.

Posted by DM DanielFor group archive 5
DM Daniel
GM, 300 posts
Thu 14 Dec 2006
at 07:23
  • msg #168

Re: Things that go *bump*

Absolutely. You may use caster/manifester level in place of BAB when qualifying for these feats in this bubble region.
Schnicklegulp Stoneswiper
player, 186 posts
AC n19 f15 t15 HP 22/22
F 3, R 7 W 0 In 3 P 9/13
Fri 15 Dec 2006
at 05:09
  • msg #169

Re: Things that go *bump*

Is the fight over?
DM Daniel
GM, 304 posts
Fri 15 Dec 2006
at 06:54
  • msg #170

Re: Things that go *bump*

Yes.
Schnicklegulp Stoneswiper
player, 191 posts
AC n19 f15 t15 HP 22/22
F 3, R 7 W 0 In 3 P 9/13
Fri 22 Dec 2006
at 09:24
  • msg #171

Re: Things that go *bump*

I'll be away over Christmas (isn't everyone?). I'll have some internet access, but not much.
DM Daniel
GM, 311 posts
Fri 22 Dec 2006
at 12:41
  • msg #172

Re: Things that go *bump*

Expect a temporary slowdown over Christmas.
Schnicklegulp Stoneswiper
player, 193 posts
AC n19 f15 t15 HP 22/22
F 3, R 7 W 0 In 3 P 9/13
Sun 24 Dec 2006
at 07:12
  • msg #173

Re: Things that go *bump*

The Temple will need to be in Group 5, else I can only post as my Rashemi barbarian.
Schnicklegulp Stoneswiper
player, 198 posts
AC n19 f15 t15 HP 22/22
F 3, R 7 W 0 In 3 P 6/13
Thu 28 Dec 2006
at 11:41
  • msg #174

Re: Things that go *bump*

Would it be possible for me to use a tanglefoot bag to gum up the hole to slow everyone else's fall?
DM Daniel
GM, 321 posts
Thu 28 Dec 2006
at 12:03
  • msg #175

Re: Things that go *bump*

Not in time (you would need a move action to draw it)
Schnicklegulp Stoneswiper
player, 199 posts
AC n19 f15 t15 HP 22/22
F 3, R 7 W 0 In 3 P 6/13
Thu 28 Dec 2006
at 12:43
  • msg #176

Re: Things that go *bump*

Gnomes bounce, right? :)
DM Daniel
GM, 322 posts
Fri 29 Dec 2006
at 00:12
  • msg #177

Re: Things that go *bump*

Oh yeah. I wouldn't worry too much about 4 damage to any of your comrades - they're all at least a little tough.
Illianka
player, 102 posts
PP17 Init+4, AC 17/15/12
HP 31/31 Svs +4/+6/+5
Fri 29 Dec 2006
at 01:04
  • msg #178

Re: Things that go *bump*

Hehe. Well, if I had Mass Levitate, I'd use it on them... but running on walls is just so much cooler ;)
Illianka
player, 104 posts
PP17 Init+4, AC 17/15/12
HP 31/31 Svs +4/+6/+5
Mon 1 Jan 2007
at 16:20
  • msg #179

Re: Things that go *bump*

Hmm. Think I could bring the ceiling down on them before they realise I'm doing it? Problem is, Energy Ray is noisy. ><
Schnicklegulp Stoneswiper
player, 204 posts
AC n19 f15 t15 HP 22/22
F 4 R 8 W 0 In 3 P 5/11
Tue 2 Jan 2007
at 00:47
  • msg #180

Re: Things that go *bump*

I was thinking of using the magic paint brush to make some holes. :D
DM Daniel
GM, 328 posts
Tue 2 Jan 2007
at 09:05
  • msg #181

Re: Things that go *bump*

Each of the PC's has something that can help in this situation.
The paintbrush is one of my favorite magical items, and is definitely useful.

Remember that while the mind flayers are unaware of you, you should still be quiet in there.
Illianka
player, 105 posts
PP17 Init+4, AC 17/15/12
HP 31/31 Svs +4/+6/+5
Tue 2 Jan 2007
at 13:09
  • msg #182

Re: Things that go *bump*

Lets see... I could boil the scrying pool, maybe, or cut a throat... but apart from that, I don't know... I could distract them with a weasel or something, but they're already distracted. The same goes for my Hand of the Mage and the sword is just useful as a weapon... In the same way, I could run around them in circles all day, but I don't know if I could hit them before they hit me, and I am kind of fragile.
DM Daniel
GM, 329 posts
Wed 3 Jan 2007
at 10:42
  • msg #183

Re: Things that go *bump*

When fighting mind flayers, your hit point total is far less important than your grapple check...
Illianka
player, 106 posts
PP17 Init+4, AC 17/15/12
HP 31/31 Svs +4/+6/+5
Wed 3 Jan 2007
at 23:44
  • msg #184

Re: Things that go *bump*

And your will save more so than that... though I have to admit, I'm used to the uber-melee mind flayers from Neverwinter Nights. I remember that time my undead ranger (it was on a PW) got chased around for hours by an Alhoon being smacked down, getting back up, smacked down, getting up... because the damn thing did 40-50 damage with a punch.
DM Daniel
GM, 330 posts
Thu 4 Jan 2007
at 01:28
  • msg #185

Re: Things that go *bump*

Ok. As a metagame suggestion, you can basically do anything without alerting the mind flayers as long as you pay the slightest bit of care to stealth. If you aren't sure about an idea that will be quiet, try it.
Remember that if a fight starts, the mind flayers will have to avoid stunning each other - you may find you have a chance to escape or fight back.
Alternatively, you could try to get any remaining minotaurs and Deepwalker to come down with you - his flail can almost kill an illithid in one hit, and he has cleave.
Schnicklegulp Stoneswiper
player, 209 posts
AC n19 f15 t15 HP 22/22
F 4 R 8 W 0 In 3 P 5/11
Sat 6 Jan 2007
at 05:25
  • msg #186

Re: Things that go *bump*

Do I think painting out the walls and caving the roof in is a good idea in these circumstances? :D
DM Daniel
GM, 336 posts
Sat 6 Jan 2007
at 08:08
  • msg #187

Re: Things that go *bump*

As a last resort. A cave-in has a moderate chance of killing everyone inside.
Schnicklegulp Stoneswiper
player, 210 posts
AC n19 f15 t15 HP 22/22
F 4 R 8 W 0 In 3 P 5/11
Sat 6 Jan 2007
at 08:15
  • msg #188

Re: Things that go *bump*

Well, obviously we'd all be standing outside when I do it, I hope.
DM Daniel
GM, 337 posts
Sat 6 Jan 2007
at 09:48
  • msg #189

Re: Things that go *bump*

Well, that would certaintly be very unpleasant - you arent sure whether such a thing would kill the flayers outright, but they would certaintly be injured badly by it. The walls are about a foot thick, and made of stone - certaintly enough to crush most men to a pulp.
DM Daniel
GM, 339 posts
Tue 9 Jan 2007
at 02:17
  • msg #190

Re: Things that go *bump*

Guys, it looks as though I will be leaving ROA after this adventure ends. I am in the process of searching for a new GM, and hopefully (s)he can bring in some new PC's to join you, but in the meantime I will be running the game as normal.

In case you were wondering why everything has slowed down, I'm hoping to have Deepwalker join you in the brain chamber for the next few scenes.
Illianka
player, 112 posts
PP17 Init+4, AC 17/15/12
HP 31/31 Svs +4/+6/+5
Fri 12 Jan 2007
at 11:25
  • msg #191

Re: Things that go *bump*

So much for subtltey... And it's not even like Deepwalker has to draw his weapon and attack in the first round of combat lest he drop to last place in Initiative.
This message was last edited by the player at 11:26, Fri 12 Jan 2007.
DM Daniel
GM, 343 posts
Fri 12 Jan 2007
at 23:39
  • msg #192

Re: Things that go *bump*

Well, there was about a 95% chance of a fight breaking out. At least this way you have Deepwalker on your side - say what you will, his melee abilities are pretty impressive.
Sign In