ADQ Table 2

Game Master chillblame

Raiding and destruction in Sterich. Heros are needed.
greyhawk gods
Sterich and Keoland
roll20 link


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Considering your skills and the fact the creatures are not bothering to hide their trail and the size of the group you auto succeed.
As I said though, the ogre and orcs are moving quickly for what they have, but you do catch them somewhat quicker


Tomorrow I will send out email invited to roll20 for the encounter map.


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M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

A standing question to the party. How (do?) we do interrogation of prisoners? I assume that Fergus is not ok with hot irons, knives and salt...

Vakmu does not have any spells prepared for this (and I don't see much on the shaman spell list), nor any real skills in the area.


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

Rule 161. The order of operations is always Diplomacy, Bluff, then intimidate. Never reverse these


Female NG Gnome Arcanist (Brown Fur Transmuter) 7 | HP 59/59 | AC 23 T 14 FF 21 | CMB +1, CMD 14 | F: +8, R: +7, W: +8 | Init: +2 | Perc: +14, SM: +0 | Speed 20ft | Arcane Reservoir: 5/10 | Spells: 1st 3/5 2nd 3/5 3rd 2/3 | Active conditions: None.

Diplomacy, Bluff, Intimidate.
Diplomacy, Bluff, Intimidate.
Diplomacy, Bluff, Intimidate.

Wait... will there be a test on this later?


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

Darwin, or his Oerth counterpart will administer the test on all 200 rules as your PC goes through his/her career.

200 RPG Rules to Live By:

1. Doing ANYTHING in a dungeon can get you killed. This includes doing nothing. Therefore, act. Tis better to die daring awesomely.
2. Never share a hiding spot with someone more foolish than thyself.
3. The easy way is trapped. The hard way is an ambush. The right way is hidden.
4. Levers are placed to be pulled.
5. Evil henchmen are often more potent combatants than their bosses. Be ready.
6. If the wizard dies with an uncast Fireball, he deserved it.
7. There is NEVER enough curative power.
8. Doors without traps lead to doors with them.
9. A fountain in a dungeon is a crapshoot.
10. Never trust a dead end.
11. Kill it first. That's what Raise Dead is for
12. When in a dungeon, NEVER let the DM think you're bored.
13. Whenever possible, do not have the slowest movement rate.
14. Posting a strong rear guard can deter the DM from attacking from the rear. This is not a waste. This is proper. If you don’t get attacked from behind, it was 100% worth it.
15. Always know which skill no one has, and be ready to depend on that skill.
16. When turned to stone, don’t panic. Monsters with petrification abilities come with Stone to Flesh items nine times out of ten.
17. Try to look unimportant, it might be low on ammo. If you’re the paladin, don’t b%@~!, you signed up for this.
18. Murphy was a fighter.
19. You’re playing D&D, not Marvel.
20. If it’s stupid and it works, it isn’t stupid.
21. The first time you drop your guard, the DM will teach you a lesson.
22. So what if you met in a bar 10 minutes ago, and now you’re already hired. Learn about your comrades’ strengths and weaknesses ASAP.
23. A comrade that stutters, hems, or haws trying to pinpoint their weaknesses can add “Doesn’t know when they’re screwed” to the list.
24. A character with no weaknesses isn’t really good at anything either.
25. The thief doesn’t complain when the fighter doesn’t help pick the lock, the fighter shouldn’t complain when the thief doesn’t enter melee.
26. HP and damage potential are independent attributes. Four giants at 3/4 HP do WAY more damage than 3 fully healthy giants. Gang up on bad guys, do not make it a fight from Big Trouble In Little China.
27. Trust your experts. Don’t get mad at the thief if he misses a trap, and he won’t get mad when the demon saves against your spell or the fighter gets mowed down.
28. You don’t need a body for resurrection, so don’t worry about leaving it behind.
29. Someone who ditches a group plan has signed up for whatever happens to them. Pay to have them raised, but don’t risk your neck for them.
30. When someone is getting themselves killed for something you screwed up on, suck it up and risk yours to get them out of it.
31. Never EVER EVER spend an action saying, “Go Team.” Watching for the impending second wave of baddies is a perfectly reasonable way to spend your time.
32. When the cleric says it’s time to stop, it’s time to stop. If the fighter says it’s time to stop, look at the healer for confirmation.
33. Communism and democracy gets a party killed. Situational Meritocracy gets you fortune and glory.
34. What the paladin doesn’t know can’t hurt him.
35. What the thief doesn’t know CAN hurt you.
36. Fighters get first dibs on tactical placement.
37. Never lie during triage.
38. If you decide to rest after you’ve run out of spells, you’re too late.
39. When the fighter yells for you to cast the fireball, listen. When the wizard tells you you’re going to get yourself killed, you listen. When the cleric flees you follow. When the thief gets killed by a trap, go get another thief before continuing.
40. Fighters are a wizard’s second best armor. Clerics are the best.
41. Spells should neither be whored nor hoarded.
42. What good is the reward if you aren’t around to use it?
43. Just because your cover is blown, charging isn’t plan B.
44. You’ll only ruin the game by turning in the thief for contacting the guild.
45. Listen when you’re not in charge, and lead when you are.
46. Portable Hole plus ballista equals success. See #20.
47. Always know which side the hinges are on.
48. ALWAYS listen after tampering with the door.
49. People can miss obvious sights, or shrug off noise, but scent is never missed.
50. The Atreides had a battle language, so should you.
51. Treasure can be used right away.
52. It costs five copper pieces to shoot an exploratory arrow into the darkness, and five hundred thousand copper pieces to get your Troubleshooter raised from the dead.
53. Know who your DM’s favorite D&D writer is and plan accordingly.
54. Female NPCs with names are suspect. Never score on a named NPC.
55. It’s always an inside job. When it’s not, the BBEG is a higher level than you.
56. Nine times out of ten when the DM wants to know your HP total, he’ll pull his punches. When he never asks, he doesn’t care if your character dies, act accordingly.
57. “Rush In and Act Accordingly” only works when you trust your teammates.
58. Dicing for mutually desired items leads to semi-content parties with less than optimal power. Voting to place the items leads to optimally powered, temporarily less than happy members (minus one). Pick one.
59. Always have enough to get your sorry butt raised, and make sure your party-mates know where that stash is.
60. Always know how many charges are left in the wand of curing, even if you’re not the cleric.
61. If the thief introduces himself with an alias, go along with it!
62. Unless you’re a paladin, when the thief introduces YOU with an alias, go along with it.
63. It’s okay to get screwed for not knowing the game setting, but keep your complaints to yourself starting with the second offense.
64. When stocking up, assume every dungeon has a rust monster, a troll, a doppelganger, an incorporeal creature, and SWARMS.
65. It doesn’t matter what edition you’re playing, going down stairs ups the ante.
66. Double doors guard things with more HP than single doors. As a corollary, the square footage of a door is directly proportional to the XP value of the thing behind the door.
67. The player who can name the campaign specific names for various coins gets first dibs on being the bard.
68. Two bards is a waste. I don’t care how different their feat selection is.
69. Two fighters are never a waste, but always use different primary weapons.
70. All other things being equal, enhance your character’s strengths before plugging up your weaknesses.
71. Just because rogues no longer get bonus XP for liberating treasure, and fighters per HD, doesn’t mean it’s a good idea to stop playing that way.
72. Assuming people are basically good is asking for it. People by default are neutral.
73. Read the description for Diplomacy. Nowhere does it describe the powers of Bluff, Charm Person, Suggestion, Savoir-Faire, or Fast-talking. Don’t complain when the DM doesn’t let you get away with it.
74. Dragons are dangerous from the day they hatch.
75. A wizard who resorts to melee does so because that’s how they want people to remember how they died.
76. Assuming that every monster in the dungeon was meant for you to kill it is suicide. Sometimes you’re supposed to run away.
77. The party’s strategist may not be the party’s tactician. Any class can handle these jobs, don’t be cliché about this.
78. Even the A-Team accepted the reward. Take it.
79. Don’t make a pacifist character. It’s D&D. Fighting happens. Pacifism is for NPCs.
80. The time to fall back for healing is never lower than 1/3 power. Don’t wait until you’re almost dead, as it’ll become a cycle; heal, get hit, heal, get hit.
81. It’s only worth missing a round to get healed if you’re going to get healed for more damage than you take in 1 round.
82. If the wizard needs to fall back, it’s because everyone else is dead, or the wizard is executing #75.
83. No matter your class, always have a light slashing weapon ready for use.
84. Captain Kirk used red shirts, so should you.
85. If you can’t sum up your character in a single paragraph, he’s too complicated.
86. Everyone in the party should have a common language beyond simply Common.
87. Know your DM. Learn to tell when he’s throwing you a bone, and run with it.
88. “The natural cavern leads off into darkness” is typically DM-speak for, “This cavern isn’t part of the adventure, but is there in case I want to build on it later. Please don’t go down there, because I’ll have to wing it.”
89. Your cohort is never more valuable than another PC. Your followers are never more important than a comrade’s cohort.
90. It is, in fact, possible to “win” at D&D. A character who is the subject of nostalgic gaming stories long after a campaign has ended has “won” D&D.
91. If your DM uses plastic minis, but slaps down a hand-painted metal mini, treat it with suspicion and caution.
92. If you tell the party to “trust you”, then don’t let them down. If you do let them down, don’t be surprised if they don’t go with it next time you ask.
93. The DM’s love of the campaign world is directly proportionate to the level of motivation he has for a campaign with in it, and inversely proportional to the patience he has for people being ignorant of it.
94. The more proper nouns that appear in your character’s back-story, the more permission you’re giving the DM to mess with it during the campaign.
95. There’s nothing childish about a character whose motivations include power, riches, and fame. In fact, be honest with yourself, at some level isn’t that your own motivation with your character?
96. Multiple wizards in a party are like a sports team (or the X-Men arcade game). You need to “call the ball”. Don’t both of you waste your best spells at the same time. Alternate so as to maintain your level of firepower (See #41).
97. You might think it’s cool to keep your prepared spells a secret until the party sees you cast them, but it’s even cooler if they can plan around your selection. If there are two casters in the party, talk to each other when planning the day’s spells so as to not create a surplus or scarcity of certain effects.
98. If your DM wants to know which party member is carrying the map, the answer is always plural. (And it’s a good bet he’s the kind of dungeon master that will keep track of food, so be ready.)
99. The player that still uses the level titles (e.g. Veteran, Cutpurse, Deacon, etc.) gets first dibs on playing the thief (and trust me, they’ll call it thief not rogue.) They’re by far the most paranoid player in a dungeon, and likely the one most highly trained at recognizing highly probable places for traps.
100. It’s okay to let the DM know you’re bored when in town (See #4). But before you do, make sure you’re armed and ready.
101. If the DM asks you if you say or read something out loud, the answer is always no.
102. If you meet an NPC in a session with a proper name, be courteous and learn it.
103. If the same NPC appears in another adventure, be smart and learn as much as you can about them.
104. If the same NPC appears in another story arc, be wise and prepare to fight him to the death.
105. Don’t name your character after a famous person/character within the game, it’s distracting and will lead to jokes that break the suspension of disbelieve, which in turn will garner you less sympathy from the DM when you mess up.
106. Never cite The Lord of the Rings as justification for an argument for why something should work, and maybe, just maybe, the DM won’t cite Alien for the same reason.
107. Female NPCs exhibit a parabolic relationship with their comeliness score and their importance. If comeliness is 3 or 18, then pay attention to what she says.
108. If there’s a psionic party member, you can be sure there will be psionic baddies.
109. Assume every dungeon has an underground lake and a river of lava. Trust me, it’s better that way.
110. Unless you’re pressed for time, look for its lair, even if it’s a wandering monster.
111. Sometimes treasure is hidden in the stomach, the tauntaun treasure chest must not be overlooked.
112. You know what psych majors learn in college? Stereotypes are usually true.
113. There’s no such thing as an underground lake without a carnivorous creature in it. See #109
114. No it’s not good role-playing to run an evil character in a group with a paladin. It’s asking for angst that D&D is designed to provide escape from.
115. Never argue physics with the DM. It’s not worth the retribution, and you can never win an argument when the rebuttal can justifiably be “Magic!”
116. Plan C should never be “Every man for himself.”
117. Don’t freak out if the party rogue is neutral. Remember #72.
118. Never assume the BBEG is like a James Bond BBEG. Assume you’ll be killed quickly, efficiently and without warning.
119. Before play begins, find out what skill the DM says is relevant to determining success in the Indiana Jones, “gold idol – bag of sand” switch.
120. Never ever complain your way out of character death. It’s unmanly and you’ll embarrass yourself. If you’ve got a solid logical reason, give it. Once.
121. It’s D&D, “Because he’s evil” is always acceptable.
122. Before you draw from that Deck of Many Things, decide your drawing limit and stick to it.
123. If you’re playing 3rd edition, and you find a lone kobold, it’s obviously a high level sorcerer. If someone laughs at you for making that assumption, let them make theirs next time. If you’re playing older editions, that kobold is bait.
124. If you can’t solve the puzzle in 5 minutes of real game time, break it.
125. If attacked by ninjas, remember the power of a ninja is inversely proportionate to the number of ninjas involved in the fight. Ten ninjas are fodder, but a lone ninja will kick your butt. This goes for psionic characters too.
126. Playing a character of the exact opposite of the stereotype is also a stereotype.
127. Unless the DM forbids it, during character creation talk to the other players, otherwise don’t complain when the characters are hopelessly incompatible or everyone’s a fighter.
128. Default template for single file marching order is, in order of front to back, Troubleshooter, fighter, wizard, cleric. Always leave 5' of space between
129. There’s nothing wrong with making requests of the spell-casters for what spells to prepare for the day. Just like there’s nothing wrong with saying “no” to those requests.
130. Always carry a missile weapon. Unless your class prohibits you from using it, use it.
131. Before you do something REALLY stupid, make sure you know the DM’s policy on Atonement.
132. Burned out Ioun Stone + Continual Flame = best torch ever.
133. If you’re a middle level fighting class (cleric, druid, etc.) don’t rush in on round 1. Doing so will annoy the fighters trying to execute #36, and you’ll end up needing to use more curative magic. Round 1 is a buffing and assessment round for you.
134. Monk + Silence = premier anti-caster tactic.
135. Know when to retreat, and know which characters in the party would rather die than do so.
136. Once fireballs are added to the mix, the city watch doesn’t care who started it.
137. Behold the power of the Cantrip: Ghost Sound can save your butt against dumb giants, and Mending can redo the seal on the royal letter you stole.
138. If the reward seems too good to be true, be prepared for a double cross. This doesn’t mean don’t take the contract, it just means be ready to fight the person who gave it to you.
139. Whenever possible, use cover and concealment.
140. Flanking is key. Do it, and don’t let it happen to you. When moving to flank, the melee-tank-anchor should arrive before the sneak-attacker.
141. Decide to be aggressive enough, quickly enough. Better to have overkill than be killed.
142. Unless the details of your class require you to honor last requests, don’t.
143. After having finally slain the BBEG, take the precautions necessary, using whatever books the DM allows, to ensure that he cannot be True Resurrected.
144. When entering combat with a truly dangerous foe, don’t save your most powerful spells for “just in case”. Use them first.
145. Unless you have some kind of trump card, resist any and all urges to do melee battle with anyone on a ledge.
146. If you wipe the floor with the first wave of baddies, assume the next wave is going to be the toughest. The instant you have determined the level of toughness, first hand, of the next wave, be ready with #144.
147. It’s D&D, the moral implications concerning bribery are relevant to the mark, not the PC. Bribery is as valid a tactic as intimidation.
148. Magic items in which the word “of” appears two or more times will invariably become either a plot device or a homing beacon for trouble. Be prepared.
149. Monks will never be as good at melee as fighters or as sneaky as rogues. Monks are a “variable support class” They make excellent wing man melee fighters, and wing man rogues.
150. If you have a familiar, keep it in mind at all times. Otherwise you’ll have no recourse when it’s time to rely on it and the DM says Fido’s still back in town.
151. If you suspect a character has been replaced by a doppelganger, ask them to let you cast sleep on them. If it doesn’t work, they’re either an elf-blooded PC or a doppelganger.
152. If the DM asks if you’re setting watch, the answer is always yes.
153. Whenever reasonable, make the baddies come to you as you rain missile fire on them.
154. If you prepare spells, it’s worth it to have a “default non-adventuring day” list of prepared spells, so when the DM springs the adventure hook on you, you’re not caught with your pants down.
155. You should always know how each person in the party would answer the question, “You’re lost in the desert and the water supply is dwindling, how should you split it?”
156. If the DM forgets to include a penalty you’re suffering from, point it out. If he doesn’t return the favor, then stop. Immediately.
157. Take notes at the table. If you recall the name, race, and nationality of an NPC, it shows the DM that you care about the hours he put in on making the adventure. It may come up in rewarding you later. It’s also good gaming.
158. If your character can’t swim because of encumbrance, then you need a solution that will protect you from drowning. You need this before you approach anything wet.
159. If the DM takes the time to describe a new pattern of floor tiling, do not advance until the troubleshooter gives the go ahead.
160. Everyone in the party should know who the fastest talker is, the best diplomat, and the most intimating member. Don’t use numbers at the table, but know who each is.
161. The order of operations is always Diplomacy, Bluff, then intimidate. Never reverse these.
162. There should never be any excess space in an extra-dimensional storage container. If you’re successful enough to have one, you’re wealthy enough to fill remaining space with food and water (and ammo). As space is needed, ditch the ammo, food, and water.
163. Scouts should always return to the group for planning, never should the group advance to the scout.
164. The place to plan is never close enough that a double move will bring the enemy within their striking distance.
165. If the DM ever needs to vividly describe the specific actions of a trap, you must assume that they are using something more than the DMG for their traps. This brings a requirement of checking for traps immediately after disabling the obvious trap. If you see a "Grimtooth" trap book, GET A THIEF.
166. Choose your attacks wisely. It might seem like a good idea to hit a melee monster with a physically devastating spell, but it likely won’t work. Blast the slow tanks, manipulate the weak willed, and debilitate the weak bodied.
167. The fact that Undectable Alignment is still a Paladin spell should give a clue as to what a Paladin is actually allowed to do. Nowhere does it say that the Code requires you to wear a neon sign that says, “I’m a paladin and I will judge you!”
168. Defense will only protect you, for a time, from defeat. It takes offense to actually conquer a foe.
169. The cheapest item in the PHB is a mundane item with the following abilities: potential circumstance bonus when used for nose plugs or earplugs, works as a timer for anything up to an hour, can check for air currents, can be a minor decoy, can make subtle markings on a wall to indicate exploration progress, and sheds a weak light. It weighs virtually nothing, so even the wizard can carry some. It’s called a “candle.”
170. Just because it’s gone from the game, doesn’t mean there’s no longer a need for bending bars and lifting gates. Make sure you have this covered. It’ll make your DM happy if you know what the best result a party can muster is on taking 20 for a STR check.
171. Always know how you’re going to spend a turn before your name is called to act. It keeps the game smooth, and encourages others to do the same. Your DM will thank you, and you’ll come off as having a more confident character.
172. Never split the party. Just don't do it.
173. If you are paired up. Never leave your wingman. Do Not Leave Your Wingman.
174. Know they escape route.
175. Every party should have a policy on when it's time to make a last stand.
176. If you can pull off an ambush, hold the line until the enemy is within melee range. Shooting a target from far way isn't an ambush.
177. Never ford a river at the ford.
178. When the plan goes wrong, go back to the beginning (or some other clearly designated point.
179. Never return from the dungeon the way you went in. Foolish is the bandit who attacks the party prepped to kill them all and let Heironeous sort them out. Wise is the bandit who attacks the resource depleted, treasure laden party.
180. Attack HVTs first. These are the blasters and characters with Save or Die abilities. (piles of easily fireballed minions not withstanding.)
181. If your character has a schtick, know they rules. Expect to be called upon to show the sourcebook. Have page numbers ready.
182. Thou shall not sunder treasure. If you're playing in an organized game, this does not apply.
183. Do not look down upon mundane equipment. Keep pitons, flour, and empty sacks on hand.
184. It is okay to tease someone at the table. It is not okay to tease them such that their fun is lessened.
185. Read the fluff first, and the crunch second. It's poor gaming to take a class, especially a prestige class based solely on crunch.
186. Pay attention even to trifles. This includes casting times, numbers of targets you can affect.
187. Even if the DM doesn't do it, pay attention to ammo.
188. Roll all your dice at once. Miss chances, attack and damage. This is more efficient. If you miss due to concealment, you can save time on the math.
189. Do NOT roll all of your attacks on a full attack at once. Your 5' step could be life and death. Use it appropriately, redirect your attacks as the situation demands.
190. Know which rules are often misapplied. You don't need to memorize them (though you should) but you do need to know where to find them.
191. Remember, in a no holds barred contest Batman bested Superman.
192. It is okay to think in terms of aggro, DPS, Uber. It is not okay to use these at the table. Ever.
193. Never keep a side mission a secret from your party unless ordered to do so.
194. Know thyself. Inside and out. Be familiar with your abilities, equipment, and spells. Prepare. Use note cards. The player with an entirely different sheet for their raging barbarian knows what's up.
195. Embrace the abstraction. An unexpected plan can surprise the DM forcing him to wing it. You have the advantage. Here is where you reap the rewards from #87 and most definitely #93.
196. Immerse yourself ahead of time. Playing a primitive fighter? Read some Robert Howard. Thief? Read Gord the Rogue. This will give you the language, attitude and aura of the character you're playing. Your newfound adjectives will increase everyone's enjoyment.
197. Beware of symmetrical dungeon levels. These contain Very Bad Things.
198. Beware of almost symmetrical dungeon levels. There's a secret door.
199. When expecting trouble it is not a waste to buff ahead of time. A 10 Round Bless cast 4 rounds too early is still 7 rounds of benefit. Six with the spell, and one where you didn't have to cast it.
200. Knowledge is power. Invest and use knowledge skills. If you have a regular party, spread the wealth. Ignorance is a choice. Don't make it.


Female NG Gnome Arcanist (Brown Fur Transmuter) 7 | HP 59/59 | AC 23 T 14 FF 21 | CMB +1, CMD 14 | F: +8, R: +7, W: +8 | Init: +2 | Perc: +14, SM: +0 | Speed 20ft | Arcane Reservoir: 5/10 | Spells: 1st 3/5 2nd 3/5 3rd 2/3 | Active conditions: None.

Moving this to discussion thread:

Vakmu Blackhorse wrote:
Fenla Welci wrote:

The sickening entanglement idea sounds bizarrely good, but the idea of them just sitting there throwing up in reality might not work.
If that were me I would be trying to get as far away from the plants as possible.

Yes, but the point is no-one is going to run into a sickening Entanglement; the tied-up prisoners are in the middle of it, an no-one is going to charge into it (with any success at least) to hurt them/hold them hostage...And the prisoners themselves are tied up, so they aren't running around to get out...

Actually I went back and read it and realized the 'captives' were all just live stock. Ok screw em.


Female NG Gnome Arcanist (Brown Fur Transmuter) 7 | HP 59/59 | AC 23 T 14 FF 21 | CMB +1, CMD 14 | F: +8, R: +7, W: +8 | Init: +2 | Perc: +14, SM: +0 | Speed 20ft | Arcane Reservoir: 5/10 | Spells: 1st 3/5 2nd 3/5 3rd 2/3 | Active conditions: None.
Brother Hawthorne wrote:

Darwin, or his Oerth counterpart will administer the test on all 200 rules as your PC goes through his/her career.

** spoiler omitted **...

Yikes! that's a lot of studying!


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

Rule 61 is in play, rules 62 and 71 too probably. Well, all 200 are.


Female NG Gnome Arcanist (Brown Fur Transmuter) 7 | HP 59/59 | AC 23 T 14 FF 21 | CMB +1, CMD 14 | F: +8, R: +7, W: +8 | Init: +2 | Perc: +14, SM: +0 | Speed 20ft | Arcane Reservoir: 5/10 | Spells: 1st 3/5 2nd 3/5 3rd 2/3 | Active conditions: None.
Fenla Welci wrote:

Moving this to discussion thread:

Vakmu Blackhorse wrote:
Fenla Welci wrote:

The sickening entanglement idea sounds bizarrely good, but the idea of them just sitting there throwing up in reality might not work.
If that were me I would be trying to get as far away from the plants as possible.

Yes, but the point is no-one is going to run into a sickening Entanglement; the tied-up prisoners are in the middle of it, an no-one is going to charge into it (with any success at least) to hurt them/hold them hostage...And the prisoners themselves are tied up, so they aren't running around to get out...
Actually I went back and read it and realized the 'captives' were all just live stock. Ok screw em.

My reading skills stink... Nope there are 5 captives. Ok ya I understood the strategy but I was just trying to picture the reality of anyone being sickened while bound, for the time it takes to rescue them. That would be torture.


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
Fenla Welci wrote:
Fenla Welci wrote:

Moving this to discussion thread:

Vakmu Blackhorse wrote:
Fenla Welci wrote:

The sickening entanglement idea sounds bizarrely good, but the idea of them just sitting there throwing up in reality might not work.
If that were me I would be trying to get as far away from the plants as possible.

Yes, but the point is no-one is going to run into a sickening Entanglement; the tied-up prisoners are in the middle of it, an no-one is going to charge into it (with any success at least) to hurt them/hold them hostage...And the prisoners themselves are tied up, so they aren't running around to get out...
Actually I went back and read it and realized the 'captives' were all just live stock. Ok screw em.
My reading skills stink... Nope there are 5 captives. Ok ya I understood the strategy but I was just trying to picture the reality of anyone being sickened while bound, for the time it takes to rescue them. That would be torture.

It would suck. A lot. Better than dying though...

PS. Not sure if you know this, but the sickened condition is just feeling crappy (think that flu feeling). Nauseated is throwing up...


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
Brother Hawthorne wrote:
Rule 161. The order of operations is always Diplomacy, Bluff, then intimidate. Never reverse these

I'm pretty sure we're still working on #160 here... There are several candidates for diplomacy (Vakmu +13, Fergus +11, Rommin +16 ). You (Brother Hawthorne) win bluff... But Intimidate ???


Female NG Gnome Arcanist (Brown Fur Transmuter) 7 | HP 59/59 | AC 23 T 14 FF 21 | CMB +1, CMD 14 | F: +8, R: +7, W: +8 | Init: +2 | Perc: +14, SM: +0 | Speed 20ft | Arcane Reservoir: 5/10 | Spells: 1st 3/5 2nd 3/5 3rd 2/3 | Active conditions: None.
Vakmu Blackhorse wrote:
Fenla Welci wrote:
Fenla Welci wrote:

Moving this to discussion thread:

Vakmu Blackhorse wrote:
Fenla Welci wrote:

The sickening entanglement idea sounds bizarrely good, but the idea of them just sitting there throwing up in reality might not work.
If that were me I would be trying to get as far away from the plants as possible.

Yes, but the point is no-one is going to run into a sickening Entanglement; the tied-up prisoners are in the middle of it, an no-one is going to charge into it (with any success at least) to hurt them/hold them hostage...And the prisoners themselves are tied up, so they aren't running around to get out...
Actually I went back and read it and realized the 'captives' were all just live stock. Ok screw em.
My reading skills stink... Nope there are 5 captives. Ok ya I understood the strategy but I was just trying to picture the reality of anyone being sickened while bound, for the time it takes to rescue them. That would be torture.

It would suck. A lot. Better than dying though...

PS. Not sure if you know this, but the sickened condition is just feeling crappy (think that flu feeling). Nauseated is throwing up...

True, guess sickened isn't as bad.


We have lost a character, unfortunately. AllenDM. So I could ask for another character, or keep it to five characters. Your call


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*
chillblame wrote:
We have lost a character, unfortunately. AllenDM. So I could ask for another character, or keep it to five characters. Your call

How did that happen so fast?

He was our true tank!


He said he didn't like the tone of the game. I'm not certain what was wrong, but if he doesn't want to play, that is that.

I could put in an NPC fighter-type if you want.

Also, I have sent each of you a PM with the link to roll20. It maybe under one of my alias's, name of cutie. (Embarrassed) It was an animal companion for a character of mine.

Anyway, log on, I have placed an avatar for each of you. Vakmu, sorry for the orc, but I haven't found a half-orc token yet.


The game map will be up tomorrow. sleep time here


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Ok, I have successfully followed the link and found the map of Sterich with the steading marked.

That token will do fine. I am not familiar with Roll20, but I am following the tutorial. Question though, can you have more than 1 map? Keeping the general travel map and an encounter map would be good.


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

I believe I can get us a tank! Want me to drag him him into the discussion thread?


I certainly think that a front line type would be a good thing to have in group. The party is less balanced without one; we could evolve to compensate though, IMO.

Brother Hawthorne wrote:
I believe I can get us a tank! Want me to drag him him into the discussion thread?

Obviously, it's Chillblame's call - he's GM, it's his game, and he might want to go back to the recruitment thread, like he did for Vrianna... Still, he will undoubtedly want to look at the PC's sheet before he lets him in, so why not - a few posts off-topic in the discussion thread is not big deal to me.


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

Thanksgiving attrition seems to have kicked in pretty quickly; and our fighter too. Darn.

Vrianna has no face skills, but has a decent stealth buff and invisibility. A few useful debuffs here and there but no real group buffs. With ranged support and a decent flanking buddy or two she might be able to psuedo-tank until we get in a replacement.

@DM Roll20 link works fine!


Ranger2/Wizard5 Elf | Init:+8 | Per:+21 | F:+5 R:+8 W:+6 | HP 48/48 | AC:19 FF:15 T:14 CMD:20 |

I think a new tank would be good. if Hawthorne has a likely add, or if the DM has another choice from recruiting to pull in. If we want to make a go of it with five, we could adopt more stealthy tactics.

Roll20 link worked for me too.


Female NG Gnome Arcanist (Brown Fur Transmuter) 7 | HP 59/59 | AC 23 T 14 FF 21 | CMB +1, CMD 14 | F: +8, R: +7, W: +8 | Init: +2 | Perc: +14, SM: +0 | Speed 20ft | Arcane Reservoir: 5/10 | Spells: 1st 3/5 2nd 3/5 3rd 2/3 | Active conditions: None.

I've asked a friend if he wants to make a character too. He's a good reliable poster. I'll be hanging with him tonight and see if he's interested. But ya ultimately GMs call.


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

Roll20 is up and running. Can you sticky that link in the campaign data please?


Brother Hawthorne wrote:
Roll20 is up and running. Can you sticky that link in the campaign data, please?

OK, I guess.

Also, another player would be great. Ask these prospective players to run up a character in the recruitment tab and I'll let you vote.


Posted the link.

I have also put up the encounter map. Red asterisks are fires, If the token has a little skull icon on it, it is awake. The black rectangles in the top left corner are the wagons (with prisoners).

The party is near the bottom of the map, near the rock outcrop that looks a bit like a smile.

Would you like to delay a day or so to get your tank? Might be useful. On that, ask your friends to be a bit quick. No actual time limit, but in a day or so would be good.


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

Speaking just for myself I wouldn't mind waiting, it also gives us silly sods in the US time to recover from turkey day and all that nonsense.


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*
Vrianna wrote:
Speaking just for myself I wouldn't mind waiting, it also gives us silly sods in the US time to recover from turkey day and all that nonsense.

Eat more cheesecake! That’s my plan!


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

I think he’s doing a Druid that fights as a bear. How funny, another divine character!


Actually, as a thought wrt to introducing the new character, whomever he may be, if Chill is willing to NPC Fergus (and get him killed heroically, presumably ... ), the new character could be one of the prisoners - fits the new guy right into the story, and writes Fergus out... No delay.


As a prisoner is best, I think.


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

Which one is me? I can’t seem to take control of any of them.


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Oh yeah, looking at the map, this is definitely a go nova fight, so let's lather on the pre-buffing...


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
Brother Hawthorne wrote:
Which one is me? I can’t seem to take control of any of them.

I think we should discuss a bit before we go charging off here. WE definitely need to pre-buff, and a coordinated plan will be important here. There is a lot of opposition on the map.

Also, I'm not sure how much of Roll20 Chill is using. I was under the impression he just wanted to use the online mapping; if that's so, he's going to do all the moving of tokens and so forth.

With regards to who's figure is what, I think the top row is Fenla,

then the 2nd row left to right = Brother Hawthorne, Vakmu, Vrianna, and then Rommin.


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

I was just testing the functionality. As for prebuffing, we “priests” don’t do much of that, but we’re glad to accept buffs from friends!


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

"A priest of Charmalaine should have a few tricks in his bag, shouldn't he????"


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

I tried with the eating thing, but I rolled poorly!


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Yeah, the eating things was a pretty good try. I've got a few buffs - Symbol of Mirroring anyone? But make no mistake, this could be a very high CR encounter for a lvl 7 party.


chillblame wrote:
As a prisoner is best, I think.

Sorry, I missed this. Does that mean you are going to take my suggestion and run Fergus as an NPC in this fight? (and presumably to a heroic death, to a gm fiat critical hit from frost giant battle axe?)


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

My sprite has the sword and shield kinda stance, yes? At least I know where I am on the map.

Regarding buffs, all I really have is Bless, and I don't know if multiple bless spells stack. Everything else is either self-buffing or capable of de-buffing/utility for how Vri is built class wise. She does have invisibility and a solid stealth score so she can move about and use bane/sneak attack plus spells to hopefully deal some massive damage as a distraction.

Typing all that out makes me realize Vri isn't exactly built for teamwork, and that's on me


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
Vrianna wrote:

My sprite has the sword and shield kinda stance, yes? At least I know where I am on the map.

Regarding buffs, all I really have is Bless, and I don't know if multiple bless spells stack. Everything else is either self-buffing or capable of de-buffing/utility for how Vri is built class wise. She does have invisibility and a solid stealth score so she can move about and use bane/sneak attack plus spells to hopefully deal some massive damage as a distraction.

Typing all that out makes me realize Vri isn't exactly built for teamwork, and that's on me

That's fine, Bless is a definite addition; it's not like there are a lot of buffs in the whole party. As in Vakmu has a barkskin, a pre-set up symbol of mirroring and a communal resist energy available. (and a bunch of area affects, and individual debuffs).

But let's compare notes and see what we all have and should use.


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

I can grant you a +2 to hit in melee, if you are on the opposite side of the bad guy from me.


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

I'll take all the flanking help I can get.

If y'all would like I can go into the nitty gritty on what Vri can do class wise but the gist of it boils down to +damage dealt - glass cannon in a way. Not quite a nova strike, but with a solid sneak attack plus buffs plus class features? I could put the hurt on the Frost Giant, dice willing. The issue would be surviving long enough to attempt it again.


I will activate the characters on the map for you to use/move.


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

If those are just standard ogres, and I suspect they are, I doubt any of them can survive a coup de grace from either Vrianna or myself, and certainly not if we were double teaming them one at a time.

Although, I do prefer the idea of our taking 2 out at a time.

Will we be close enough for Message to work?

Where are you getting that the 8 are asleep? If they are, they’re sleeping in a perfect fireball formation. Anyone got that?

Wait until later in the evening, and let more fall asleep?

GM, how do you rule that nonlethal coup de grace works? With a single sap, I’d be doing 2d4+20+8d6 (53 avg) of nonlethal damage. That will drop an ogre almost always, with some lethal damage left over, so maybe their fort save is against just the leftover lethal damage, or is it against the whole amount? Either way, ogres are out of this fight in 1 CDG from me per, but am I dealing death, or a really bad hangover?


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

Oh, and BTW, in an old school game, I love the idea of letting/expecting the rogues do roguish things like this!

Likewise, Shhhhh! Don’t tell the Paladin!


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
Brother Hawthorne wrote:

Will we be close enough for Message to work?

Where are you getting that the 8 are asleep? If they are, they’re sleeping in a perfect fireball formation. Anyone got that?

Wait until later in the evening, and let more fall asleep?

Ok, Message at CL 7 has a max range of 170'... I don't know how to get to the distance measuring tool (I think maybe you have to be in control of a character), but I suspect the wagons are too far away.

Chill conveniently marked the ones that are awake with that little skull and crossbones icon over their right hand shoulder.

Yep, the ogres are in a perfect Fireball formation, but I don't have that available. I don't know what Fenla has (although Stone Call or Pyrotechnics would be awesome.)

I doubt more of them will fall asleep without an equivalent waking up. They appear to have posted sentries after marching all day and gone to bed. Only the FG and friends are staying up drinking... They might fall asleep, but so might we - we've been up for a full day and a forced march ourselves.


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Oh yeah, who gets my Barkskin spell?

Hawthorne - most likely to get caught if running away (short legs)
Vrianna - more likely to engage in melee
?Fergus? - who's primary melee and defending Vakmu, Fenla & maybe Romming the archer


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

Melee

I have no NA bonus as of yet. Again, I’ll accept any buffs available for this suicide mission.


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
Vakmu Blackhorse wrote:


Ok, Message at CL 7 has a max range of 170'... I don't know how to get to the distance measuring tool (I think maybe you have to be in control of a character), but I suspect the wagons are too far away.

I found the distance measuring tool - I thought that menu option (the circle with a tab sticking out) was just turning the snap to grid effects on an off - Yes, you will be well out of range for Message... Although I could loan my rod of reach spell to Fenla for a casting, and that would put you in range.

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