From Humble Beginnings WotW (Inactive)

Game Master The Indescribable

Alternate Crafting Rules

Veil of Useful Items.

The Nine Lessons

Frost Hammer


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AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

I literally laughed at the term "horny long legs" so thank you for that Leekoo.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Glad you liked it, I found it amusing. Will post appropriate goblinish action when I get home.

Also, will read up on various skills when I get home as well.


Did you give She a trick?


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Dex's plan is to CAREFULLY climb into the pit and inspect the trap door, he is hoping there is a latch or some other hitch to tie the rope to. Then once he climbs out, the group can pull the trap door back up and this time Dex will take his time 20 securing the pit so we can freely walk over the floor. I don't want to have to jump over a pit if we are forced to retreat out of here this way again!

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Right now She only knows the Stay trick. It takes a week of training to learn a trick through the Handle Animal skill, or a certain number of weeks for a general purpose, and we've only had a couple days of downtime. When we get more downtime, I plan on going for the Combat Training general purpose.


Somehow you've missed this again. You cannot take twenty on a check where you don't have an abundance of time, an environment free of distraction, or if failure carries a penalty. Like a trap going off in your face.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Oh, changed my action to account for the skill usage during flight.


Leekoo, perception for trapfinding and secret door searches is my department now so you're surprised by the result. And so I re-rolled.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3
The Indescribable wrote:
Somehow you've missed this again. You cannot take twenty on a check where you don't have an abundance of time, an environment free of distraction, or if failure carries a penalty. Like a trap going off in your face.

Despite the fact in this instance that the trap was already triggered and I am just looking to reset and disable it?


You don't need a roll to reset it and if done wrong and stepped on somebody still falls. So yes. There's still a penalty.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3
The Indescribable wrote:
You don't need a roll to reset it and if done wrong and stepped on somebody still falls. So yes. There's still a penalty.

OK.

Dark Archive

Female Half-Elf Magus 4| AC (18)16/14/12| F:+5 R+3 W+3| HP 34/34| 1st: 4/5 2nd: 1/2 | APool: 7/7 |Atk: +6| Init: +2|CMD: 18 | Perc: +2| FX: Bull's Strength, Shield
The Indescribable wrote:
you can't take ten or twenty while using ride skill

Of note, the book only says "When your character is not in immediate danger or distracted, you may choose to take 10."

Hence, so long as a character is not being attacked, I've always seen it translated that you can take 10.

That is, so long as you don't need to concentrate on giving yourself your Dex bonus to AC, that usually means you can take 10 on doing a thing.

But yeah, that thing about not taking a 20 is dead on. A good rule of thumb is asking yourself if you are safe if you can "take 1". If you can take 1 and not have anything of note happen, then you can take 20.


You did not quote all the relevant text. I was saying that he couldn't take twenty on his perception check while having to split his focus on riding. The ten thing was a mistake though. That's just taking an average roll.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Lol that's a nice little dungeon opener for a new adventuring group. Right out of K.I.S.S. - TRAPS!.

Dex still up for traps. F&%* traps.


Explain?


Please keep your positions updated. As seen with Dex there are traps where position is important. You do not want me having to guess. You might die if I misinterpret something.


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

The map does not seem to show the new room for me.


Fixed

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Is there a way to get the map in the campaign header?


Uh, it is. The nine lessons is the map, can you guys not see it?


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

Is this chamber noticeably colder than the last? The frost on the glass is why I ask. Was that in the last room too?

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Sorry, never actually clicked on that link, thought it was to the contract or something. Thanks for letting me know!


Yes. It's colder than the last.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7
Isabella Deschain wrote:

Lol that's a nice little dungeon opener for a new adventuring group. Right out of K.I.S.S. - TRAPS!.

Dex still up for traps. F$!* traps.

The Indescribable wrote:
Explain?

The last line is pretty self-explanatory. As far the "Nine Trials" go, I was just saying the first was a nice entry to a testing dungeon for a mismatched group of miscreants.

Your IG spoiler on the traveled paths was from perception checks or what? Allyson, Payn, & Lukasz each occupy a different position relative to the room, all but Lucky behind others & away from the door.


Yes perception. The others are getting a second chance. I meant explain K.I.S.S. Traps


A pit trap is like the most basic trap. In front of a fake door, no less. Keep it Stupid Simple - Traps. Not that I was expecting it. It's funny Dex fell in, but after he noted it Isabella wasn't falling in that shit.


You tempt me to place more traps.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Lol definitely do not want that. The second trial seems simple enough but the first set it off to a good tone. I imagine we'll be taking much care moving forward. Isabella will be taking her time in the back, watching Payn, keeping an eye on the others.

Other than Dexter's dubiously adequate first demonstration with traps, not much has sparked her interest. The general wisdom on each door is clearly applied in a specific way for that room, with the demonstrated "understanding" of these lessons being the gauntlet's purpose.

Despite the first lesson, that much Isabella will trust holds true.


Fascinated with traps. My first experience was with a massive trap dungeon. Probably should have made a rogue.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

A rogue would be good there. I don't know if I'd have the patience for all traps, unless there were enough adequate puzzles attached.


I was correcting an oversight Payne. He threw a splash weapon at something right next to him.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Technically, Leekoo does bonus damage = his Int modifier against everything in the radius of his splash weapons.


Wow kinda throwing him under the buds huh? You heard her Leekoo.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Lol just on the subject of accurate damage tracking. Until Leekoo gets the Precise Bombs discovery friendly fire is something we need to be mindful of

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Forgot about that. Will update my hp and post accordingly.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

I moved the trailing avatars to be current with the group.

I mentioned before I work in a call center. No lie; I just connected a woman named Mary Payne to somebody's voicemail. The middle name Jane would make that the most awesome name I've ever heard.


lol


Let's be clear, I was not saying it's a trap, just giving you an idea of the size of the holes. Of course they're probably not there for show either.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

@Izzy: That's odd. I know a woman named that. Was she from Florida?


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

I'm not certain, but I think she had either a Cincinnati, OH area code or Atlanta, GA.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Ah, okay. Not her, then.


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Dark Archive

Female Half-Elf Magus 4| AC (18)16/14/12| F:+5 R+3 W+3| HP 34/34| 1st: 4/5 2nd: 1/2 | APool: 7/7 |Atk: +6| Init: +2|CMD: 18 | Perc: +2| FX: Bull's Strength, Shield
Payn wrote:
she lights her flask of oil and tosses it into the room
The Indescribable wrote:
The oil lands where Payn wants it but doesn't ignite. You realize the mist's under the floor right?

Wait, what? =p

I don't mind failing, but let's at least make sure I'm failing for the right reasons.
Just so we're clear, I lit a Molotov cocktail and through it at a floor. As soon as the glass bottle hit the floor, the vitriolic fluid should've ignited. And then, the oil, now on fire, would've been free to drip through the holes in the floor, to set the mist on fire.

That's fine if you wanna say it didn't work the first time, but then please tell me what steps you want me to follow so I can do it again.


Using lamp oil as a splash weapon only has a fifty fifty chance of igniting, but if it does work it acts as alchemist's fire.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Should've forgone the Portable Lab or something & made myself some splash weapons. Live & learn. burn the shit outta that mist... bleed & con damage on a touch attack. Eff that.

How can it move from beneath the floor, attack, and then move again back beneath the floor all in one round?


smiles evillySuppose somebody needs to try to identify it if you wanna know that. I'll tell you all it's a dungeoneering check though.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Damn cheating gaseous stirge


Dizzy why are you down five hp? Did you never heal up fully? Or is part of that lose constitution?


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

No, I never healed up fully. I was down 3 HP after the points you told us to heal for the days of rest (that being after the wine). You never actually told us we healed fully. I assumed the brief, tracked recuperation was just added challenge/realism. I believe Dex was down from his total when we entered the basement as well (I should've made more Heal checks to take care of that, but I wasn't being as attentive as I should during that time).

I had to look it up, but HP lost from Con damage reduces current & total HP, so that's 6 lost off the top from bleed & another 6 off the current & total for 14/20 (from a full 26), back up to 18 after the CLW. 15, less the 3 I was down.

At this point I'm not against a retroactive additional 3 HP if that's what you're feeling lol


Um. Why do you think you lost 6 from bleed. At most you lost two.

Edit: Bad wording. Leekoo's the one who was attacked the first time.

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