Darkest Corners volume 2

Game Master Harakani


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Female Halfling Bard(Archeologist) 6 | 35/45 HP | AC21 Touch=15 FF=17(Uncanny Dodge) | CMD 15 | Fort=6 Refl=11(Evasion) Will=6 | Initiave 5; Perception 16/18(Trap Spotter) |
Skills:
Knowledge (all)10/12 | 17 Stealth | 18 Disable Device | 9 Acrobatics | 8 Escape Artist/Sleight of Hand | 12/15 Diplomacy/Bluff | 7 Spellcraft/Linguistics | 12/27 Disguise

was worth a try ;)


It moved this from a constricting attack to a gentle restraint. That was probably worth it on its own.


Female I have nothing witty to write. :/ Half Elf The other half's AWESOME! Barbarian (Urban Barbarian) 2/Monk (Kata Master) 4
Status:
HP 34/45 | AC 14 | T 14 | F 13 | CMD 24 | F +9 | R +5 | W +7 | Init +0 | Per +13 | Panache 2/2 | Rage 3/7 | Ki 4/4

You have Ophelia and normal constructs bound by rules. We're all set up for I, Robot.


Heh... I hadn't thought of that.

@Isama: There's about 60kg of burning hardwood per manservant, and it is going to burn to ash in about 5 minutes. Think of each one as a man high high bonfire five feet wide. I'll give a bonus for Create Water, but it's going to take a lot of it to put them out.

@Diene: As you are wearing a ring, they choose not to take the AoO. Which is good, because they'd use a maneuver as well, and my mind blew.


Female I have nothing witty to write. :/ Half Elf The other half's AWESOME! Barbarian (Urban Barbarian) 2/Monk (Kata Master) 4
Status:
HP 34/45 | AC 14 | T 14 | F 13 | CMD 24 | F +9 | R +5 | W +7 | Init +0 | Per +13 | Panache 2/2 | Rage 3/7 | Ki 4/4

Yeah, I had the same thought process.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Hmm... I think Ophelia already broke rule 1 & 2 and been a bit reckless with 3 :P

Still, she hasn't screwed up rule 0 yet. That I know ...


Human Urban Druid/6 | HP 34/39 | AC 23 T 13 FF 21 | F 6 R 5 W 12 (14) | Per +12 (14) | Init +6 | Special: Owl's wisdom 2 minutes, Barkskin 60 minutes, Long Strider 60 minutes, Spider climb 15 minutes

So what do we do? Dodge them and let them burn?


Female Halfling Bard(Archeologist) 6 | 35/45 HP | AC21 Touch=15 FF=17(Uncanny Dodge) | CMD 15 | Fort=6 Refl=11(Evasion) Will=6 | Initiave 5; Perception 16/18(Trap Spotter) |
Skills:
Knowledge (all)10/12 | 17 Stealth | 18 Disable Device | 9 Acrobatics | 8 Escape Artist/Sleight of Hand | 12/15 Diplomacy/Bluff | 7 Spellcraft/Linguistics | 12/27 Disguise
Isama Zenj wrote:
So what do we do? Dodge them and let them burn?

personally, i'd try to disable them to shut them down. then we can quench them and not worry about them. Also provides bonus humanity points to ophelia, which could otherwise grow hateful against the other races treating constructs as highly expendable.

And IF we find the maintainance area and we manage to decipher the key, I could still try and "turn" them to actually helpful servants.

then again, my first approach did not work very well, after all, so I'm going with the majority on this.


Female I have nothing witty to write. :/ Half Elf The other half's AWESOME! Barbarian (Urban Barbarian) 2/Monk (Kata Master) 4
Status:
HP 34/45 | AC 14 | T 14 | F 13 | CMD 24 | F +9 | R +5 | W +7 | Init +0 | Per +13 | Panache 2/2 | Rage 3/7 | Ki 4/4

I get the feeling Ophelia is a little too practical and alien to act in such a predictable manner.


I think Quench lets you quench animate objects on fire in the area as well.
Physically disassembling them is costly (though you'd make the argument they were burning anyway, I assume).
Discussions with them is difficult while their voices are burned away.
Avoiding them is possible - though would probably require magic.
It might be possible to quench and restrain them - very difficult though. They're eerily strong.


Male Dwarf (saltbeard) Bloodrager

Can we just wait for the fire to destroy them?

Can I take my action to help Mia break the grapple of the fiery manservant? Not sure what to roll for that.


Yeah. Real actions are now up. Go in posting order. The Manservants are waiting but not flat footed. You aren't in the smoke yet, so you can still breathe normally.
Isama: you can keep or change your action as you wish.
Thirus: I believe that's technically Aid Another. Given the circumstances I think I'd be fine with you initiating your own grapple. If you succeed then you can take Mia's place.


Female Halfling Bard(Archeologist) 6 | 35/45 HP | AC21 Touch=15 FF=17(Uncanny Dodge) | CMD 15 | Fort=6 Refl=11(Evasion) Will=6 | Initiave 5; Perception 16/18(Trap Spotter) |
Skills:
Knowledge (all)10/12 | 17 Stealth | 18 Disable Device | 9 Acrobatics | 8 Escape Artist/Sleight of Hand | 12/15 Diplomacy/Bluff | 7 Spellcraft/Linguistics | 12/27 Disguise

disassemble?
I was more thinking along the lines of sabotaging them as clockwork devices via disable device(Complex clockworks listed as DC25 but those don't really "fight" back I think so I guess higher).
Unscrew their eyes to blind them-kind of stuff/make them shut down.
also, regarding communications with their burnt-out voices...I am capable of lip-reading!(Just kidding on that one, I doubt that would even work on an intact constructs except ophelia-quality ones)

quench should kill all the fire as long as the fire itself is not magical.
@thirus: as you yourself so aptly said, we don't really have the luxury of time, so I guess not...but thanks for trying to help me...considering strenght and size modifiers, I doubt I will break the grapple except by escape artist, and not sure if you want to help on that approach.


Thirus Undershale wrote:
Can we just wait for the fire to destroy them?

Once Mia's out of grapple, sure. It's going to take a fair while though.


Female Human | Gunslinger 5 | AC 23, T 16, FF 15 | hp 39/39 | Fort +5, Ref +10, Will +4 | Per +11 | Init +8 | Active:

I'm really sorry for disappearing for so long. I was sort of losing interest but I don't want to just vanish unexplained. I'm going to go through with this adventure, but I'll probably bow out after its over. I'm going to go read through everything I missed and start posting.
I've still got one final left, but after that posting speed should be pretty quick.


Just to clarify - in this circumstances the Manservants are going to go last, so init shouldn't matter.


Female Halfling Bard(Archeologist) 6 | 35/45 HP | AC21 Touch=15 FF=17(Uncanny Dodge) | CMD 15 | Fort=6 Refl=11(Evasion) Will=6 | Initiave 5; Perception 16/18(Trap Spotter) |
Skills:
Knowledge (all)10/12 | 17 Stealth | 18 Disable Device | 9 Acrobatics | 8 Escape Artist/Sleight of Hand | 12/15 Diplomacy/Bluff | 7 Spellcraft/Linguistics | 12/27 Disguise
Constance De Morgan wrote:
...I was sort of losing interest but I don't want to just vanish unexplained. I'm going to go through with this adventure, but I'll probably bow out after its over...

sorry to hear that, DeMorgan. Really like your Character Concept, would have been great if you were to stay.

Anything specific that caused it and could be fixable?


Human Urban Druid/6 | HP 34/39 | AC 23 T 13 FF 21 | F 6 R 5 W 12 (14) | Per +12 (14) | Init +6 | Special: Owl's wisdom 2 minutes, Barkskin 60 minutes, Long Strider 60 minutes, Spider climb 15 minutes

I'm kinda at a loss as to how to get past the constructs at the moment. There's only two of them and they're not hostile. Let's see how they react to Mia's Ghost sound I guess.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

@Humanity points - Hmm. Hmm ...

@Lip reading - I sorta bought [url=http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/m-p/mask-of-stony-demeanor] among the first things for Ophelia, so most of her facial expressions are actually at courtesy of her Ring of Prestidigitation : )

(On the other hand, things such as golems and their ilk usually have a wider range of motions they can do - so perhaps it would work)

@Morgan - Sorry to hear that. I'm also struggling with a set of exams at the moment, so I know how you feel on that point at least : )


Female Human | Gunslinger 5 | AC 23, T 16, FF 15 | hp 39/39 | Fort +5, Ref +10, Will +4 | Per +11 | Init +8 | Active:

@Bowing Out: I might decide not to leave later on, I just thought I should mention without lying to you guys the reasons why I was missing for a while.

For fixable things, I just feel like we're doing too much deliberation, and not enough action. Anyway, it just feels like a bit of a chore to figure out what to do next, rather than just role-playing it out. I don't think that's anyone in particular's fault, I just don't enjoy the style so much. However, as I said, I might change my mind about it, so don't worry too much, k? =)

EDIT: Also, I'm still a little confused. To clarify: Manservants are blocking the entrance to the tower/academie, right? So either destroy them, or get them to leave somehow is what I'm understanding.


Female Halfling Bard(Archeologist) 6 | 35/45 HP | AC21 Touch=15 FF=17(Uncanny Dodge) | CMD 15 | Fort=6 Refl=11(Evasion) Will=6 | Initiave 5; Perception 16/18(Trap Spotter) |
Skills:
Knowledge (all)10/12 | 17 Stealth | 18 Disable Device | 9 Acrobatics | 8 Escape Artist/Sleight of Hand | 12/15 Diplomacy/Bluff | 7 Spellcraft/Linguistics | 12/27 Disguise
Constance De Morgan wrote:

For fixable things, I just feel like Daria is causing doing too much deliberation, and not enough action. Anyway, it just feels like a bit of a chore to figure out what to do next, rather than just role-playing it out. I think that's Darias fault in particular, I don't enjoy the style so much.

However, as I said, I might change my mind about it, so don't worry too much, k? =)

EDIT: Also, I'm still a little confused. To clarify: Manservants are blocking the entrance to the tower/academie, right? So either destroy them, or get them to leave somehow is what I'm understanding.

Hehe, fixed that for you(from my perspective, mind you, not saying you are blaming me, but I blame myself). Either way, thanks for putting it politely, but I figured out I was causing most of that trouble...making it a great accomplishment to even GET there fast(by contesting movement modes, options to increase movement, etc...), and delaying our entry further(fetching rings and stuff).

Self-Evaluation already led me to that insight before you came back - thats the reason I asked you that loaded question about fixable things...
I had already decided to turn it down a bit, interrupt the flow less and just go along -
I hang around the paizo board most time of the day while working/playing/doing university chores/learning...which led to a very high posting rate and many...considerations that should just be handwaived in the interest of streamlining things. So I'll hope the time you spend here now will be more enjoyable. Not gonna worry about wether you change your mind or not, but I'll try hard to make sure it's not going to be my fault if you don't ^_^

@Manservants: The manservants try, per their rules, to remove us from the burning building, thus "block" our way in. The thing is, those cost 8k gold per piece, and property damage counts against us in the report. We could probably argue that they tried to prevent the guard from doing their job, but a peaceful solution would probably be preferable.

@Ophelia: That mask looks nice. Gonna need to steal that for another character of mine-...and @humanity points: I, for one, always supported our new clockwork overlords! Always remember that...just in case...


Human Urban Druid/6 | HP 34/39 | AC 23 T 13 FF 21 | F 6 R 5 W 12 (14) | Per +12 (14) | Init +6 | Special: Owl's wisdom 2 minutes, Barkskin 60 minutes, Long Strider 60 minutes, Spider climb 15 minutes

Well the constructs are no longer on fire so we've saved them. If there was some way to determine what the constructs orders actually are then we could figure out whether we could just skip past them and leave them guarding the door or stall them some other way while we head deeper into the building for now.

Plus Isama isn't much for rating so she's more than willing to Quench liberally :).


Female Halfling Bard(Archeologist) 6 | 35/45 HP | AC21 Touch=15 FF=17(Uncanny Dodge) | CMD 15 | Fort=6 Refl=11(Evasion) Will=6 | Initiave 5; Perception 16/18(Trap Spotter) |
Skills:
Knowledge (all)10/12 | 17 Stealth | 18 Disable Device | 9 Acrobatics | 8 Escape Artist/Sleight of Hand | 12/15 Diplomacy/Bluff | 7 Spellcraft/Linguistics | 12/27 Disguise

I agree with Quench liberally.

Considering Daria knows
"Each 1000gp of damage -1
Each charge of Wand of Quench used -1"
on our rating, she'll encourage you to to do so. Those 2 constructs alone are 16k, or with repair costs probably about 5-10 wand charges worth.

The constructs orders must be in the assembly hall/maintainance chamber. We know that much. I'd hope they leave for a few rounds towards upstairs while we can run downstairs and hopefully find out more.


Female I have nothing witty to write. :/ Half Elf The other half's AWESOME! Barbarian (Urban Barbarian) 2/Monk (Kata Master) 4
Status:
HP 34/45 | AC 14 | T 14 | F 13 | CMD 24 | F +9 | R +5 | W +7 | Init +0 | Per +13 | Panache 2/2 | Rage 3/7 | Ki 4/4

If we could use enough Quench to put the building off fire, that'd mean we saved the entire building, and the constructs help us.

Isn't saving the building, if it's possible, our primary possibility? No one will get hurt, and no property damage will be done, if the building is not on fire. Presuming it was an accident. (Ha).

And if the building is not on fire, whoever or whatever is responsible will probably be revealed.

So, if the scale of the building is not staggeringly large, why not just pop a couple or even all the charges off and save the building.

The worth of the building is WAY more than the wand, I doubt they'd hold it against us. Putting the building off fire now would probably save tens of thousands of gold worth of stuff, presuming the guards are not more valuable than the contents. :P


Human Urban Druid/6 | HP 34/39 | AC 23 T 13 FF 21 | F 6 R 5 W 12 (14) | Per +12 (14) | Init +6 | Special: Owl's wisdom 2 minutes, Barkskin 60 minutes, Long Strider 60 minutes, Spider climb 15 minutes

The Sergeant did nudge us with:

Quote:
"Right. We need to know who's still inside. We need to know if there's anything dangerous inside. We do need to know where the fire started, and if anyone saw what started it - but that can wait. If we need to go in, we need protection from the fire, but more importantly protection from the smoke. Any answers?"

And in terms of rating:

In terms of how well your team will be judged, the score will be calculated as...
Base=100
Each building evacuated -5
Each citizen dead -10
Each 1000gp of damage -1
Each charge of Wand of Quench used -1

Not Saving the Building costs 5 points, not saving people costs 10 points, not preventing damage costs 1 point per 1000 gp. Quenching at a cost of one point helps all of the other points. If we can find the source of the fire and get rid of it maybe we won't have to Quench as much.

We just have to get past the constructs and head to the basement as that's our best lead on the source. It makes sense to Quench at least once per room as we go.


Female Halfling Bard(Archeologist) 6 | 35/45 HP | AC21 Touch=15 FF=17(Uncanny Dodge) | CMD 15 | Fort=6 Refl=11(Evasion) Will=6 | Initiave 5; Perception 16/18(Trap Spotter) |
Skills:
Knowledge (all)10/12 | 17 Stealth | 18 Disable Device | 9 Acrobatics | 8 Escape Artist/Sleight of Hand | 12/15 Diplomacy/Bluff | 7 Spellcraft/Linguistics | 12/27 Disguise

Each building evacuated -5
=>
Not Saving the Building costs 5 points

Not to nitpick, but I think not saving the building is going to be more expensive...(and lethal if we are still inside), just if we had to evacuate neighbouring buildings it would be held against us as i understood.


Female I have nothing witty to write. :/ Half Elf The other half's AWESOME! Barbarian (Urban Barbarian) 2/Monk (Kata Master) 4
Status:
HP 34/45 | AC 14 | T 14 | F 13 | CMD 24 | F +9 | R +5 | W +7 | Init +0 | Per +13 | Panache 2/2 | Rage 3/7 | Ki 4/4

Once per room? You are severely underestimating its power. Each single charge is 5 20 foot cubes.

That's tall enough to hit two stories, and hits 400 square feet per story per cube.

400x2x5 = 4000 square feet of fire clearing per casting. That's slightly less than twice the average single family's home in a densely packed city. Even if these guys are riiiiiich, which they are, it's not gonna take many castings to clear the building of fire.


Human Urban Druid/6 | HP 34/39 | AC 23 T 13 FF 21 | F 6 R 5 W 12 (14) | Per +12 (14) | Init +6 | Special: Owl's wisdom 2 minutes, Barkskin 60 minutes, Long Strider 60 minutes, Spider climb 15 minutes

Well obviously not saving a building will cost multiple thousands of gps worth of damage as well :). Doesn't matter either way I think we are alright with Quenching liberally. Just have to get past the constructs. Maybe Ophelia and Diene's bluff is enough to get the constructs out of our way.


Given the size and shape of the building, and used carefully, you should be able to get away with two charges per floor providing
(A) you have Line of effect
(B) there are no extradimensional spaces.
(C) nothing causes an extinguished floor to reignite.


I've got a tendency to fall into the 'too much tabletalk' camp. I'm impressed you've has reasoned out the control rings though. That's deductive work I don't want to lose.

Thirus has some trouble at the moment - I'll have him and the sarge on hold, given the limited space at the door.
I may have been responding to off the cuff comments and slowing us down. Can people preface questions to me with @GM, and put them in the Discussion page. Let's try to keep Gameplay for Gameplay.


Male Dwarf (saltbeard) Bloodrager
Darkest Corners GM wrote:

I've got a tendency to fall into the 'too much tabletalk' camp. I'm impressed you've has reasoned out the control rings though. That's deductive work I don't want to lose.

Thirus has some trouble at the moment - I'll have him and the sarge on hold, given the limited space at the door.
I may have been responding to off the cuff comments and slowing us down. Can people preface questions to me with @GM, and put them in the Discussion page. Let's try to keep Gameplay for Gameplay.

Sorry about that. I will be right as rain, given a little time get my sheet back in order. The issue is I'm buying a house this week....

I'll be posting though, thanks for taking the pressure off!

I think this game is/will be fun!


Sorry Thirus. If you've got an easily retconnable action, happy to post it in. Otherwise, well, people seem reluctant to start a fight.


Human Urban Druid/6 | HP 34/39 | AC 23 T 13 FF 21 | F 6 R 5 W 12 (14) | Per +12 (14) | Init +6 | Special: Owl's wisdom 2 minutes, Barkskin 60 minutes, Long Strider 60 minutes, Spider climb 15 minutes

Yeah I think we really don't want to start beating up priceless constructs that aren't trying to hurt us is the issue.


Female Halfling Bard(Archeologist) 6 | 35/45 HP | AC21 Touch=15 FF=17(Uncanny Dodge) | CMD 15 | Fort=6 Refl=11(Evasion) Will=6 | Initiave 5; Perception 16/18(Trap Spotter) |
Skills:
Knowledge (all)10/12 | 17 Stealth | 18 Disable Device | 9 Acrobatics | 8 Escape Artist/Sleight of Hand | 12/15 Diplomacy/Bluff | 7 Spellcraft/Linguistics | 12/27 Disguise

But then, do we have to? Devils advocate: If they attempt to peacefully restrain and lead back to entrance, could we not just "occupy" them, e.g. by Mia purposefully getting "grabbed" by one, then trying to escape artist from it?
At the same time, you could quench the area and we could move through the building. If other opposition arises, hopefully they would try and defend us ring-carriers if they are backup-guards.

So we could all but ignore them and just try and move forward. If they "pile up" and we end up with 5 quenched constructs at the entrance trying to grab us as soon as we enter, we can still bypass them with Castors Spider Climb and just go to another level while they happily stand by in the lobby.

Then we counter-fine them for obstruction of guard work...the fine should just about cover the damage done to the garden during the communal weeding.


Human Urban Druid/6 | HP 34/39 | AC 23 T 13 FF 21 | F 6 R 5 W 12 (14) | Per +12 (14) | Init +6 | Special: Owl's wisdom 2 minutes, Barkskin 60 minutes, Long Strider 60 minutes, Spider climb 15 minutes

I'm fine with trying to avoid them. Everybody rush into the quenched building while Mia tries to escape the one that's grappled her?

Diene is good at tripping them. Do we have some sort of Web type spell on tap?


Female Halfling Bard(Archeologist) 6 | 35/45 HP | AC21 Touch=15 FF=17(Uncanny Dodge) | CMD 15 | Fort=6 Refl=11(Evasion) Will=6 | Initiave 5; Perception 16/18(Trap Spotter) |
Skills:
Knowledge (all)10/12 | 17 Stealth | 18 Disable Device | 9 Acrobatics | 8 Escape Artist/Sleight of Hand | 12/15 Diplomacy/Bluff | 7 Spellcraft/Linguistics | 12/27 Disguise

ah, it already let me go and is now after Diene. But I'm all up for distracting those constructs and playing non-lethal tag with them.

Mechanically, I don't have precise shot and a small crossbow. For a couple rounds a day I can use my luck to contribute a bit to combat, but in battle, Mia is only moderately effective.

In character, Mia also knows she's not the greatest combatant ever, so if she can contribute by having some constructs trying to carry her out of the building repeatedly, so be it...
I figure if we start using lethal force, they will defend themselves and force us to destroy them. I'd rather that happen against something that escaped from the Zoo, causing them to fight in our defense IF at all.
So yeah, Daria's fine playing with them while you guys do our job and we'll see how it works out... :)


Human Urban Druid/6 | HP 34/39 | AC 23 T 13 FF 21 | F 6 R 5 W 12 (14) | Per +12 (14) | Init +6 | Special: Owl's wisdom 2 minutes, Barkskin 60 minutes, Long Strider 60 minutes, Spider climb 15 minutes

Everybody good with just heading in and avoiding the constructs as necessary? Isama is on fire duty of course.


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

As long as it works or better option presents itself...


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)
Constance De Morgan wrote:

@Bowing Out: I might decide not to leave later on, I just thought I should mention without lying to you guys the reasons why I was missing for a while.

For fixable things, I just feel like we're doing too much deliberation, and not enough action. Anyway, it just feels like a bit of a chore to figure out what to do next, rather than just role-playing it out. I don't think that's anyone in particular's fault, I just don't enjoy the style so much. However, as I said, I might change my mind about it, so don't worry too much, k? =)

I do hope you reconsider.

I agree we should play more and metagame less.


Human Urban Druid/6 | HP 34/39 | AC 23 T 13 FF 21 | F 6 R 5 W 12 (14) | Per +12 (14) | Init +6 | Special: Owl's wisdom 2 minutes, Barkskin 60 minutes, Long Strider 60 minutes, Spider climb 15 minutes

We're in da building now I think!


Junior Guard Sorcerer / Male Human Diviner 5 HP:37/37 AC(total/touch/ff):12/12/10 Ref:+4 Fort:+4 Will:+6 Init:+8 Perc:+12 Guard Station
ongoing effects:
Current AC: 16/12/14 (mage armor)

Yup, we are in. Yippee-ki-yay ;-)


Female Halfling Bard(Archeologist) 6 | 35/45 HP | AC21 Touch=15 FF=17(Uncanny Dodge) | CMD 15 | Fort=6 Refl=11(Evasion) Will=6 | Initiave 5; Perception 16/18(Trap Spotter) |
Skills:
Knowledge (all)10/12 | 17 Stealth | 18 Disable Device | 9 Acrobatics | 8 Escape Artist/Sleight of Hand | 12/15 Diplomacy/Bluff | 7 Spellcraft/Linguistics | 12/27 Disguise

yay- wish I could understand what they are clicking on about.
I think I'll need a clockwork familiar at some time...


Okay. Brief pause in case anyone wants to argue with DIene (or go with her), then I'll start the downstairs scene.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Boing!

I have a really meaty exam on monday, so I might not be able to get an IC post up before then. Sorry!

For now, Ophelia will go with the group consensus quietly : )


Female Halfling Bard(Archeologist) 6 | 35/45 HP | AC21 Touch=15 FF=17(Uncanny Dodge) | CMD 15 | Fort=6 Refl=11(Evasion) Will=6 | Initiave 5; Perception 16/18(Trap Spotter) |
Skills:
Knowledge (all)10/12 | 17 Stealth | 18 Disable Device | 9 Acrobatics | 8 Escape Artist/Sleight of Hand | 12/15 Diplomacy/Bluff | 7 Spellcraft/Linguistics | 12/27 Disguise

I would love to tell Diene not to go alone(in this world, too much nasty stuff that can take you down if you are alone...plus likely that door up there is locked and sealed or entry prohibited for a reason while its active).
But I don't wanna be responsible for yet another "pause/holdup" so just telling her here in discussion, letting other people say it in-game.

Also, Diene, on the way to the top floor there will probably be more of these manservants. They'll be on fire. No matter if you punch them or break the grapple, they'll burn you, with no Isama around to Quench...


Human Urban Druid/6 | HP 34/39 | AC 23 T 13 FF 21 | F 6 R 5 W 12 (14) | Per +12 (14) | Init +6 | Special: Owl's wisdom 2 minutes, Barkskin 60 minutes, Long Strider 60 minutes, Spider climb 15 minutes

Never really seen party splits go well.


Female Construct (Clockwork) | Investigator 6 | Hp 26/33 | AC 18, Touch 13, FF 16 | CMD 20 | Fort +3, Ref +8, Will +6 | Per +15 | Init +6 | Active: See Invisible, Mutagen; 60m. Ablative Barrier 6h/30damage. Magic Circle against Evil 50min

Quick interjection: Ophelia can follow Diene, but a bit behind.

1) It gives me an IC reason to not be active for a little while, since Diene is alot stealthier (Ophelia will hang back a bit)

2) If something horrible happens that can't be handled by the two of them, Ophelia is easiest to fix should she perish (assuming none of the pieces go missing ...)


Female I have nothing witty to write. :/ Half Elf The other half's AWESOME! Barbarian (Urban Barbarian) 2/Monk (Kata Master) 4
Status:
HP 34/45 | AC 14 | T 14 | F 13 | CMD 24 | F +9 | R +5 | W +7 | Init +0 | Per +13 | Panache 2/2 | Rage 3/7 | Ki 4/4

Diene said she'd head back at the first sign of trouble, and that effectively means she'll be joining back up with you guys in like, 20 seconds, unless there's a 1 in 100 we've got a clear shot.


Female Halfling Bard(Archeologist) 6 | 35/45 HP | AC21 Touch=15 FF=17(Uncanny Dodge) | CMD 15 | Fort=6 Refl=11(Evasion) Will=6 | Initiave 5; Perception 16/18(Trap Spotter) |
Skills:
Knowledge (all)10/12 | 17 Stealth | 18 Disable Device | 9 Acrobatics | 8 Escape Artist/Sleight of Hand | 12/15 Diplomacy/Bluff | 7 Spellcraft/Linguistics | 12/27 Disguise
Diene wrote:
Diene said she'd head back at the first sign of trouble, and that effectively means she'll be joining back up with you guys in like, 20 seconds, unless there's a 1 in 100 we've got a clear shot.

Understandable, but I suppose with your flashy attitude, people were unsure were you'd draw the line between "fun" and "trouble" ;)

Could have been "trouble" only starts when you are close to unconscious, in a burning collapsing room, with 3 enemies grappling you.

Oh, an enemy that could try and stop me seemed more like the categorization of "fun" for Diene.

Glad to hear you are not suicidal ;)


Female I have nothing witty to write. :/ Half Elf The other half's AWESOME! Barbarian (Urban Barbarian) 2/Monk (Kata Master) 4
Status:
HP 34/45 | AC 14 | T 14 | F 13 | CMD 24 | F +9 | R +5 | W +7 | Init +0 | Per +13 | Panache 2/2 | Rage 3/7 | Ki 4/4

If Diene were a mythic gestalt for a solo campaign, she would totally be like that. But she is part of a party, so she is not strong enough. :P

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