Mended Wall's PBP for beginners (Inactive)

Game Master Hoary and Wizened

BATTLE GRID

Current Initative = Illiam, Kairon, Bombardier, Chillel, Dolok, Goruck, Merlokrep


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Taking this thing down with a minimum expenditure of resources calls for a "kiting" combat pattern with Chillel and Dolok hosing it at range. Kairon can contribute to that, somewhat, with the longspear, but would likely lose access to his primary (and masterwork!) weapon, acid being what it is . . . .

As for drawing it into the room east of the entryway, well, . . . . I hope we aren't banking on that occupant's mobility too much -- if it's limited to that room, we're all at increased risk against an as-yet-unidentified potential threat while we try to set up our bait and switch . . . .

That said, though, I am *all for* trying to execute that plan.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Not familiar with the term, but from context, I assume kiting means keeping it at a constant distance as it follows us while attacking it from outside its range. That should work, assuming we have enough runway before we hit an obstruction or another threat. We have a loop visible that looks like it would give us as much time as we need for such a tactic, but I count five other directions that another threat could come from, drawn by the sound of the fight, and mess up that plan.

Even so, that plan probably does have a better chance of getting all of us out unscathed, but if it does go pear-shaped, I think there's a better chance of some of us dying.

In the interest of my plan not resulting in some of us dying, I think the thing to do is have Goruck enter the east room first. Presumably, whatever's in there will attack, then we let Chillel try slumber first if it's an appropriate target. Otherwise, we try whatever combination of her spells and mine is most likely to let the rest of us pass safely, then Goruck and Kairon keep it back, with the help of spells from Illiam and Chillel if necessary, until the cube is upon it. To make that work, we want to let the cube get as close as we safely can before executing the plan.

Also, in case things don't go right, Illiam will have the bead of force in his hand, though getting the most out of it still relies on getting the two monsters close to one another. Illiam is also not above tripping Gurtlekrep and letting them snack on him while we escape, if it comes to that.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

That part about running through the door to the west, or that part about there possibly being another door out of the east room, is also assuming that we are able to get through said doors which we don't know if we can either.

Considering Gurtlekrep's seeming lack of concern over the "Slimy climbing snake monster" and the facts that we've heard/seen nothing from that direction, make me suspect that whatever it is, is confined to that room somehow or other.

I've never heard of this 'kiting' either though if Illiam's descriptive guess is correct, the name certainly sounds appropriate! If we are going to take this on now, I suggest that with a 'front-liner' acting as 'bait', we 'kite' it around what I have taken the liberty of labeling "Kite center" and have it follow the red dashes around as much as needed. While there is certainly the risk of running into something else and getting stuck & possibilities of death ... I suspect that armor and axe in there are certainly something our front-liners would like to have!

That being said there is also the issue of time, saving those kids before they get sacrificed or anything. Considering that, I actually suggest we try to avoid any encounters for the time being, and follow the yellow dash-dot line. That is the way that Gurtlekrep said they go to get through the 1st level. I had to search through 4 pages in game play to verify that!

In the mean-time Dolok does recast his Dancing Lights to the dimmer torch version and 'combines' them all into the same space (If Mended does agree to that occupying one space right?). Check out my new 'torch-light' version of dancing lights on the map! :)


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Also since I was combing through those game-play pages I made some notes. First I realized I had not updated the treassure chart. So that's been done.

Mended? I though you had posted a link to said treasure chart at the top of the page? Apparently I was incorrect. In case you want to here is the link:

https://docs.google.com/spreadsheets/d/1GTEao4VoZ22E3Luli6UhW81wVetMyRaQG5Z tA1j5AqU/edit?usp=sharing

*****************************************************

On a separate note I just wanted to post a refresher here on the info gained from Gurtlekrep.

First he has asked us to kill, the king, Merlokrep, "first of his name, all-mighty dragon king". Second in line would be his mate Vreggma, who, from what the group could gather actually wears "the crown" in their relationship. Third on the list of those who can cause imminent death is Jekkajak, the tribe's absent-minded shaman.

Whoa, whoa, whoa!!! I'm reviewing those notes, when reading "Jekkajak - the shaman - doesn't use too much fire magic, but he does have a shiny-good dagger that is covered in fire." then I go on to read, "Kerrdremak, he likes to use fire magic." Suddenly I find myself wondering, WHO IS KERRDREMAK?!?!?! How did we let this slip by us people? Kerrdremak is NOT any of those 3 leaders he wants us to kill! When I read it originally I didn't really pay much attention to the name, but now that I have noticed this, I wanna know! Mended? I don't know, especially since we are in intitative technically, would you allow for any kind of either a retcon of that conversation, or Dolok suddenly realizing this during the planning stages of this possible encounter, or what? Should we wait about asking Gurtle* until after we get out of initiative? ... or maybe we are about to find out the name of what the kobolds call the creature in the east room? (Considering the red 'glow' that seems to be coming from there.) So, WHO IS KERRDREMAK?!?!?!

Level layout info:

Mended/Gurtlekrep wrote:

There are two levels below. The first level, closest to the surface, is the basement of the monastery, and still holds some of the dwarven secrets. The kobolds, generally, avoid this level unless sent there on some specific task, which does happen at Vreggma’s request, on occasion. The reason this level is avoided is that it is inhabited by various monsters that the kobold’s know better than to fight, a grick, some giant lizards, "flappy-winged devils," but the most feared of all is Glintaxe’ ghost. A fearsome spectral dwarf who floats through the hallways melting anything and everything that dares to get close to him. He’s recognizable immediately because of the sound of sizzling stone that surrounds him, and the glow of his magic axe which precedes him.

The kobolds have figured out the safest way to get to the lower levels is to take the western hallway, that is immediately adjoined to the obelisk chamber at the base of the stairs. The hallway runs north and south almost the entire length of the cellar, running right through the dwarves’ old dining hall, and then turning back east just before the entrance to the dwarves’ ancient tomb. They then follow the hall all the way to its conclusion at the double-door entrance to the “prayer-place.” Going from there north leads right to an old elevator shaft and the caves to the lower levels.

The caves and caverns of the lower level are dominated by the Truescale kobolds. Housing their hatchery, the kennel for their Slurk mounts, living quarters, training quarters, and the king’s throne room. Though, Gurtlekrep warns, there have also been occasional monsters showing up in their dominion, apparently having wandered up from secret entrances that lead deep within the mountain...

While we're on it, what are Slurk mounts?


'Kiting' is a term used, especially in MMORPGs, to refer to using a ranged attack (or series thereof) to engage an enemy (and "pull aggro") while taking advantage of speed/maneuverability to avoid that enemy's melee attacks. So you fellas figured it exactly right. It's just an attrition technique, really. Shoot a dude, backpedal, repeat till victorious.

Mixing it up CQB with this thing, on the other hand, is very likely fatal, as Illiam has said.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

If you guys think going into the east room is too dangerous, I could also try using an illusion to draw the creature out to where the cube would go after it, but I'm less sure that that plan would work.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet
Syrus Terrigan wrote:

'Kiting' is a term used, especially in MMORPGs, to refer to using a ranged attack (or series thereof) to engage an enemy (and "pull aggro") while taking advantage of speed/maneuverability to avoid that enemy's melee attacks. So you fellas figured it exactly right. It's just an attrition technique, really. Shoot a dude, backpedal, repeat till victorious.

Mixing it up CQB with this thing, on the other hand, is very likely fatal, as Illiam has said.

Ok, so it is EXACTLY what I do with my sorcerer on Elder Scrolls playing solo, fire my spells from max range and run around in circles firin' them til it/they drops, keepin' my distance. Yep.

Now, I'll show my ignorance again: CQB? I'm guessing Close Quarters Battle? I've always heard that one as CQC with the last being Combat.

Speakin' of my Elder Scrolls sorcerer ... time to go play him! :D


Dolok, on the recast of Dancing Lights, and the new icon. Looks good. :) On the retcon. That's a big "nope." We're too far into this thing to go back and rewrite story about Q&A that should have happened the night before. Obviously, though, G-krep is still alive, and still very much able to speak. So asking about the other kobold caster is still a very viable discussion, though, probably want to wait until current situations are resolved.

I'm going to wait for an in game post from both Chillel and Goruck before illuminating what Illiam spies as he looks in to the teensy bit of the east room he can see. Speaking of which, I probably should have been more clear about this, but if you take a look at the map you'll notice both the east room and the west corridor have little "lips," for lack of a better word, where the doors used to be. Those are in fact remnants of stone doorways, that do block vision and line of effect. Currently, Illiam, you can draw a line from one corner of your square into the room, but it is stopped by the opposing wall of the entryway. If you want to see better what's in the room, someone is going to need to get a bit closer. :)

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
MendedWall12 wrote:
Currently, Illiam, you can draw a line from one corner of your square into the room, but it is stopped by the opposing wall of the entryway. If you want to see better what's in the room, someone is going to need to get a bit closer. :)

Updated my action and location, given this new information.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Dolok Pickering wrote:

That being said there is also the issue of time, saving those kids before they get sacrificed or anything. Considering that, I actually suggest we try to avoid any encounters for the time being, and follow the yellow dash-dot line. That is the way that Gurtlekrep said they go to get through the 1st level. I had to search through 4 pages in game play to verify that!

I'm pretty sure the route he gave was west, then north. The path Illiam was scouting. Those two paths meet essentially where Illiam first spotted the cube (where your red and yellow paths diverge).

Though it was Illiam's initial suggestion, I am now strongly against following the yellow path without first doing something to hinder the movement of the cube, because I don't want to proceed along the path to the next group of baddies with that thing at our backs. In the west room, we have a pretty good idea that something is there and that there's room to get past it. If we encounter another large creature blocking the 10ft-wide hallway with that and the gelatinous cube closing in on us from opposite sides, that's a likely TPK.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Another strategy we haven't discussed is to just backtrack out of the underground level. Would it follow us? Can it? If it doesn't, kiting becomes very easy, as we just have to stand in the doorway. Even if it does follow, we would have plenty of room for kiting outdoors, with very little chance of running into other monsters unexpectedly. Maybe we could even arrange a playdate between the gelatinous cube and the spider(s) that are still in the tower? We could also force it into a 5ft-wide hallway that would slow it down even more.

I would say this is a safer strategy than any other that has been mentioned, and it has the added advantage of not requiring any first-level spells or other limited resources, since Dolok and Chillel can just blast with their own versions of ray of frost until it's dead. Forcing a fight with another monster would likely require Illiam and/or Chillel to use one if her slumber doesn't work.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Sorry about the lack of posting. I have had my internet connection down for about a week. It is currently back on and off. Can't catch up on stuff just now, will do soon. Server permitting. :(


1) Additional reminder: make sure your HP and daily abilities are recorded properly in your taglines! I think yours are still out-of-date, Goruck.

2) I *thought* I had something else to add . . . . Can't recall what it was, though . . . . Hmmmm.


I just realized something, as I've been thinking about possible outcomes here. If I'm not mistaken, there is nothing that prevents a Gelatinous Cube from using the full-round Charge action, correct? Which means, once the cube has sighted an opponent, if they are within 30' in a direct line, it could, conceivably, charge them and make a slam attack... Hmmmmmm, interesting. Not that I think anyone is dumb enough to hang around within 30' when a gelatinous cube comes stalking around a corner, but still, interesting thought.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

I knew something had to 'be-up' with Chillel not posting. Hope you can get that fixed soon! I know that's gotta suck!

Um, I don't think it was ever officially decided and with Chillel being 'out of commission' it's harder, but two party members did vote for Chillel to watch over Gurtlekrep, so I took the liberty of moving him over next to Chillel on the map.

The party does seem rather spread out right now. And I'm guessing we know why the chimney/vents in the east room aren't working - clogged up by something maybe? ;)


I think the double-move/charge option for the cube might have been that second item I forgot . . . . .


Syrus Terrigan wrote:
I think the double-move/charge option for the cube might have been that second item I forgot . . . . .

Yeah, after I posted what I did above, I also made the realization that I could have really been "putting the heat on" a lot quicker by double moving the cube every turn. Oh well, laid is plaid.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

I was hoping you had some reason for not using double moves. If the cube is making double moves, Illiam and anyone in armor will have to do the same to stay ahead of it, and the others will have to move their full speed after attacking. I think we should definitely head outside.

At least it can't take a double move and then engulf. That would make it a lot more deadly.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

I'm all for fighting it outside, but I have to wonder if it's going to bother coming out or not?

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

If it doesn't, that's even better. We don't have to worry about it chasing us.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet
Illiam Taal wrote:
If it doesn't, that's even better. We don't have to worry about it chasing us.

Yeah, but we still gotta get in there to rescue them kids somehow, not to mention I want our party to have that armor and axe! :D

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

You misunderstand. If it won't/can't go outside, we can just stand outside its range while you and Chillel blast it with cantrips until it's dead. It's the same plan as if it does follow us, minus the moving to stay out of its range.

Once it's dead, we get its loot and continue to look for the kids.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Yes, but I also doubt it's just gonna sit there and let us 'plink' it to death. Why when it can just retreat back into the tunnels?

Sorry, I don't mean to be arguing with you Illiam, this is simply my logic talking, trying to figure things out.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

If it runs away from us, we follow it until:

A: it's dead.
B: it goes somewhere we can trap it.
C: it turns back toward us, in which case we resume the kiting tactic.
D: we run into other creatures, in which case the cube is the one caught in the middle instead of us.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

I'd actually say that it we CAN get it to run away from us, and steer it so that it goes ahead of us in the direction we want to go, that's the ideal scenario, and it would probably do most of the work for us on this level. I also think it's highly unlikely that it will react that way. Unfortunately, while acid is an "element" in the game, base isn't. If it was, a gelatinous cube would have a vulnerability to it, and we might be able to use that to control it. If someone was carrying a big bag of lye, or nushadir, I imagine that would work too, but Illiam didn't think THAT far ahead.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Now there ya go trying to bring realism and science into the game!!! :P It's called Fantasy for a reason my friend! :P

Sorry, I just don't like it when people try to get too realistic or start applying physics and stuff like that to the game. It is supposed to be a 'fantasy' game and when you start doing stuff like that it just ruins the fun for me.


Yeah! Stop trying to bring realistic chemistry and physics into my game where a guy can shape light into a humanoid shape and make it shed light like a torch or a lantern at his whim!!!

On a more gamist note... A gel cube doesn't have an intelligence score, and has a WIS and CHA of 1!!! Does it even have the instinct to self preserve? I mean, feeding is instinctual, but is it "smart" enough to run away if it is getting plinked to death, once it's seen a potential meal? Discuss...


I can honestly say I would expect gellycubes to be the most suicidal of opponents, and the easiest to outmaneuver (granted, a network of hallways does much to impair useful maneuverability -- I'm referring to theory rather than the practicalities of our "now").

Wis 1 = Food/Not Food
Cha 1 = I live to eat. > I eat. > EAT. > Nom/Not Nom. (see above)
Int _ = There is no problem-solving capacity here. There's not enough processor speed to claim it could ever "clever its way out" of anything.

Summary: The gelatinous cube is, in its base form, monolithic gluttony. If you can even ascribe any degree of moral agency to such a creature. Perhaps "monolithic devouring" is better.

But -- give one some mental stats, and one shudders at the possibilities.


Syrus Terrigan wrote:


But -- give one some mental stats, and one shudders at the possibilities.

And a climb speed...


Naturally.

Or just enough HD and Int for Still spells . . . .


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet
Syrus Terrigan wrote:
... Nom/Not Nom. ...

Literal LOL!!! Loved it! Hahahaha! :D

I liked the entire post, but those 3 'words'. Hahahahaha!


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

But seriously enough blah, blah, blah, already!!! Let's get some action going here!

Syrus, you posted in discussion, but where's your game-play? I realize though, we are kind of waiting on both Goruck and Chillel.


Good tea has to brew and steep a bit, Dolok.

And to snark here, rather than in that forthcoming gameplay post:

Maybe the "protected" need to stay close to the protectors -- tough enough to go where ya like, yer tough enough to die there, too.

lol :D


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Sorry, just got my internet access back properly today. And there are zillions of posts to read. I have posted in game now.

Another monster that is immune to sleep? Grrr.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Once everybody's up, and the cube is close enough that we can be sure it won't lose track of us (in which case we'd have to start over), the hallway is the best place for us to go. We'll want to coordinate our movements so that the cube is forced to spend as much time squeezing as possible, and so that when it's not, it doesn't have a straight line for a charge.

I drew a path (in green) that we might want to follow. We'll want to keep extra distance during the part that's not enclosed, maybe skipping some attacks to make sure we stay well ahead of it, and concentrating firepower while it's enclosed.

Note, reading the description again, the cube actually may be able to engulf on a charge, due to its paralysis ability. Our characters wouldn't know about all that, but I think they would know to keep their distance all the same.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

I also just realized that some of those doors are 5ft wide and swing out into a 5ft wide hallway, so there might be something we can do to trap it in the hallway.

Or we could lure it into the sanctuary and alternately open a door, fire at it, and close the door. If it moves to that door, Goruck/Kairon hold it shut and we can shoot from the other door. It would also be useful to know where the windows are. Maybe we could just hold both doors shut and fire through the windows. Also, none of those doors WERE locked, but do they have locks? If so, Illiam could try his skeleton key/thieves tools. Mended?

Edit: also, if the windows are big enough for us to climb through, or if we can get it to chase just Illiam (who can shift into a space 5ft away that he can see), we could trap it in one of the smaller rooms. The room where we slept apparently has a small hole in the wall that Illiam should be able to use to shift out, and Dolok and Chillel to fire in. In that room, it would be constantly squeezing, so it would be even easier to hit (unless it finds a place to hide, which depends on where the cracks are).


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

This story came up on another thread about our tabletop Jade Regent Campaign. Thought I would share it here.

We are level 10, with 2 players and a 3rd that started as a PC but is now an NPC. These are Susano-O, my character a half elven master summoner, Hikari a level 10 human magus and the now NPC Erica a level 10 human wizard.

The NPCs were Amieko, the bard, from the path, a Barabarian Kelda and a tiny cleric Spivee, I don't have the details of the race.

We were attacked in the street during a fireworks display by six ninja/ assasins and an orc boss ninja assasin. We had fought the boss before and he brought magic appropriate for us. All of them had displacement cast on them with a 50% miss chance but our GM rolled successes about 80 % of the time.

Erica was grappled from surprise and stayed that way until unconscious. Kelda and Susano-O kept trying to get her out. I finally had a flying lion take her unconscious self out of danger, when she was hit and killed by shiruken.

Hikari did lots and lots of damage to the boss, including a critical. Sadly the reverse was true and Hikari would have died when he was finished off on the ground, but he had a 20% miss chance from a spell and it missed.

The barbarian Kelda then put the boss down and was in turn put down by other ninjas. Amieko had taken enough damage to go invisible and use bard abilities and spells to buff others, and the master summoner had also taken a ton of damage and was flying above the combat, invisible and summoning like there was no tomorrow.

Finally, the weight of summoned creatures started to take effect. Most were lions with the aerial template, that fly, and then aurochs, which trampled and got around the miss chance.

A lion ripped the boss's head off and a stampeded brought down most of the ninjas leaving us able to easily mop up.

End result- Erica dead, one PC unconscious, the NPC Kelda unconscious, having been 1HP from dying, Susano -O, the PC and Amieko, the NPC, both up, largely due to invisibility and both badly hurt and tiny Spivee who was fine. Very tough combat indeed.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Illiam Taal wrote:
Edit: also, if the windows are big enough for us to climb through, or if we can get it to chase just Illiam (who can shift into a space 5ft away that he can see), we could trap it in one of the smaller rooms. The room where we slept apparently has a small hole in the wall that Illiam should be able to use to shift out, and Dolok and Chillel to fire in. In that room, it would be constantly squeezing, so it would be even easier to hit (unless it finds a place to hide, which depends on where the cracks are).

In the image Mended posted, it looks like there are basically windows every 5ft (or maybe 10ft, the map and drawing don't really line up, and the main part of the building is much bigger on the map than in the drawing), and they look like basically arrow slits, so we would need Illiam to lure it, but that means there's no chance the cube could squeeze through, even if it is an ooze (it does NOT have the compression special ability, and is described as having a wall that can rupture if it deviates too much from its normal size/shape).

It also might have helped us earlier if we had realized there were windows...

If we are going to trap it and shoot through windows, I think the worg's room makes the best shooting gallery. Goruck and Kairon could hide around the corner (or even behind the door to that room, if it swings outward and is hinged on the west side of the doorway) while Illiam lures, then both hold the door closed once it's inside. Dolok and Chillel would then go around the back and blast through the windows, assuming there are some there (which we would already know, since we've been in there).

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Oh, remember to scale your icons when you switch maps, because the grids are different sizes. Illiam and Chillel were actually in the same square, so I fixed that.


Looks like the only thing I even needed to comment on was the question about locking a door with a skeleton key or thieve's tools...? Yes, of course you can lock something. If you can unlock something, you can certainly lock it also. :)

I won't get to an in-game post until much later this morning, or early this afternoon. Busy morning at work today.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

I take it then that all of the doors have locks? That's what I was trying to ask. I would also like verification that there are, in fact, windows (in the worg's room in particular), and how frequently they occur along the walls, because my plan kinda depends on them. Do they have glass, or are they more like arrow slits?

Oh, and which way does the door to that room swing?


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

And Mended? I have a favor to ask. I don't know if it's just that I'm older than everybody? Or my memory just doesn't work as well? But if you could please repeat the initiative order a little more frequently please? I just don't remember it and sometimes it is a bit of a pain to find it so I can check it. I know we decided to play in 'block' initiatives and since we all go before the cube it doesn't really matter that much for THIS encounter, but it can for other encounters, so I think it would just be a good habit if you could. Or if you want I can just repeat it in OOC for everybody every round so as to not be a burden to you.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

Combat tends to last long enough in real-world time that it might be worth temporarily adding the initiative order to the campaign info at the top of the page.

This combat is shaping up to take an extra long time in-game (compared to others, which usually aren't more than 2-3 rounds), but if the plan works, it should be pretty easy, and if we succeed in removing all of the cube's options, Mended may just decide to say "and you repeat that until it's dead." Let's just try not to burn any spell slots or other resources we don't have to along the way.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Illiam Taal wrote:
Note, reading the description again, the cube actually may be able to engulf on a charge, due to its paralysis ability. Our characters wouldn't know about all that, but I think they would know to keep their distance all the same.

Rereading this for a third time, I think what it means is that a paralyzed creature does not get a saving throw against engulf, but engulf still requires a standard action on the gellycube's part (which would mean waiting until the next turn if the cube just charged) to do so. Here's the relevant text:

Quote:
A gelatinous cube secretes an anesthetizing slime. A target hit by a cube's melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent.

Note that this does not say anything like "as a free action". Compare the wording of the grab special ability:

Quote:
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

So I think the intent is just that a paralyzed creature can't resist being engulfed, but it doesn't give the gellycube a free action to do so, which makes a lot more sense to me. Hopefully this won't actually come up, but even if it doesn't, I would be interested to know Mended's ruling on the subject.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Dolok Pickering wrote:

Now there ya go trying to bring realism and science into the game!!! :P It's called Fantasy for a reason my friend! :P

Sorry, I just don't like it when people try to get too realistic or start applying physics and stuff like that to the game. It is supposed to be a 'fantasy' game and when you start doing stuff like that it just ruins the fun for me.

Turns out, there actually are rules for this. I was just looking at the wrong item. I should have said Alkali Flask


Illiam Taal wrote:
Dolok Pickering wrote:

Now there ya go trying to bring realism and science into the game!!! :P It's called Fantasy for a reason my friend! :P

Sorry, I just don't like it when people try to get too realistic or start applying physics and stuff like that to the game. It is supposed to be a 'fantasy' game and when you start doing stuff like that it just ruins the fun for me.

Turns out, there actually are rules for this. I was just looking at the wrong item. I should have said Alkali Flask

15gp, 1 lb... If you had a high strength character just carrying around a couple bandoliers full of these you'd have a pretty nice ooze defense, because the best defense is a good offense. :D

Dolok Of course I can post the initiative more often in the gameplay thread. Or as Illiam suggested, I might just start putting it right at the top of the board in with the links. You are right that for this particular combat I wasn't all that terribly worried about it, because every PC goes before the bad guy, and with our consensus to do block initiative, it didn't seem worth worrying about. I also agree with Illiam, that if after a few rounds it's clear that you guys have got the cube in a "lather rinse repeat" kind of situation, I'll probably just say, "and we're done..."


Quick question, Mended:

How much cover would the cube have from Kairon's fire bolt ability, map conditions as they are? I was thinking that getting in one good shot could be worth it, even if it only leaves 4 more for him to use today . . . .


I'd say partial cover (+2 AC, +1 Reflex Saves). Looks to me like more than half of it is exposed, even if the "drawing lines from corner to corner" doesn't back that up.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet
MendedWall12 wrote:
...Dolok Of course I can post the initiative more often in the gameplay thread. Or as Illiam suggested, I might just start putting it right at the top of the board in with the links. ...

WOW!!! Talk about 'ask and ye shall receive'!!! Thanks!

That might be a good idea to incorporate into my game as well ... hmmm.


Was contemplating the intricacies of that earlier tactical question and happened upon a bit of "inspiration": the Sarenite Holy Hand Grenade!! Convert it to a ranged splash/AoE attack from the ranged energy missile/ray . . . . Would be kinda cool.

Anyhow, I should have a gameplay post up in about 5 or six hours.

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