The Thaleniel Throne

Game Master GM Netherfire


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HP increase: 1d8 + 1 ⇒ (8) + 1 = 9


Female Half-Elf Druid 6: AC 14 [+2], HP 39/41 | Shark: AC 19, HP 37/44 | 449gp 5cp

Beorae HD: 1d8 ⇒ 4


For real. That's what, the 3rd? 4th in a row that's been utter rubbish?


Meat Popsicle

Tell me about it. I think I'm president of this campaign's (1) Fanclub.


Meat Popsicle

For the record, putting Skill points in the following:


  • Handle Animal
  • Knowledge (arcana) (2x)
  • Perception
  • Sense Motive
  • Spellcraft
  • Stealth


Ok, here are the pluses

+1 BAB -> BAB = +2

Craft(Bow) +3 (at +3)
Disguise +1 (at +7)
Kno(Religion) +1 (at +2)
Perception +1 (at +6)
Perform(Comedy) +2 (at +7)
Sense Motive +2 (at +6)
Stealth +1 (at +19, with cloak :D )


Dungeon Master

That was a lot of fun! I'm really glad we could do that. I'll sum up the boards to finding shelter, then wait for Nme'an and anyone else who might want to RP their new abilities gained. Hopefully I'll have the kobold magistrate "encounter" posted by tomorrow night? Whatever works for you guys.

Handling that deal without fighting still got you guys a ton of xp. To the north! To the future!


Meat Popsicle

To Infinity, and Beyond!


I am confused. Was that a summary of a encounter carried out on Skype?


Technically Hangouts, but yes! Our first Live game with the five of us! :D


Dungeon Master

Correct. Quirel, if Silver Scale wants to do something like that, and accomplish in hours what might take a week or two in "board-time", I'd be open to it. We can talk about that more in TSS Discussion.


Meat Popsicle

Please ignore…
1d10 ⇒ 9


Nether, I've been meaning to Craft Themp's own arrows (and possibly the band's as well) every morning/night, while they prep their spells and train Shark. Do you want to regulate the volume of arrows by situation or do you want to set a rule right now?


Dungeon Master

retcon craft roll:

Crafting 20 arrows is a DC 12 check, four hours of downtime since level 3.
Craft (bow) 1d20 + 7 ⇒ (14) + 7 = 21
Cool. So, after some maths and rounding up, down, and around, we get the following:

Since level 3, Themp found 4 hours of downtime to craft 20 arrows. 3 silver pieces were “subsumed” as part of the material cost. Add 20 arrows to your inventory and subtract 3sp from his wealth.

Let’s proceed with the following “by-the-hour” Crafting rules: make one Craft check per hour. When you beat a DC 12, you craft 5 arrows in one hour. The math equation for crafting is much more involved than that, but I’m not too worried about craft checks for ammunition, so I am willing to simplify it in the crafter’s favor. If we ever veer into making magical arrows, I might be more stringent on the crafting rules.

Remember that every 20 arrows costs 3 silver pieces in raw material (for simplicity's sake, lets just say the coins are lost in the same way the raw materials are found: ~magically~). You can choose to reserve the 3sp until Themp completes 20 arrows, or he can break it down to pay for each arrow individually.


Coolio. Since I hadn't really thought this through until last week, I'll roll the first Craft now as if he had crafted during the lull between gathering up the loot and setting off.


Hey, just wondering if I'm the only one who thinks it's kinda weird that our party of good adventurers just practically ignored an evil creature killing babies...?


Meat Popsicle

Themp did try to stop him, and I think Beorae had a pretty good argument about that. Olp may not agree with her, but she still thinks that was the more 'humane' thing to do. Rules of nature and all that.


I think that's a pretty jaded perspective for someone to take. Kinda like what Saren might say...

*looks closely at Beorae for signs of indoctrination*


That argument from Beorae is pretty much what defused Themp.

Sovereign would be proud of her.


It's an interesting question! Some thoughts:

Nme'an would support smashing eggs of bad creatures that were a threat to the party or a threat to a town or other such thing. Nme'an would not support smashing eggs that were no threat to anyone in particular. He would be indifferent to them if sad that they might hatch with no parents and then die. He did the indifferent thing through not opposing Olp. Beorae was also right. Would leaving them alone be better or worse than smashing them? Also, perhaps some event in the last few days taught Nme'an to stay out of group decisions regarding animals? A mace thrown into the river type event.

Nme'an would not support killing Olp over this though. At worse his actions were a crime to be tried. And the group (or at least Nme'an) promised Olp protection. If anyone killed Olp they would also be committing a very serious crime...

Thought process:

1. The eggs were not a threat (probably? Could we have been swarmed by vicious baby lizardman babies?!) so Nme'an didn't need to take action against them. This is in contrast to a wounded but still dangerous Owlbear...

2. The eggs also offered no real benefit. Nme'an would have left them there because what alternative was there? Take them along on the quest?

3. But is smashing eggs an evil act? Well... YES! Nme'an wouldn't stand for smashing eagle eggs or turtle eggs or Nemo eggs. He also wouldn't support anything that would kill an unborn baby inside a pregnant mother... The closest thing for babies not born in eggs... So why not oppose Olp?

4. Well... Does the eggs being evil change things? What about if the things in the egg will grow to be evil? Would he have left eggs of the spider of doom alone if we'd found any? What about the scorpion? Would Nme'an support camping right next to eggs of those creatures? Probably not... Would he smash them? Maybe. Like if a town was under natural repeat attack from some kind of egg based creature... Then sure, killing the grown creatures and smashing the eggs back at the den or nest would be justified.

5. But what about these eggs and Olp? Nme'an isn't defending a town and has no jurisdiction here. But jurisdiction isn't a deciding factor. I don't think it ever really will be. Were the eggs a threat like the Owlbear? Nope. Would he rather have moved them or ignored them? Yes. He in fact did the second one. So that's part of it.

6. At the same time Beorae was right. Would Nme'an leave eggs of good creatures behind with no one to care for them? In a harsh land surrounded by evil forces? Nope.

7. Perhaps Olp's actions were criminal? What kind of crime though? Animal cruelty? Murder?

Ultimately, though, Nme'an should have had more of a reaction... :(


Dungeon Master

Hm. I admit that it is a bit of a moral conundrum. It bears mentioning that there is a food and water supply in that cave, had the eggs been left to hatch. I think there might be less of an issue if Olp affirmed that his intentions were to spare the infant troglodytes a difficult (and perhaps short) existence. Instead, he was very explicit that he was killing them because he believes it is his right to do so.

I remember in the Thaleniel chat, an effort to reform Olp was mentioned. That's something I hadn't expected (but fully support), and it actually helps serve as an exception to the paladin's code of "not associating with evil". The code of conduct says such alliances can be made for a time, to work toward a similar goal. (Olp has agreed to follow you four for now, but he might shy away from anything that might seem suicidal to him. He never promised to help save the king. I think so far, the only desire he's expressed is to find a new home in Vyren.) Pursuing a reformation effort on Olp would be a good solution to that this unusual agreement.

As it stands now, Olp's alignment is still Evil (and he will continue to do bad things), but you guys have taken strides toward improving his impression of the other civilized folk.

Thoughts?


Well... Just the usual: Meaning of life, exact value of Pi, Are Kobold and Lizardmen born evil? Yeah, yeah, I know I'm butting up against the game's alignment axis rules... but what do you call a creature who makes and keeps a promise and seeks a better life? Even with his egg smashing action (and with not knowing his past) I'd judge Olp as misguided. Criminally misguided, at the worst! Really, Olp has yet to do anything (else) even hinting at evil so it just feels funny right now. Of course, how evil can Olp be with a vastly more powerful Paladin standing right beside him? Perhaps Olp has done something more evil in the past that we don't know about or he lied about? Attacking and killing outside Brennan's Crossing? Participating in the ambush of some of the Prince's knights? Something that could come out and matter to the party...

The bigger issue is that Chewie has a character that for his own legitimate reasons gets extremely angry when someone harms what he sees as a non-threatening creature and that none of our characters gave much of a response to Olp smashing the eggs. I'll see if I can't push things in a direction that Mot can have a voice. 'Course, if this ends with Nme'an's mace at the bottom of that pool then everyone in Vyren dies... ;)


I just wanted to sum things up here because I think a disjointed flow of ideas in a live chat environment is a terrible way to have a serious conversation... It's hard to write and double hard for someone on the other end to read.

Distilling everything down, it seems that Chewie feels like the group (both in and out of game) disagrees with his actions. He said, "The way everyone seems to agree sans me, makes me feel like I'm in the wrong here." and "Which is a weird feeling, cause I had thought Mot was the only one arguing the side of "good" here."

I don't want anyone to feel left out or betrayed or whatever... but Chewie, turn that second statement around and it becomes: "None of your three characters are on the side of good, only Mot is." Can't you see how declaring your character to be the only one making the "good side" argument is divisive? Especially when nobody else is actually trying to play a bad side or a less good side? You're disregarding and shutting out our points of view! And the thing is, I didn't mind the direction Mot was going in. Heck, read my post directly above, I felt bad because we unintentionally ignored your posts! I specifically tried to provide an opening for Mot to speak up and make an issue of Olp's actions!

The place where it went off the rails, for me is, where Mot threw his little insult. I probably over read into it, but translated through my perception it reads: "I (Mot) am now referring back to the owlbear and nothing else Nme'an says or does will make a difference from here on out." This was backed up when you said in the chat: "It would be great if Beorae spoke up, as she's probably the only one in the party that Mot actually respects" Maybe you didn't mean that but I feel like I'm playing opposite a character that you set up to have no respect for my character when I didn't do the same towards Mot. That's no fun. :(

And, of course, it all comes back to the owlbear. I know I suggested that we all just forget about it... but really I'd rather we didn't. Forcing ooc character amnesia is such a worst case solution that I'd hope we can find something a little gentler and more character friendly. We're better storytellers than that! Here's my suggestion:

Nme'an is sorry he killed the Owlbear. He didn't see another way at the time but he regrets what was an overreaction in the heat of an argument. If the same situation were to come up again Nme'an would still not hear of Mot bringing the dangerous, untrainable magical creature with them, but he would also not kill it and would instead suggest the group put distance between them and it. (This isn't hard because this is where Nme'an has been since he returned the following morning)

Mot, having had some four days to cool down and after experiencing the tight, trap laden path the party took through Kobold territory (including his near death when facing off against the quick, nimble, tunnel using Blood Arrow) now realizes that bringing the large, barely trained creature would have guaranteed its death as surely as Nme'an's mace did. Mot still disagrees with Nme'an's actions but on some level understands that Nme'an is not evil and was only trying to protect the others. This would mean Mot doesn't use the Owlbear as the basis of insults and doesn't use it to automatically disregard everything Nme'an says. Other than that Mot is unchanged.

And then, we just let the characters go from there. The past still happened, it had it consequences, but it won't drag us back into this reoccurring hatred. Sound fair?


Meat Popsicle

Sounds fair to me, for what it's worth.


Dungeon Master

That sits better with me than convenient amnesia, for sure.

Apologies for the hand I played in this debacle with Mott, but the game seemed to be at a standstill and I was losing patience. And, while not sorry for playing Olp as he should be played, I hope the kobold's actions didn't come off as intentionally poking the PvP bee's nest. I knew an evil act would provoke some response from you guys, but not the one that actually happened.


Sure that's cool.


Bueller... Bueller...?


Dungeon Master

Still waiting for Beorae, Themp, and Mot in the current encounter.

While I was waiting, though, I took the opportunity to audit party wealth and gear.

Mot, you forgot to add the 125gp gained from the treasure chest in the troglodyte cave. You also need to specify that the lance and great axe in your possession are masterwork, so the +1 to attack is not forgotten.

Themp, I need you to list the Belt of Incredible Dexterity +2 in your gear. I see that you have +2 by your Dex score, and I assume you've already integrated that bonus into important things like AC, Reflex saves, ranged (and finesse) attacks, and Dex-skills. Unless it's listed somewhere I didn't see?

Beorae and Nme'an: the extra stat info in the Classes/Levels part of your profile doesn't bother me, but please keep it up-to-date. Beorae's says she has 106gp (remember she recently picked up 125gp from the troglodyte cave), and Nme'an just needs to fix the 0 that snuck into 145gp.

While we're on the subject, do you guys have any questions about your gear, loot distribution, or anything related to wealth gain?


Meat Popsicle

Ooh, right… she actually does have 106gp. She went to 6gp with the kobold extortion, then I added in 100 from the trogs and I meant to put 25 into the "General Fund" but forgot to actually post about it. Dur. Will post here tonight.


She gave Nme'an 25 gold? Heh. Surely that will never come back to haunt you!


Dungeon Master

pay no attention to these meaningless rolls:

1d20 ⇒ 18
1d20 ⇒ 7
1d20 ⇒ 10
1d20 ⇒ 2
1d100 ⇒ 79
1d100 ⇒ 2!
1d100 ⇒ 29
1d100 ⇒ 73


Yeah, that 2 with a ! is a good sign, I'm sure...


I believe we have some Kobold sized arms and armor from the Great Reverse Pit Trap Massacre. Perhaps our new Gnome friends might like to trade for some of it.


Dungeon Master

Fellas? Everything ok?

I'm tempted to keep going with the story, citing a "stunned silence" from the party. Heh.


Uh... I think you're up? Unless I missed something there's not much to do until the Gnomes reveal their leader or lead us somewhere else?


Dungeon Master

Ah. I was holding out in case Beorae or Themp wanted to point her out. Or Mot, if he posted a passing roll...

I might not have time to post tonight, we'll see.


Uh, yeah, sorry. Themp is supposed to be dumbfounded* into inaction.

*Right spelling! :D


Time to upgrade!

First up, more HP:

More HP: 23 + 1d10 ⇒ 23 + (6) = 29 Pretty good!

Now new class stuff:

-Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. Now Nme'an will be able to truthfully say he is not afraid!

- Divine Health: At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot. Take that mummy rot!

- Mercy: Fatigued: When using Lay on Hands the target is also no longer fatigued. This can let someone not worry about heavy armor at night or get someone back into action much quicker after raging.

- Base Attack goes to +3, Reflex saves go up by +2, CMD goes to 16, CMB goes to +5

And finally, three new skill points:

+1 to Swim
+1 to Swim
also, +1 to Swim
which brings Swim to -2 (+3[Skill points]+2[Str]-5[Armor ACP]-2[Shield ACP]

That should be everything! :)


Okay, so:

1d12 ⇒ 12

Yussssss

+4 Skill points go to:

+1 Diplomacy = +7

+1 Intimidate = +10

+1 Survival = +4

+1 Swim = +4

BAB is now +3

REF is now +5

WILL is now +4 when raging +6

And now he gets:

Trap Sense

At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to armor class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Oh and +1 Ability point going to...

Intelligence! Yay Mot got smarter! :D

Int now = 8 or -1 as opposed to -2.

Grand total HP is now 50, 58 when raging! MUAHAHAHAHAHA


HP: 23 + 1d8 + 1 ⇒ 23 + (6) + 1 = 30 Still CON damaged, so 27

1 ability score:

  • Charisma: +1 to score 14 (Bonus: +2)

Class bonuses:

Fortitude +1 (Total bonus: +1)
Reflex +4 (Total bonus: +9)
Will +1 (Total bonus: +1)

BAB +1 (Total bonus: +3)
CMB +1 (Total bonus: +4)

11 skill points (in no particular order):

  • Stealth: +1 to rank 4 (Total bonus: +20 [w/ cloak])
  • Sense Motive: +1 to rank 4 (Total bonus: +7)
  • Perception: +1 to rank 4 (Total bonus: +7)
  • Disable Device: +3 to rank 4 (Total bonus: +12)
  • Sleigh of Hand: +3 to rank 4 (Total bonus: +12)
  • Craft(bow): +1 to rank 4 (Total bonus: +8)
  • Acrobatics: +1 to rank 2 (Total bonus: +10)

Special:

Uncanny Dodge (Ex): 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 against her.

Rogue Talent: Combat Trick: A rogue that selects this talent gains a bonus combat feat. Chosen feat is Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.


Male Human Fighter 3rd
ZackDark wrote:
Rogue Talent: Combat Trick: A rogue that selects this talent gains a bonus combat feat. Chosen feat is Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Always nice to have. Just ask this dead Drow here.

...
...

Um, I'll go see if Gorim has "Speak with Dead" prepared.


Female NG Elf 1 | HP: 16/16 | AC: 17 (16 Tch, 13 Fl) | F: +4, R: +8, W: +4 | Perc: +6 | Speed 30ft | Active conditions: None.

"Indeed. I am a good shot, perhaps one of the best in our circles, but... shooting near friends or those I work with... it scares me. Maybe scares isn't the right word really. More, I have to force myself to trust myself to make the shot and those moments of hesitation before I am able to do so can cost a lot in terms of accuracy. I hope that with a bit more practice I can get over those moments of hesitation and worry..."


1 person marked this as a favorite.

I like how the feat doesn't make it explicit there is no penalty at all.

"without taking the standard –4 penalty"

"No, sir, you get the Extra Fiesta Bonus Penalty (trademark pending) of -10 if the sun is up and -15 if the sun is down but your mother has forgotten to hang the clothes to dry out overnight."


Meat Popsicle

Beorae
Ability Score: Str (from 7 to 8, penalty is now “only” -1!)

HP Gain: 1d8 + 1 ⇒ (5) + 1 = 6

Fort and Will saves go up by 1

7 Skill Points (6 + 1 FC):

  • Handle Animal
  • Heal
  • Knowledge (Arcana)
  • Knowledge (Nature)
  • Perception
  • Sense Motive
  • Spellcraft

Resist Nature’s Lure and Wild Shape added to char sheet.

Extra 1st and 2nd level spells added to char sheet.

--------
Shark

Ability Score: Int +1 (Int is now 3 and Shark is learning Common)

HP Gain: 1d8 + 1 ⇒ (2) + 1 = 3

BAB, Ref, and Fort increase by +1

1 Skill Point into Stealth


Dungeon Master

Ok, Beorn, I had some time to consult the rules, and I’ve found the following:

Intelligence 3 Shark would not automatically know Common, but he has the capacity to learn Common. He will need a skill rank in Linguistics to understand (but not speak or read/write) the Common tongue. Shark’s mouth lacks the correct anatomy to form words.

Handle Animal checks will still be required to order Intelligence 3 Shark around. He does not yet gain sentience, but his orders can be slightly more complex, and his problem-solving skills slightly better. Shark will still follow his natural instincts, and still use his natural weapons in combat. Intelligence of 5-6 is where sentience might come into effect, and some commentators think that sentient animals cease to animal companions (citing the Awaken spell).

However, for every ability point above 2 in Intelligence, Shark would gain 3 more tricks. Intelligence 3 Shark would gain 3 more tricks at this level, in addition to any others granted from the druid class.

Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using. There are already a lot of choices in the list of Animal Feats, but if Beorn wants Shark to take a feat that is not in that list, he can run it by me for approval. As long there is a good reason for the feat choice and it makes sense, I’ll probably agree to it.


Male Human Urlghain Bardbarian 4 HP 26/50 4 STR DMG

If you were wondering, it's this song.
Starts at 2:30.


Dungeon Master

So, did you guys want to ride the tide of rallied courage and charge down the tunnel? Or would you want to try to squeeze some trading in?

The gnomes don't really have gold coins (though they might have unrefined gemstones or burl), but using by-the-book market standards, they can count the value as credit and trade accordingly. For example, if an item you bought for 100gp sells back to the market for 50gp, they can trade you a potion worth 50gp.

As it is, the only person to offer them anything is Mot, who has about 201gp in credit with the gnomes. I mentioned that they had crates of stuff, but never really found a good place to keep the trade endeavor going along with the conversation.

Let me know what you want to do.

edited-in rolls for random goods:

1d100 ⇒ 55
1d100 ⇒ 491d100 ⇒ 25
1d100 ⇒ 56
1d100 ⇒ 44
1d100 ⇒ 231d100 ⇒ 11
1d100 ⇒ 922d4 ⇒ (4, 2) = 6
1d100 ⇒ 461d4 ⇒ 1
1d100 ⇒ 50
Well, that could've gone better...

EDIT:
They've got medium-sized: hide armor, masterwork heavy wooden shield, a longsword, a masterwork wooden club, a light mace, a potion of Fox's Cunning (lasts 3 min, 300gp), an oil of Bless Weapon (lasts 3 min, 50gp), a head-sized walnut burl (200gp), a small, clear red garnet worth 110gp, and a thumb-sized sparkling opal worth 200gp. And if you give them time, they can make arrows for you, Nme'an.


Nme'an did ask about getting some more arrows. I'm sure he can find something or other to pay or trade for them. If Beorae or Themp manage to get the DC for what we might be facing he'd want to make some more significant trades as well... :)


Dungeon Master

When you guys leveled up, Olp also gained a level. I should tell you that from this point on, he will also gain some of the xp from your encounters, but keeping him in your party will raise the Challenge Rating (greater difficulty/greater xp gain) of your encounters. Just so you know.

Also, trading can happen after the battle with vegepygmy too, at perhaps a greater capacity with the warrens cleared out. Assuming you don't all die horribly.


Dungeon Master

shhh:

2d6 ⇒ (6, 4) = 10
ha! ew

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