The Legend of the Silver Scale

Game Master GM Netherfire

MOP


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I'd put my vote toward in-character too, if we ever figure out where the other two team members went.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Just chillin' in the wings. :)


Male Human Fighter 3rd

Right.

OK, I'll try to post something after I get back from town.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

I would talk about the scrolls, but Gorim hasnt said what he found yet :)


Male Dwarf Cleric 2

I'll get right on that!

The Exchange

Male Half-Orc Fighter Level 2

Is it reasonable to assume we tied the other end of the rope to something... rope-able?


Dungeon Master

The walls of the bowl don't have anything to tie off to, and the ground is also fairly smooth. Unless you had something very heavy to pin down the rope or pitons to drive into the ground, the last one off might have to tie the rope to themselves and jump, and then climb up the rope to the ledge.

If you have a dagger and a bludgeoning instrument to use as a hammer, you could attempt a makeshift piton to secure the rope to. All I would require for that would be a Strength check to properly stake the dagger into the stone. Up to you.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Quick would be very cross if anyone marred the temple with pitons. The tie off and jump option is best, imo.

The Exchange

Male Half-Orc Fighter Level 2

Okay, will do. Glad I asked!


Dungeon Master

Quick also has the spell Mending. Just sayin.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Fixing something broken is one thing, but fixing something that ought never have been broken is another. :)


Male Dwarf Cleric 2

Well then... there goes Coppervein.


Dungeon Master

Not so fast there, butterfingers! With nothing to secure the rope to, I think the next step would be to tie the rope to oneself, jump, and climb up, as Gwath did. If that's ok with you, Gorim. In this case, Gorim merely fails to make any progress up the rope and is hanging 20ft below the ledge. Sound good?


Male Dwarf Cleric 2

Sounds good, I will do those climb checks now then. Thanks!

The Exchange

Male Half-Orc Fighter Level 2

I'm sorry, for some reason I thought you had already crossed Gorim. I retroactively *toss the rope back to you*.


Male Dwarf Cleric 2

Haha, it's okay. I should have made my crossing attempt at the same time as my Planes Knowledge check.

Now, about catching that rope:

Dexterity: 1d20 - 1 ⇒ (17) - 1 = 16

Oh! We did good! *catches rope*


Dungeon Master

Juggling work and a few other things, and this is the ball I dropped. Sorry about that, fellas. If I can't get a post here in the next few minutes I'll certainly post tonight.


Male Human Fighter 3rd

Understood and appreciated.


Dungeon Master

Bah, out of time. While you wait, please check DG. I've arranged the four of you as I would presume how you would enter a room (melee in front, ranged in back). Feel free to switch places with any of your companions, but I ask that you refrain from moving further into the room.


Male Dwarf Cleric 2

That move I was preparing for has decided to be happening a little sooner than anticipated (tomorrow evening) and I won't be able to post as much over the next week, if at all...

I hope to get back online quick, or to make sneaky posts here and there if possible, but I can't promise this.

SO you all have permission to NPC Gorim Coppervein. I don't want to hold you guys up, especially with this little metallic fellow demanding the attention of our weapons.

I should be able to post my next move or two (tomorrow morning GMT would be my last chance). When I'm officially gonna be offline I'll drop another message saying so!


Male Dwarf Cleric 2

Actually, I'll just try posting things from my phone for now. We'll see how that goes!

The Exchange

Male Half-Orc Fighter Level 2

I tried posting from my girlfriend's iPhone once and the autocorrect gave me that in-universe "e-mail" quote debacle from a few months ago, hah.


Male Human Fighter 3rd

Looking at Magic Weapon, it seems like it only affects melee weapons. "Greater Magic Weapon" has separate rules for up to 50 projectiles, while "Magic Weapon" does not.

Am I reading this right? Is the only way to get use out of Gorim's enchantment to walk up to the construct and crossbow-whip it over the head?


Is it still a ranged weapon if you press the tip of the bolt onto the enemy before firing?


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3
PRD wrote:
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls.

It is absolutely usable on your crossbow. The thing about ammunition applies because you can enchant projectiles separately from the weapon that fires them.


Whoa! A crit! Remember, Gwath, that if your attack roll is 18 - 20 before adding on the modifiers you get to roll another d20 to see if you get to do double damage. All the second attack roll needs to do is connect with the target (beat its normal AC). Also, when you get into a flanking position you get an additional +2 added on.


Dungeon Master

Raga has it right. Roll another attack to confirm that crit! Go ahead and roll damage again too just in case it confirms.

The Exchange

Male Half-Orc Fighter Level 2

Oops. I forgot many things!


Dungeon Master

If any of you are going to push the door open to the next room, go ahead and say so.


Dungeon Master

Gah, I forget these things. Thanks for the reminder Henry. If Quick scans the room with Detect Magic he will find the following:

Concentrating on the cold, blue light from left and right walls...

Kn: Arcana and Spellcraft DC 17:

The blue glowing coals in the braziers are under the effect of Continual Flame.

There is another faint aura that pulses throughout the entire room.

Kn: Arcana and Spellcraft DC 17:

The flagstone floor is enchanted to cast Make Whole once every ten minutes. This spell will eventually repair the defeated dragon construct.

And, if your Spellcraft roll meets or beats 20…
Moreover, magic is woven into the threshold of the unopened door -it looks as though whoever passes through it is attuned to the construct’s list of allies. Even if it will be rebuilt by the time the four leave the high sanctum, it will not attack them on the way out.

As for the potions, there is more than one way to identify their contents. Most leave it to their mages to cast Detect Magic, then roll Knowledge: Arcana and Spellcraft to identify. However, anyone can take the smallest sip or sniff of the concoctions and then roll a Perception or Craft Alchemy (whichever is higher) check to determine the effect of the contents. So here it goes:

Coffee brown potion:

Kn: Arcana + Spellcraft DC 16/ Perception DC 16:

This is a potion opens the ears and eyes to the imbiber, allowing them to comprehend languages otherwise unknown. However they are unable to speak or write in these newly understood tongues.

Bluish-purple potion:

Kn: Arcana + Spellcraft DC 16/ Perception DC 16:

This potion causes intense buzzing in the fingertips, and the sensation escalates to sparks and crackling between the drinkers digits. The charge in the hand of the imbiber would be quite the shocking grasp. The energy cannot be released through a wielded weapon -it must be the hand itself that transfers the energy.

Make these checks in Gameplay, please.


Dungeon Master

Fellas?

I know magical item identification can be a bit dull. Feel free the move the game along if you'd rather not bother with the unidentified items. Or maybe you have a question I completely missed?

Anyway, I'm not making any promises, but you should start thinking about what Level 2 is going to look like for your character. As of now you guys are still level 1 though.

The Exchange

Male Half-Orc Fighter Level 2

Has my Feat: Weapon Focus (falchion, +1 attack) been figured into my attack this whole, or I have completely overlooked it?


Gwath Gil wrote:
Has my Feat: Weapon Focus (falchion, +1 attack) been figured into my attack this whole, or I have completely overlooked it?

I believe it's in there. 18 strength gives you +4, then +1 Base Attack Bonus for being a level 1 Fighter, then +1 for the weapon focus.


Dungeon Master

*high-fives Raga* Yep!

In case you're wondering, Gwath, the main reason I chose the Combat Expertise feat for your character: Combat Expertise is a prerequisite feat for other feats that help you be better at other things with a weapon other than deal damage (when we talked during character creation, you mentioned wanting to be really good with one particular weapon). Those "other things" are called Combat Maneuvers, things like tripping, disarming, or feinting an opponent. Combat Maneuvers are often overlooked in many games, in lieu of dealing damage, but they broaden the tactical capability of a melee character.

But I digress. In short, I would recommend that Gwath looks at the feats Improved Disarm, Improved Feint, or Improved Trip in preparation for progressing to level 2. If you have any questions about ANYTHING, let me know and I'll do by best to answer.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Where do babies come from, Netherfire?


Dungeon Master

Quick: the Plane of Infamts.

Gorim, not sure if you know this, but a knowledge check does not cost an action, in case you want to do more.


Notes on Lucienian folklore to come after I get back from town and sleep. Until then... holy crap.


Dungeon Master

Bumpity bumpbump. Is Henry gonna fight this thing alone? (judging by his rolls, he just might)


Male Human Fighter 3rd

*Bursts out laughing*


Male Dwarf Cleric 2

I'm getting on this now! It's been a very busy couple of days.


Male Human Fighter 3rd

Um... Gwath? Quick?


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Can't currently. Will post ASAP.


Male Human Fighter 3rd

Very well.

*Not stalking this page. Really.*

The Exchange

Male Half-Orc Fighter Level 2

Sorry. busy weekend with little internet!


Dungeon Master

And now I'm the one who is missing! Sorry for the delay.

Anyway, on to business:

If any of you want me to level up your characters for you, I would be happy to (with your input, of course). Otherwise, you are free to do so yourselves. Either way, I will be reviewing them when we are finished to make sure everything is taken care of.

I'll answer any questions you might have about leveling up or related topics.


I was beginning to wonder. Yay for the update!

I've got two questions:
May I put skill ranks into Linguistics(Orcish) under the pretense that Henry has a firm grasp of the Orcish language, he just hasn't had a chance to use it since waking up in Port Elam?

For a reward for this quest, I was thinking about asking for "The technical documents needed to build the mechanical creature we fought outside that door." In asking this, Henry Southgard is assuming that
A: The blueprints will fetch high prices if he can find the right buyer.
B: The blueprints can be duplicated and sold to multiple parties.

Looking at the requirements for crafting constructs, it's likely that Henry will only understand the surface details of the process for levels to come.

So, would the above be kosher?


Dungeon Master

Hm. In general, I prefer there to be some roleplay leading up to taking a new language (such as Gorim's constant leafing through the Dwarven-Draconic dictionary). But given your reason, I suppose that would be ok. I know that fighters get the short end of the stick for skill points too. Go for it.

I reviewed the construct crafting rules, and the crafting rules in general, and found the costs of creating and animating the construct in question. The blueprints will have to count as part of the creation cost of the body, which must also budget for magically treated raw materials. Creating the body does not require any magical skill, but animating it will (but it doesn't sound like Henry wants to make his own construct, correct?). Henry will need to roll Appraise to determine how much he might be able to get for the blueprints.

Pass a Linguistics check DC 20, Henry could copy the complex documents of mechanical creature creation. If he is copying directly from an original, and not from memory, he gets a circumstantial bonus of +8 to the roll.

In truth, though, the most difficult part will be finding "the right buyer", much less multiple buyers.


Sorry I haven't replied yet, I'm working seven days a week now. >.>

I'll have a full response (And what I'm leveling up) tomorrow morning, promise.


Dungeon Master

Thanks for the update, Quirel. Ill check back tomorrow and answer any questions there might be.


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

HP 1d6 ⇒ 6

Hot Damn!

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