The Spider God's Bride -

Game Master dain120475

Know, O Man, that the world lays at thy sandaled feet. If thy would take it then stretch forth thy hand and seize all which lays before thee, but be warned – it shall not bend to thy will alone; rather, it shall yield only to the strength of thy arm and the fury of thy blade.

Map of the known world - Here -

Combat Map: - Here -


This is the discussion thread for two campaigns:

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Female Aasimar Druid 7 (Noble)

I'm sorry if any of Tairin's actions are wrong, but I'm posting from my phone before getting back into car and continuing to drive. I have a 4 hour drive still ahead of me and once I get to my destination I will try to post again.


Dain, I think only Light one handed melee weapons cannot be used 2handed.

I believe there is no such restriction for simple weapons.

Gameplay post incoming as soon as I get home in a few.


Hedran wrote:

Dain, I think only Light one handed melee weapons cannot be used 2handed.

I believe there is no such restriction for simple weapons.

Gameplay post incoming as soon as I get home in a few.

In this game I'm ruling that only two-handed weapons can be used with two hands, though.


Huh... May I ask why?

And apologies, but could you point me again to where I can find that rule. I'm sure I have missed others also...


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.
Dain GM wrote:
She Who Knows wrote:
Red uses the Bouda's Eye hex on the maggot at T17.

Not sure how Hexes work - that is; are they considered Mind Affecting or not - meantime, for now I will assume the Bouda's Eye is not a Mind Affecting as much as something which affects luck - in which case; Willpower Save is required

Willpower Save for T:17
1d20-3

Success - the creature seems to visibly shaken...

I am not 100% sure either.

I looked for the rules, from the evil eye hex, bouda eye is a variant of that:-

"The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see."

From common terms-

"Mind-Affecting

Enchantment spells affect the minds of others, influencing or controlling their behavior. A mind-affecting spell works only against creatures with an Intelligence score of 1 or higher.

All enchantments, illusion (patterns), and illusion (phantasms) are mind-affecting.

See Magic for additional details."

And from magic-

"Mind-Affecting: Mindless creatures (those with an Intelligence score of “—”) and undead are immune to mind-affecting effects."

Which does not give a precise result. The quote from evil certainly suggests it is mind affecting and the other quotes don't say it isn't. And Giant Maggots have an int of -, so I would say Red has been wasting her time with the hex.


Hedran wrote:

Huh... May I ask why?

And apologies, but could you point me again to where I can find that rule. I'm sure I have missed others also...

The ruling indicates that Light One-Handed Melee Weapons cannot be used two-handed; there is no specific indication about Simple Weapons, per se, but under the header Simple Weapons are the headers "Light" and "One Handed" and "Two Handed" as well as Ranged.

Technically speaking there are a few weapons which are classified as "simple" and "one handed" but not actually "light one handed".

I looked again and realized I had misunderstood; this was clear when I scrolled down and realized when I read "martial" weapons that some weapons are considered "one handed" but can obviously be used with two hands (such as a battleaxe and a longsword) - however; the way it was laid out was confusing.

Therefore it seems I misunderstood the ruling.

You killed the maggot and the threat is now finished.


She Who Knows wrote:
Which does not give a precise result. The quote from evil certainly suggests it is mind affecting and the other quotes don't say it isn't. And Giant Maggots have an int of -, so I would say Red has been wasting her time with the hex.

It's tricky reading how some of the rules work; I wasn't entirely sure myself. Luckily it seems that the threat is finished and you are now able to speak to the person laying under the rocks :)


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

I have not found a definition of mind affecting. What is said in common terms isn't a definition [well I don't think so] but just says some kinds of spells are mind affecting.

So you default to the dictionary definition of mind affecting. What is said under the hex makes it clear the hex affects the mind. Ergo, the hex is mind affecting.

That is my reasoning anyway.


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none
She Who Knows wrote:
...That is my reasoning anyway.

Your reasoning is sound. Also, the last sentence of the first paragraph describing the Bouda's Eye ability states it is a mind-affecting effect :)

Bouda witch archetype (link)


Female Aasimar Druid 7 (Noble)

Once Caslav is able to respond/answer, then I'll post more ... :)


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.
Caslav of Lamu wrote:
She Who Knows wrote:
...That is my reasoning anyway.

Your reasoning is sound. Also, the last sentence of the first paragraph describing the Bouda's Eye ability states it is a mind-affecting effect :)

Bouda witch archetype (link)

Oops.

You are dead right of course.


Female Aasimar Druid 7 (Noble)

Caslav, when I talked to Dain about it today he said Cas and Tairin were the only two who had bile spat at them by the maggots. So, I’m not sure of what was discussed between you two prior to you jumping into the game. :)


Female Aasimar Druid 7 (Noble)

I know I posted a lot (especially questions) in one post, but I didn't get a chance to post in my daytime due to a busy work day and was trying to play catch up before proceeding.

Good night from my side. Will catch up on posts in my morning.


Ariarh Kane wrote:

I know I posted a lot (especially questions) in one post, but I didn't get a chance to post in my daytime due to a busy work day and was trying to play catch up before proceeding.

Good night from my side. Will catch up on posts in my morning.

No worries at all, Ariarh - FYI - I was glad to see your checks :)

For what it's worth, I'll toss up how I typically use Checks in my game in a bit as it generally seems like the Party doesn't do much to Aid you with them yet, but hopefully the explanation I post will help clear that up.


Female Aasimar Druid 7 (Noble)

Did Bjoern disclose what he discovered on the dead man's body with the rest of the party?

Quote:

1. You find a total of two pouches that Samir did not take - in them there are a total of 17 gold pieces, 47 silver pieces and 23 copper pieces.

2. You find a satchel with a strange vial in it; you are not sure what is in the vial.

3. You find two short swords, one scimitar and a total of two daggers.

4. You find a broken lantern and two unbroken flasks of lamp oil.

5. You find 50 feet of hemp rope.

You are also sure that Samir has found things before you got to the bodies, but what they are and what he took, you do not know...

=============

If so, can Red or anyone else with Spellcraft please make a roll to identify what's in the vial/what the potion is? I haven't placed a rank in Spellcraft this level, but I will next level.

If this can be helpful, also...And I placed the check here so as to not interrupt the current flow of the main game board.

Perception to identify what the liquid is based on colour, smell or small taste of liquid in vial: 1d20 + 6 ⇒ (17) + 6 = 23


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none

Hi folks - busy day at work, but I'm working on a post now. I just want to make sure I respond to everyone's questions :)


Ariarh Kane wrote:
Did Bjoern disclose what he discovered on the dead man's body with the rest of the party?

I think he actually passed them to you, except for the weapons - here :D


Female Aasimar Druid 7 (Noble)

I guess I didn’t pick up on it via the typo in Tairin’s name. Lol Sigh. Okay, then Tairin would have worked on identifying the content of the vial as much as she could and asked help from others versed in potions and/or alchemical creations.

Tairin would have divided up the coin in this pouch, but not given a share to Samir since he took his own pouch and didn’t share. I think that’s fair. That’s about 5gp to each of us, including Caslav. Please note that on your sheets.

Thanks for the link, Hedran. :)


Thanks for the 5 gold Tairin :D


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none

I think I covered all the questions posed to Caslav, who is duly impressed by Tairin's generosity with coin :)


Regarding Checks

To clarify something now; there are some rare times in which I’ll need you guys to make a Check; when that happens, I’ll put up something like a DC and a Spoiler with the appropriate Check for those of you who made it.

I don’t often do that because it’s time-consuming to write out pages of notes for people who may or may not be able to read them because of a lack of a successful check.

What I do instead – what I prefer to do – is use checks to supplement a little real-world detective work. In my opinion part of the fun of the game is to enjoy contributing to a story, the other part of the game is to solve challenges – I don’t feel nearly as satisfied as getting a good role on the dice as I do solving a mystery, I assume this to be true with other people, so my games often involve challenges which involve a little “detective work” which then lead to conclusions supplemented by facts provided by appropriate rolls.

An Example:

A Party comes to a town that had been hit by a massive sandstorm – there was sand everywhere; sand several feet deep in many places – the party then moves through a poorly used back-alley; the back-alley had heavy wagons dragged there to offer barriers for an ambush.

The party then survives the ambush.

The following is what I assumed a Party would do with guesswork supplemented by Checks:

The Party considers the fact that there was a storm with lots of dust and grit to cover the streets – this was a back-alley, rarely used, and likely not used heavily since the sandstorm – it is possible that there may be evidence of tracks leading from the alley, especially as wagons were moved; or at least evidence on the ground which may have lead them to where the wagons came from initially.

Everyone in the party realizes what happens and so they all use some “detective skills” to guess what happened. They then use their actual Checks to confirm their theories.

So, the members of the Party most suited for Survival and Tracking are curious to know if there are tracks, and they elect to take a moment to study the ground for tracks. They will also study the area around the sand to try to determine how long the wagons have been there – that is; is it likely they were moved their before the sandstorm or after the sandstorm – an important point, of course, because if they were moved there after then it would be harder to move them through the sand drifts and would require a larger group of men. If they were moved before the sandstorm they would have been there all day at least and – if they were stolen – the people missing them would have likely been looking for them; if they were not stolen then they belonged to someone who owned wagons and did not mind that they were missing.

The members of the Party most suited for city life recall clearly the base cost of a wagon via their Appraisal – several wagons are missing – they are not cheap, someone will want them back.

Someone in the party with Knowledge: Local will certainly realize that space in a walled city is limited – there is very limited room for wagons; only certain buildings have enough space for a wagon; they would be buildings which are fairly large, and the only folk who own such buildings are fairly wealthy.

The Party therefore uses the evidence via their Survival Checks to determine that the wagons were hauled from a general location – they do not know where the wagons came from precisely, but they have a vague idea where.

The Party arrives at their destination when they speak to a Wealthy and Well-Connected NPC about information. They indicate that someone hired men to ambush a person; they indicate that the person who did this was likely well-connected as they hired multiple targets and the ambush was clearly well-planned; they offer their complete list of clues/evidence and are given a new set of information which would have helped them out tremendously for something that will happen later.

Another example:

The Party enters a chamber in which they see a massive set of stonework had collapsed and dead men buried under the rocks – the remains of the bodies have been devoured by maggots; the maggots then turn on the company and attack them.

The Party then defeats the maggots and has some questions.

1. Why did the maggots attack them when they had lights and weapons and leave the one man, bloody, pinned under the rocks/prone, and badly wounded?

Could it be that the maggots did not notice the pinned man?

They would see if the pinned man had been hurt by the maggots; he seemed to be covered in a strange ooze; using Perception they compare/contrast the smell of the ooze with the same ooze that was used on one of their companions – the smell is identical – the maggots put their bile on the man; they didn’t feed on him, though.

Could it be that the man summoned the maggots with some sorcery?

The Party uses Survival to search the ground to see if the maggots appeared out of nowhere, or if they came from the holes beyond the broken walls – the check succeeds, the maggots came from beyond the broken walls and were not summoned.

Was it possible that the maggots attacked the Party because they smelled fresh blood?

Using a Heal Check would reveal that the man has open wounds on him which were bleeding; it is unlikely that the maggots would have ignored the bloody man in lieu of the blood inside people.

Could the maggots have a connection with the man?

The party uses its knowledge of Local Legends; they recall only that tales of worms/serpents generally are linked to evil tales – and they recall that people using powers to guide/control mindless creatures are generally not considered “safe”, at least in most legends.

Is there anything else which the Party might do?

Of course! The Party might realize that broken rocks which maggots pushed through are unstable. They don’t know how safe those rocks are; it is possible they could climb up them somehow to the surface, if they wished to, but they don’t know.

Therefore they would likely use either Survival or Knowledge; Dungeoneering to gauge how safe the rocks were and move back from them to continue questioning or plans, just in case. They also know that noise echoes in stone; they might also try Perception to see if they can hear movement from the place where the floor collapsed far above – it may not result in much, but it’s an option.

The Party might use Knowledge: Arcana, History or Spellcraft to gauge what sort of person might possess the power to control mindless vermin. The man might tell them outright; but it’s an option.

The Party might use Knowledge: Arcana, Religion or Spellcraft to guess more about what sort of thing might possess someone who wandered through a tomb, and if there is a connection via Possession – they could also attempt a Heal Check to guess if the person who acted “possessed” was doing so out of supernatural influence, or possibly some non-magical malady, though it seems coincidental. The man may have been simply crazy, or confused by the dark tunnels – but it’s an option.

The Party might use Knowledge; Nature or Survival to gauge where exactly those maggots came from; if they came from above, how did they survive the fall? If they came from further up the tunnel, then what spawned them – and would it be safe to continue to linger in that spot long if something did indeed spawn them? The maggots may have nothing to do with the company; but it’s an option.

The Party might examine the items found on the bodies – more specifically, they might examine the stuff in the vials which have not been identified. The vials might have nothing in them of use; but then, they may have something useful.

Conclusion:

In short, I tend to write things/plot/story in which a person might say – “Wait, that doesn’t make sense” – and then they’ll have questions and then they’ll use Checks – not to get answers, but to confirm theories that they have already come up with.

Anyway, that’s how I use Skill Checks in my games. If you have a theory about why something is the way it is, toss up a Check to confirm that theory (but do include your theory with the Check, please. I don’t like to use Checks to solve puzzles, I like use Checks to confirm the answer of the problem you believe you solved).

Hope that helps :)


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Also about the weapons the Gm never said anything if they were of good quality or not. Amso I rolled a 1 in attack witv an iron weapon does anything break?


Female Aasimar Druid 7 (Noble)

Having played in other games run by Dain GM, I suppose I'm more familiar with his mysteries and his expectations regarding checks and gaining information based on the successes and types of rolls. So, I'd be very happy to see aid rolls being made by other players (and vice versa - I have no issue aiding others) if it means we can solve the mysteries unfolding in game more effectively. I have, at times, asked people to make checks to help as Tairin may not have the trained skill herself. I hope this hasn't bothered anyone - not trying to be pushy - just trying to help the party. :)

======================

For Tairin, I tossed up any necessary checks in my recent post as I'm headed to bed soon and don't want to hold up the rest of the players who are posting when I'm sleeping. ;) I hope that's okay. If anyone wants to aid Tairin in her endeavours, it would be welcomed to ensure a successful outcome. :)


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.
Tairin of the Veils wrote:
Dain, did you see the Perception check I made on the Discussion thread pertaining to the contents of the vial? I was wondering if Samir was responding to it in his rp or you missed it?

I may have contributed to the confusion by taking the perception roll out of what I quoted. When it showed up on the post I made in game the per roll came out nonsensical, rolling hundreds of dice, so I deleted it.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Dain GM- I just read your post on using checks in play.

If I have it right, you want us to think about what is happening in the game and may require explanation or investigation and the players should pro-actively post skill checks asking for information to confirm or deny our theories.

And I will say what you didn't. That it is mostly only Tairin who has been doing that.

I think the reason we are well into the campaign and still discussing this is it is PbP. I had one GM in PbP whose method was if he wanted a skill check he would call for it, and would ignore checks he hadn't called for. which is almost the total opposite of Dain's preferred procedure.

I will try to get into step with the way Dain likes things done.


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Female Decadent Yar-Ammonite Bard (Archaeologist) 5 , Ranger (Commando) 1| DR 2| AC 16, T14, FF13 (Uncanny Dodge)| HP 49/49, F+4/+5/+6, R+9, W+5, CMB +5, CMD 18| Init +3, Lowlight, Perc. +15/+17, Speed 30ft | , 0/10 Rds Archaeologist's Luck, 0/8 times Detect Magic

Noting this here for easy reference:

Regarding the Vial discovered in the satchel:

This vial is version of the Healing extract you had received from the Bathouse; but it is more potent. Anyone who drinks it will receive 1 HP per Hour back for a period of 24 hours. If the person who drinks this potion is in a state of rest (i.e. sleeping, or bed rest) the amount of healing for that hour is doubled (so theoretically at one day of normal travel you’d gain 16 HP back while awake and walking, and the last 16 for 2x the healing while Sleeping) This stacks with the normal healing bonuses you have for 8 hours sleep and/or bed rest.

Dain GM, tossing this check here to save confusion in current play:

Appraise check on Healing Extract: 1d20 + 5 ⇒ (9) + 5 = 14 (Not a great roll...If anyone else wants the give it a shot, I say roll the check and if better than Tairin's then we can use hers as an aid.)


Tairin of the Veils wrote:

Noting this here for easy reference:

Regarding the Vial discovered in the satchel:

This vial is version of the Healing extract you had received from the Bathouse; but it is more potent. Anyone who drinks it will receive 1 HP per Hour back for a period of 24 hours. If the person who drinks this potion is in a state of rest (i.e. sleeping, or bed rest) the amount of healing for that hour is doubled (so theoretically at one day of normal travel you’d gain 16 HP back while awake and walking, and the last 16 for 2x the healing while Sleeping) This stacks with the normal healing bonuses you have for 8 hours sleep and/or bed rest.

Dain GM, tossing this check here to save confusion in current play:

[dice=Appraise check on Healing Extract]1d20+5 (Not a great roll...If anyone else wants the give it a shot, I say roll the check and if better than Tairin's then we can use hers as an aid.)

Hey - sorry for the spotty postings lately - I'm in a lot of pain lately due to some neck injuries - I'll have more up when Bjeorn and Hedran post their Stealth Checks.

The Appraise check is a great idea; but you're right, having someone else do an Aid check there would help a lot, so I'll let the others give an Aid check on the Appraise to lend a hand :)


Sorry to hear that Dain - all the best, and speed recovery!

Appraise Aid: 1d20 + 1 ⇒ (8) + 1 = 9

Bah!


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Hope you recover soon Dain.

Since we are talking about checks, can you roll a check to aid another untrained?

I am currently following two major chess tournaments online, one on Gibraltar the other in Holland, they are mostly on alternate days. Which means I should know all about checks, but apparently not. :(


She Who Knows wrote:

Hope you recover soon Dain.

Since we are talking about checks, can you roll a check to aid another untrained?

I am currently following two major chess tournaments online, one on Gibraltar the other in Holland, they are mostly on alternate days. Which means I should know all about checks, but apparently not. :(

Thanks for the well-wishes, I appreciate that :)

Meantime, you can attempt to Aid someone with a check Untrained, provide the skill is one you can use Untrained (so, for example, even if you don't have ranks in Perception you can still try to aid someone in finding something).

Appraise is a skill you can use Untrained - so you can attempt to Aid Another with that check, if you'd like.

Also, in an effort to foster Teamwork I'm ruling when a group elects to Aid someone the person with the highest roll keeps their roll, the other rolls will add to the highest.

So, for example, let's say Tairin wants to roll Perception and Bjeorn wants to aid her. Tairin gets a 12 and Bjeorn gets a 19 - instead of Tairin getting a total of 14 thanks to Bjeorn's help, Tairin allowed Bjeorn to get a 21.

The only caveat is when a Check is required from a specific player.


Hedran wrote:
Sorry to hear that Dain - all the best, and speed recovery!

Thanks, Hedran - honestly I don't know what is going on - right now my back has been hurting all day; I'm taking pain killers to stop the pain, but sadly they effect my mood and sleep patterns - very painful right now :(


Female Aasimar Druid 7 (Noble)

Dain GM: When we close the gate, does it rearm the Poison Needle Trap or does that remain disarmed until someone manually sets it again? I wasn't sure of where it was placed etc via your given narrative.

If it doesn't rearm the trap, then Tairin would vote to close the gate behind them, but not lock it. So, it doesn't immediately look like it's been disturbed by a passerby/thief but it's still accessible if the party needs to get out. It's probably an old gate and it's underground and suffers from the "damp" environment, so it may creak and squeak? We will try to not make too much noise closing it. What do you guys think?


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Best of wishes for a speedy recovery. Hope all is well soon.


Ariarh Kane wrote:
Dain GM: When we close the gate, does it rearm the Poison Needle Trap or does that remain disarmed until someone manually sets it again? I wasn't sure of where it was placed etc via your given narrative. ?

Given your natural 20 on your check; you not only disabled the trap, but you did so in a way that the trap cannot be re-armed again (actually, at this point that's up to you - if you want to have it so you can reset it then that's cool, too; basically I'm giving you the option to decide if you want it to be reset after you disabled it, or have it be completely unable to be disarmed no matter what - it's totally up to you).

Also, the same is true with the lock of the gate; if you want it locked, you can do that too, but you'll need to unlock it again later if you want to shut it and leave it locked.

Bjoern Ghostbear wrote:
Best of wishes for a speedy recovery. Hope all is well soon.

Thanks, Bjeorn, I've been on some pain medicine lately; it's been messing with me a lot, but it's helping with the pain, and that's a plus.


Female Aasimar Druid 7 (Noble)

I think it best the trap is left unarmed and the gate shut but not locked in case we need to make a quick backtrack out.

What do the rest of you think?


Ariarh Kane wrote:

I think it best the trap is left unarmed and the gate shut but not locked in case we need to make a quick backtrack out.

What do the rest of you think?

Tairin and Bjeorn - I'm not sure what's going on with the others and given that I'm not sure what your party is doing at this point, I'm going to go back to sleep now and try to rest a bit before work this morning and I don't think I'll have time to update the page until late Saturday night when I finally get home.

Cas, Red, Hedran - is everything alright? We haven't heard from you since last Thursday so I'm just checking to see if you're alright.

I'll get something up when I get home from work, until then, have a good day and sorry I was unable to update things.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

I am fine.

My routine was all disrupted yesterday [kinda long story] and today I had tabletop roleplaying all day today. I did check the thread yesterday but didn't have anything to post when I last looked.


Sorry for the late post; I worked a long shift at work, had to stay late, then had to do a meeting with the Union, then I went to my nephew's 14th birthday party; then I got home and dealt with some personal stuff online via some friends so it kind of busy today.

Anyway; if I don't hear back from people I'll likely probably bot them when I get home from work Sunday night. Hope to see stuff before then and I hope you all are having a good weekend!


Female Aasimar Druid 7 (Noble)

Tairin was there first listening, but somehow Samir did not include her which I found strange.

Since I didn’t get any response from the other players to the gate question I posed twice on discussion, then we can just go with closing the gate, but not locking it. Thanks, Dain GM.

I’ll post in character later tonight.


Female Aasimar Druid 7 (Noble)

If the group elects not to go toward the east and voices, that's fine. If that's the case, Tairin hopes someone with some Know. Dungeonering can help use their knowledge to pick the next route and then she'll fall into the line. I'm fine with what the majority of the group decides. I just tossed up some checks because the GM said he'd start botting if we didn't post by tomorrow night. Hedran's usually not on the boards until at least his Monday ... Not sure about Caslav.


All is well guys - had an unusually busy friday, and then weekend was upon us with my sometimes slow posting (for the usual reasons).

Getting back up to speed now.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

I don't mind if you want to investigate the voices even though I suggested not doing so.


Female Aasimar Druid 7 (Noble)

As I mentioned, Tairin doesn’t care one way or the other especially since we can’t understand what they’re saying (and Samir made the initial suggestion to check it out). I just made the checks in case that’s where the group wanted to go and I couldn’t post because I was sleeping.

If people are saying to go a different direction, then that’s what we’ll do. Just need some in character RP in relation to it.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Bjoern is not in favor of a sneak mission. Another name for him would be Sir Clanksalot.


Apologies for my absence the past few days, have issues with my home ISP. Will post tomorrow at the latest. Caslav will follow party majority decisions.


Female Aasimar Druid 7 (Noble)

It seems party majority so far is NOT to go toward the voices. Once Hedran casts his vote, we can decide.

Regardless of which direction we go, Tairin will move as quietly as can be, still cast one dancing light orb to see as she walks and looks out for traps and/or threats.

If we chose to move away from the tunnel where the voices are coming from then Tairin will stick to the standard marching order: Bjoern, Hedran, Caslav, Tairin, Red and Samir.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

WE can move in the marching order as before I think.


Hedran is completely convinced we are going to check out the voices :D


Female Aasimar Druid 7 (Noble)

Haha. Okay then. Tairin and Hedran can do a little recon and the others stay behind or at a distance so bjoern’s clanking stride won’t give us away but they can reach us if the crap hits the fan.

Let’s hope Tairin and Hedran won’t die in the recon endeavour. ;)


As of now your party has not been discovered - at least, as far as you know.

Right now your scouts have reached a point that is noteworthy and they found the location of the sound of the "voices" - though they were not voices (I would have had that information sooner, but unfortunately I misread Tairn's earlier post; I'm really sorry about that, Tairin :(

Included with the recent post is the updated map to give further details.

Scouts: let me know what you are going to do - you could try to advance forward now, or you could go back to the others and inform them.

Others: you could remain and wait for the scouts to return, or you could move forward to speak to them.

Anyway, I need to go - I hope to hear more from you all soon!

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