Hey all, I'm going to be away at a conference from Tuesday until Sunday. I'm not sure how much internet access I'll have while I'm gone, so if things start to lag in my absence, please feel free to DMPC me.
I'll be around for most of the day tomorrow from the office, but after that I may be off the grid.
Aasimar issue that came up from checking the advanced race guide thread.
Apparently outsiders (tieflings and aasimars included) cannot be the subjects of Person spells (charm person, hold person, dominate person, and yes enlarge person)
This ruling is a mixed bag -- so I am just putting it out there. I have treated aasimars and tieflings as subject to person spells. The giant golden man may be on hold till we get an enlarge outsider spell.
Is the heavy/medium/light armor types? Because Valamont isn't proficient with ANY armors. Yet. His AC is 12 at present, though I can bump it to 16 for 1 fight a day right now w/ shield. (read as: Need wand of shield ASAP) =P
Treat him like a wizard who is proficient with a bastard sword for the time being. He'll get a little more martial as we progress in levels.
It was more general combination of offense and defense. I admit I was thinking of a magus as more a frontline combatant, without looking too closely at the statblocks. Yeah, with AC 12 move him to the "squishy" end of the list...
After realizing how TOUGH it will ever be to hit something with acid splash, I think next time I prep spells I'll swap it out for daze like you suggest, Diurn. Or perhaps flare. /shrug
And yeah, Darthal, as we progress in level, Valamont will grow more and more into a frontline kinda guy. He just comes from humble beginnings is all =P (but seriously, my first acquisition needs to be a wand of shield!)
"Good eye, Golden One. Let's see if my own dwarven pair has any luck." The dwarf then moves over to where Diurn is looking at the spot a mask might have been.
Perception 1d20 + 4 ⇒ (1) + 4 = 5 or 7 with stonecunning.
Dreygard stands with his fists on his hips and says with full dwarven stubborn confidence, "I can with all confidence give my word as a Splintershield that a secret door could not possibly be located here."
And then 5 seconds later....
"Well would you look at that. A magic passageway just appeared right where there were none before."
hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
GM alientude wrote:
** spoiler omitted **
Valamont relieves the corpses of their weapons, collecting two shortswords and 4 daggers. Each skulk also wore a small coin pouch on a cord around their necks. He finds a total of 5 suns, 4 moons, and 30 stars.
In general, we're waiting for the scout to find something interesting so we can react to it. Attempts to find other stuff or clues to speed up progress (e.g., scent trails) have not worked, so we're waiting for something to happen, but it all depends on the scout finding something, or something finding us.
We don't want to get scattered all over the place lest multiple ambushers jump out on single ones of us, so we're not going to go gallivanting around on our own. Which is tactically smart, but leads to periods of waiting.
In specific, I try and post at least once a day, but if there's no change in the situation there's not much for Darthal to say. (Some characters can talk a lot about everything. Him, not so much.)
In a tabletop game with a bunch of players, you can reveal/draw new sections of the map very fast because everyone is there listening and can react in seconds. Not so much in a play-by-post game like this. I would suggest toning down the step-by-stepness of it a bit, and since we have a party marching order and so forth, just have the GM move the situation forward until something happens. Play-by-post has a slightly different dynamic than tabletop; it's not an exact replica.
Like everyone else has said and from my experience as DM on these boards, a dungeon crawl in PbP is really slow and usually the rogues get all the action in non-combat rooms. In this particular case, though Luc has good Perception, he has no darkvision, so we have to rely on the dwarves doing all the leading, trap-checking and disabling, etc. while the rest follow along. I agree with Darthal that the GM should just move the party along and even make the perception checks for the player to speed things up.