Darkest Corners volume 2

Game Master Harakani


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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

@Diene burning - Yeah, that is a positive side-effect : )

And depending on how many times the ooze has been split (at least once it sounds like) then quench could actually kill them off somewhat swiftly. We could even speed up the process by splitting them even more ...

(Each split creates two creatures with half the original hp each, effectively doubling the quench damage!)


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

It's 3, so one split another time. Also Thirus hit one and I damaged one with a Spell before.

I think it's pretty certain we can get rid of 2 out of 3 with 1 or 2 castings depending on how Isama rolls.


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 Quench on Diene or on a fire ooze first round? The hounds haven't been released yet but they're very close to being so from what I can tell.


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

Quench is AoE. Incredibly so.


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

As Diene said, the spell covers quite a bit of area.

1 20' cube per caster level, or five 20' cubes (unless the wand is at a higher then standard CL. Can't recall).

Linky! if you want to take a look at the spell yourself : )


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)

Sorry for my absence, I had my molar removed last week and it takes quite a long time to heal... (but I do continue to read follow the forum, it is just difficult for me to think and write something meningful)

As for the Quench - it will "only" deal 5d6 damage, it is not real water...


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
Castor Drey wrote:

Sorry for my absence, I had my molar removed last week and it takes quite a long time to heal...

As for the Quench - it will "only" deal 5d6 damage, it is not real water...

@Molar - I first thought of the scientific measuring unit, and I wonder what the heck was going on. Then I googled it and saw pictures of a tooth...

So!

'Owwww' and I hope you are feeling better. :)

@Quench - Yeah, pretty much what I feared.

But!

It will still be rather useful, since it has a large AoE. And if we manage to split the oozes without getting hurt, it can still clean them up real quick!

(Even if we don't split them it should kill off at least the 'smaller' two, assuming there was only one to start with, quite fast)


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

@non-lethal damage - And, with a bit of luck, this place might get to keep at least one pet :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

5d6 might be enough to take out all the oozes though. I think they're really low on HP. That's what I'm doing.


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
Castor Drey wrote:


As for the Quench - it will "only" deal 5d6 damage, it is not real water...

I think I prefer 5d6 damage, or, looking at total hp, 15d6 damage, over using "real" water and only staggering them into partial charges... :D

Snowballing to split further and brutally eradicating them by quench is even better, though.


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)

I do agree with the use of quench. I just wanted to give you my opinion about it's effect. Castor would approve knowing it does "only" damage. He "ordered" Isama to use it after all.


So, so dead. Using snowballs to trigger split first... very nasty.

I guess mechanically Quench might not count for the vulnerability, but common sense points out they're vulnerable to things that put out their fire, which is EXACTLY what Quench does.

I'm doing the Simon R Green convention of everyone talking a LOT during combat, apparently. Still, given that's the case someone might wan to mention some clues about the Mouther engulfing Constance.

Edit: for the record, two are merely unconscious and dying. You should be able to get away without being charged for destruction of an expensive pet.


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

"You should be able to get away without being charged for destruction of an expensive pet."

When we came here, it was not properly locked up and attacked a guard. We had to act in self-defense under time pressure. If the Robotic Servants had actually assisted us rather than hindering our progress, this may have been avoided.
(I mean it's fine we can save them, but I think Ophelia could really destroy their hopes of recompensation in court if we end up with a dead gibbering mouther)


Sorry, quick clarification. Charged was probably the wrong word to use

long clarification:

Neither you guys or the department are going to end up paying anything. POSSIBLY there may be a case to the city council, but 'exigencies of combat' are likely to be declared.
What there is is political repercussions.
If Spooky's special squad gets a rep as "maybe you just want to let the building burn" then that's bad for him, and harder for him to get better equipment. If the rep is "smooth, polite, and ultra-competent" he'll get the resources to run a second squad.
Technically you go up on criminal charges if you outright murder someone, but the Guards are corrupt enough they'd likely cover it up. You would be in the doghouse for a long time, though. Again - political repercussions.
If you'd destroyed the ooze, then some people who care about it would be tut-tutting the department. As it is they won't really complain to the department, and those who do are likely to look like kooks, which means Spooky won't have to yell at you over it.


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

Well, the people should be thankful to us, they now have TWO pets where before it was one. Twice the troublesome zoo inhabitants ;)

But thanks a lot for the clarification!


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

Yeah. In fact, they should pay us for acquiring a whole new exotic pet :P

(I'll update IC soon-ish)


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

Hey, I did not mention it here yet: I will be with my family from tomorrow until tuesday...and then with wife's family from one week later for a couple days again.
In both cases I will have no or very limited internet access, and little to no time to make posts.(or even no access at all)

So I'll be gone now, and then again next week for a couple days each.
I was stupid and did not track my Level 2's properly, that one against the mouther was my last.
Still got 3 ear-piercing screams or timely inspirations left. Feel free to bot me. I originally wanted to make sure Diene stays alive, but ultimately, I don't want the Hounds to join battle. I rolled well enough to know we are all dead if that happens. If necessary, I'll take Diene's place and Full-Defense while keeping Gardener from the door, waiting for reinforcements.

If I heard Castor, I could also Mage-Hand the Lock to it's position before moving to the Door.

Otherwise, your pick if I shoot at Gardener from where I am or try to Scream at the Mouther.


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

Thanks again for the heal! :P

It was EXACTLY enough.


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

you are welcome, Diene :)

I sure hope Castor's plan to fix the lock did not depend on a spell with 10 minute-casting time, though...

with you still standing, maybe I'd best change my action...but I need to go to bed soon for the trip tomorrow. I'll leave retconning and interpretation to you guys :)


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)

It does. It is not a great plan, but it is a plan. If you have better one, I am opened to suggestions :-)


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

Jam a two by four in there?


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)

I have no idea how the door/lock looks but if it is possible to put something there and we have something that would fit than it is a solution. Wizards are no known for easy practical solutions though...


Door posted.
I can elaborate if people want.


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

Alright for Round 6 Isama wanted to attack the mouther and mistyped when said ooze.

I thought that Castor could use Mending in Round 6 after Dia used telekenisis to float the lock into place to fix it and allow Diene to fall back.


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)

Castor does not have Mending, only Make Whole (but that does not really matter) - unfortunately both spells have casting time of 10 minutes.

But the matter is not lost even if we do not roll the spellcraft. We will only panic needlessly... Priority is to get the Gardener


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

Mayhaps a tanglefoot bag will do the same job as a mending spell, a bit more messy and temporary : ) ?


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

Haha. I think the priority is keeping Thirus and Diene alive.


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)

Yes


Mia: You have +4 (Armour) AC from Mage Armour.
You can't add your Dex while blocking the door (that's the rule I hit Diene with). This means it can't acrobatics past you to try to open it.
You can use Total Defence for +4.
You get +1 (size) AC
I get that makes your AC 10+4+4+1=19?


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
Darkest Corners GM wrote:

Mia: You have +4 (Armour) AC from Mage Armour.

You can't add your Dex while blocking the door (that's the rule I hit Diene with). This means it can't acrobatics past you to try to open it.
You can use Total Defence for +4.
You get +1 (size) AC
I get that makes your AC 10+4+4+1=19?

Technically correct, yep.

I would just like to point out that I do have

Uncanny Dodge:

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.


Just pointing that out in case I cannot use Dex because I'm
Flat-Footed:

A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC and Combat Maneuver Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability.

Characters with Uncanny Dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat.

I know it's not a clear situation, but I'm also not technically immobilized...if he attacks, he's not trying to get past me, so I could duck out of the way of the blow and still block the door. In other words: maybe uncanny dodge can help with shifting a bit, dodging a blow so it hits the door instead-


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)

Not being able to use your dexterity bonus to AC is not the same as being flat-footed - for an example of a similar penalty (not situation) check the climb skill description. That is RAW.
Now for RAI - uncanny dodge makes you able to dodge things you would not be able to otherwise, that means you move around (at least around the square) and that means you cannot really bar someone from accessing the door...

That is my 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
Castor Drey wrote:

Not being able to use your dexterity bonus to AC is not the same as being flat-footed - for an example of a similar penalty (not situation) check the climb skill description. That is RAW.

Now for RAI - uncanny dodge makes you able to dodge things you would not be able to otherwise, that means you move around (at least around the square) and that means you cannot really bar someone from accessing the door...

That is my understanding...

I am aware of all that, but as term flat-footed is used in several cases. But e.g. Uncanny dodge specifically calls out feinting as an exception(where bluff to faint does not even use flat-footed as term).

Therefore, I am unsure how this would work RAW. Because as said, I did not find a proper definition of "immobilized", but the context("If your target is immobilized, unconscious, or otherwise incapacitated") in which it is usually used implies I would have to be tied up or unaware.

As you say, Uncanny Dodge allows to dodge things you could not otherwise, and the description is unclear.

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. => Fine, thats the flavor.

She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. => Cannot be flatfooted, no Dex loss if I cannot see attacker.

She still loses her Dexterity bonus to AC if immobilized. => Immobilized definition: Open, GM call. In my eyes "bound/unconscious/incapacitated" is a more severe form of being unable to move than just trying to block a door, because I can still try not to get hit while staying in my space.

A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. => Not the case here, he's not feinting to make me lose my Dex.

There's 2 exceptions called out in which I do lose my Dex Bonus to AC. The second one definitely is not met, the first one is subject to GM decision, but I feel it's quite possible that Uncanny Dodge would apply, as I don't even have to "permanently" keep the door shut because the Tindadogs push from the other side, I just have to keep Gardener away from it/the handle.

I do understand that the idea is that I do not have the same kind of mobility while trying to block the door, which is completely sensible, I am bound to that spot and preventing access, but on the other hand, Uncanny Dodge is a class ability that specifically deals with situations in which I would lose my Dexterity Bonus, which this is. Maybe it allows me to see/sense when he moves the scythe for a blow, and momentarily duck/dodge it, but be back in position before he finished recovery from the hit. That was the idea I had in mind, because I can per Ability text react faster than normal in these situations.

Also, don't forget that per RAW, if i remember correctly, in a closed 10-foot room that is completely empty with smooth walls, you still get a Reflex Save against a Fireball while you are in the middle of the room...and evasion means you take no damage. RAW does not always mean that it makes sense. :)


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)

We both are just repeating ourselves now...

but again - UD makes you not being flat-footed, it does not help with not loosing your Dex to AC due to the actions you take - climbing, squeezing or (in this case) denying access to the door

RAW makes sense, but many things are simplified - it is up to a GM which side he wants to take in any given engagement of the never ending battle between the forces of realism and the united army of simlified rules and suspension of disbelief


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

as i already said, I understand that. no problem with it.

but with climbing, it makes sense. If I take off my hands and jump to the right, I would lose my hold and fall.

If I squeeze, I also do not have an option to move fast, because I'm stuck.

If I am denying access to the door, neither of that is true. If you stab me with a spear, I can easily dodge it and STILL block your way to the door.
It is not physically impossible for me to use my dexterity and agility to try and not get hit. (unlike during climbing or squeezing).

If I have to stay pressed against a certain place on the door, being immobile because I cannot move even slightly, then I could as well be treated as paralyzed/helpless(both conditions similar to "immobilized" and often used in the same descriptions), and that would allow Gardener to effectively Coup-the-Grace me.(which makes sense if you think about it. If I cannot move, at all, he can just line up the most powerful blow he can manage and slam his scythe down on me where I'm unable to defend myself)

In that case, I would definitely not block the door, I'll rather take my chance with the Hounds than with a Fortitude save against 10+ damage of a Scythe-Autocrit.

Just to be clear on that, Castor: I am totally fine with whatever GM decides, not arguing the point. But I felt I should possibly point out that via my Archetype I do, in fact, have Uncanny Dodge which does not necessarily, but COULD theoretically apply in this situation.

I just brought it to his attention, wether it does make a difference or not, all up to him, and I'm fine with whatever decision is made, but you can't blame me for trying, because personally I can see it working in this situation, shifting ever so slightly in my space to evade blows while still staying in front of the door, or just pulling back from the handle for minimal time before covering it again, just letting a blow pass harmlessly but not giving him time to grasp it.
(Also, the fact Feint is called out as a exception when nowhere in bluff they even use the term Flat-Footed seems proof that depending on GM decision, Uncanny Dodge could apply in other instances where you lose Dex to AC, not only in case of being Flatfooted or invisible attackers.)


Hang on guys!
Mia - Uncanny Dodge is a good point, but I don't want to apply it in this case.
Partly that's because there's a sacrificial decision here.
On the other hand, there's about to be a rush of HP to the area.


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)

Mia, I certainly do not blame you for trying, I just disagree with your logic ;-)

No hard feelings :-)


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

no hard feelings at all, just felt I had to justify why I thought it might work ;)

Wouldn't want to be seen as trying to game the system or something, it was a honest "hang on, maybe that applies"-moment ;)

as said, totally fine with only having 19(or being hit on anything 3+) rather than 23(or 7+)...because for the rolls that could be deadly(crit threat) it plays no role, at all-
If the confirmation hits with a 4, I may feel unlucky, but thats life :)


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

also fine with calling it a day.

on another note, I may have mentioned it earlier: Will be with second part of family during next few days. Will probably have internet irregulary, and little time. Will try to post, but cannot guarantee a frequency until I'm back home.

Also, let me say I'm happy we managed to get both Diene and Thirus out of this alive. Even if the Dwarf probably gets transferred out.

*virtual high-to-medium-fives Diene*


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

Woooh for DM Fiat!

*high five!*

Wouldn't it be a low five though? :P


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

Hey, i can reach the middle shelves in the shops by myself if I stand on my toes!

So I can reach pretty high up with my hand!


Yeah, not fond of DM Fiat - we can run it through if you like. At this point though I just see it being a long, strangely slow fight.
You've got reinforcements coming now that you've put out the fire and security is coming back online.
You can afford to start doing healing on injured combatants, whereas the gardener can't. It's got a high AC, DR, and a lot of HP... but at this point I think it's going down. If people want to take a couple of indicative swings (Isama) then go crazy. Was getting the feeling people were a bit over it.

We're heading into the epilogue.

I'm thinking this might be a good time to start looking at the super special bonus trait.
I'm looking for things that fit the background, and that make characters more able to participate in all aspects of the adventure. I'm not looking to make them better at their primary rolls. For example, Castor the Wizard has a trait that makes him better as a fighter.

My thoughts are:
Mia: I like the PC, but you seem to have limited options in combat.
Isama: Currently one of the slowest PC party members, I believe.
Diene: I love those quips. I'd like to give you something for making them :)
I'd really like to hear what people feel they could use though.


Big question: who wants to continue?


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 by continue you mean, "Continue playing in general", yes. If you mean this particular encounter, quips is all I'd have left. I'm totally cool with skipping to the end of the fight so we can talk with construct lady on the off chance she's still here.

~

I already do have something for my quips! Insane intimidate and swift action demoralizes. Not helpful versus constructs and mindless creatures.


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)

I agree, let's skip the fight.


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

aye, lets skip the fight.

thing with the combat options: you are right in that I lack precise shot/quick draw/weapon finesse.
But if I can shoot, the hit probability is actually not so bad, and damage "ok", albeit not great if I hit. What was hindering here was that the 2 combat-use-spells are mind-affecting will and fortitude, respectively, which is not good against constructs-

In my defense, we also never finished that PM talk back then regarding the spells and some other aspects when we started with the game-

As for what I could use, you are right with combat options. Maybe a trait that allows me to reload/shoot in melee with a acrobatics-check to avoid AoO, like with moving through a threatened space per tumbling. (Point Blank Master is automatic, and a Feat...so it would have to be about half its strenght to be a valid trait). I do trust your judgement, though. Whatever you feel is proper, I'll gladly take.


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

Isama is slow but she's going to be asking for a wand of Longstrider, which should help.


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

I'm okay with skipping the combat and cut to the fluffy stuff : )

Perhaps with an attempt to get the manservants to disarm and hold down the gardener without utterly destroying him if possible, but Ophelia wont try very hard on that one :P

And like Diene I'm somewhat interested in seeing if we cant snatch away/talk to that clockwork copy!


If you could leave quickly - and if you are prepared to still it is suspected as being part of the crimes - then you could take the copy with you without much trouble.

I'm tempted to have the next scene be recap/you reporting to Spooky.

If you want to talk to the clockwork copy then do you want to do it
(A) here
(B) before talking to Spooky
(C) after talking to Spooky

Is there anything else anyone wants to do at the Academy?


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

Er, do we have any clue why the gardener went crazy?

That is, was he a standard construct or also an altered version like the soul-doll?

Or could he have been influenced by someone from outside the academie while working in the gardens?

If the latter, could we order one of the constructs via our rings to take up the gardeners equipment and then move across the outside gardens, and try to see if any of the onlookers(especially those who argued with the mages before) show special interest in it?

I'm totally fine with skipping ahead to recap/report, but I kind of am afraid we learned little about why this happened, because I doubt it was just a regular malfunction due to bad maintainance...

or does anybody have an idea about why gardener tried to burn it all down? (or is finding the true culprit work for the regular squads, now that the inmediate danger was taken care of?)


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 it's been a while so maybe we can summarize what our characters know.

* Constructs on bottom floor were disabled before fire started. fire started there in the labs.
* Construct with illusion acted weird upstairs
* Director had summoned an archon to perform a 'small service' did we figure out what this was?
* Director has a registered SoulStealer on the fourth floor, someone name Hossiter. This drove the Archon nuts.
* Hossiter is prime suspect in burning the lab. Same as the weird construct upstairs?
* Gardener in the summoning labs went fully insane and was releasing the creatures

I think we need to interview the director and check on the status of the 'SoulBound dolls' before we head back at the least.

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