Miteke's Legacy of Fire

Game Master miteke

General References
Player's Guide - Knowledge Skill Success Topics - House Rules - PC bonus traits and feats

World and Local Maps
Geographical Maps - Kakishon

Current References
Party Info - NPCs and Handouts

Current Maps
Lower Level - First Level - Second level - Third level


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Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10

Thanks Seif, can't do the Wand of mirror image yet, but can add a couple first level spell wands :)


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

Is there actually a list of found items? I am assuming we have found at least 1 +1 Ring and a Cloak of Protection +1 that I could build off of. But I am not sure if there is actually a list for this?


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

I will go through the whole thread and compile one for you before the weekend.


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Book 1 Magic Items:

+1 Dagger
Brooch of Shielding
Ring of the Ram
+1 Longsword
Ring of Jumping
Ring of Feather Falling
+1 Bane (Outsider - Lawful) Greataxe
Potion of CMW
Ring of Protection +1
Cloak of Resistance +1
Chain Mail +1
Splint Mail +1
Wand of Bull's Strength
Silversheen
Amulet of Natural Armor +1
Headband of Alluring Charisma +2
Slippers of Spider Climbing
Lesser Strand of Prayer Beads
Phylactery of Faithfulness


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Book 2 Magic Items:

Potion of CLW
Oil of Magic Weapon
+1 Scorpion Whip
Cloak of Resistance +1
Scroll of Aspect of the Bear
Studded Leather Armor +1
Chain Mail +1
Amulet of Natural Armor +1
Minor Ring of Fire Resistance
Breastplate +1
Belt of Mighty Constitution +2
+1 Bane (Human) Greataxe
Ring of Protection +1
Wand of CLW
Potion of Remove Disease
Potion of Neutralise Poison
Potion of Tongues
Leather +2
Mithril Chain Mail +3
Headband of Inspired Wisdom +4
+1 Bane (Fire Outsider) Frost Scimitar
Chain Shirt +1
Hat of Disguise
Greataxe of Life Stealing


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Book 3 Magic Items:

Studded Leather +1
Cloak of Resistance +1
Ring of Protection +1
Potion of CMW
Full Plate +2
+1 Greataxe
Breastplate +1
+1 Battleaxe
Dagger of Venom
Amulet of Mighty Fists +1


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

I hope that helps!


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10

Wow, that's a lot of looking up stuff Seif! Thanks!

Edit: using items from the 'found list' I swapped wand of long arms for wand of Mirror images.


Dang, thanks Seif. I added those lists to the GM Reference slides linked above.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

Thanks for taking the time to do that.

So there are plenty of what I needed. That means my equipment is good to go and I have some gold left if it matters.


Map of Kakishon has been added to the links at top.


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10

GM Reference slideshow updated.

miteke wrote:
Map of Kakishon has been added to the links at top.
Cool map, looks like Gnasher may have to get more comfortable with swimming.
miteke wrote:
'Gnasher' Red Claw wrote:
He gestures towards the small stone hut. "Maybe hut person tell tribe where tribe at." Resting his bardiche on his shoulder he begins to walk that direction.
Before you go very far, a rude and hungry introduction many headed creature surges up out of the surf to attack.

How big is the creature surging up to eat us and how close are we?


It is huge. I expect you are along the shore in a line. I was kinda waiting for you all to set up your icons before placing the creature as it came out of the water to challenge you. But, since Malgrim obliterated it with a single blast...

As you know, the initial encounters in this AP are rather pathetic.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

I thought it would have more HP's then that...Kineticists do silly things to single creatures. If it starts to be an issue I can change to something else. Playing a single character that kills everything is not good for a group.


I would not worry about that. The AP is harmless at the beginning of a module and it's victims rarely last more than a round. What I COULD do is beef them up a bit so everyone has fun. you know, like if I had made that hydra into a 16 headed one.


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10
miteke wrote:
I would not worry about that. The AP is harmless at the beginning of a module and it's victims rarely last more than a round. What I COULD do is beef them up a bit so everyone has fun. you know, like if I had made that hydra into a 16 headed one.

Don't feel obligated to beef stuff up on my account. I was all worried about how close and what attacks to use, I'm glad Malgrim one shot it :)


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10
miteke wrote:
So what do you do? Start looking for the Golden Ram? Anyone have a decent tracking skill?

Gnasher has a decent survival skill at + 12, he was headed to the building you described, to investigate it first. Then would recommend they hunt the ram.


Some info on part 2 of the module. Basically to get off the ring of islands you are on, you must find and defeat the golden ram. Each time you search there is a chance of finding evidence of or even the ram itself, but also a chance of an encounter. Chances differ based on where you are in the island and what previous successes you have had. The DCs can be pretty high depending on what type of terrain you are in. The terrains of the island are identifiable by the colors on the map, but also include the beaches as a distinct terrain type.

To speed things up you may make a series of tracking rolls. The module says one hour per attempt but I changed it to 3 hours as that seems more sensible to me.


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10

So we get two attempts in the eight hours we can adventure?


Call it three. 8 hours per day is travel time. There has to be time in there for actual tracking.


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10
miteke wrote:
Some info on part 2 of the module. Basically to get off the ring of islands you are on,

I must be brain dead, I didn't catch 'ring of islands' at all and thought we were on the red spot on the north eastern island. Not that it changes our actions much but it certainly makes more sense.


If I said northeastern, I meant northwestern. Where the red dot is. the red thing in the northeast is a pic of a volcano and you are most certainly not there.


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10
miteke wrote:
If I said northeastern, I meant northwestern. Where the red dot is. the red thing in the northeast is a pic of a volcano and you are most certainly not there.

no, it was totally my own delusion, I saw the red thing on the volcano and just assumed.

It's the problem with posting on the weekends, I jump on between doing stuff and try to get a grasp of what's going on, then quickly move to either another game or something in RL. Totally my own fault for not focusing and paying attention.


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No problem. You are working with a GM that makes the same kind of mistakes both as a GM and as a player, only more often :)


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Heh. Well, there are several scenarios/modules out there, where NPCs have it called out in their stat blocks that they have been feverishly rushing and pulling all-nighters to get things done... and used Lesser Restoration spells instead of sleep :-/

Makes you wonder what a Black Company would do, if they caught wind of it as an option for high-value employees...


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

So I totally skimmed over the 100 ft range, which is why I was talking about PBS at all.

Kineticists do not have range modifiers. The attack is either in range, or not. I did have the ability to extend my range to 120 ft, and with your bonus to Malgrim it would double to 240 ft. This would cost 1 Strain beyond what I mentioned, but I had my 1 bonus strain in the buffer that could have paid for it. But I did not say that I used it because I was not paying enough attention.

With that in mind, I am fine with you saying that I did not extend the range and we can ignore the attack, or I can take 1 strain for extending it and not using my buffer, or I can expend the point from my buffer and say I did everything correctly.

How you would like to handle it?


Nah, I know full well you would have extended the range on that spell and blasted the poor thing. It is what you do :)


In reading to figure out what these guys response should be, I noticed this little gem for Malgrim...

Kakishon is mildly chaotic-aligned; lawfully aligned characters in Kakishon take a –2 penalty on all Charisma-based checks as a result.


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

So... Malgrim is feeling a little under the weather...?


The place makes him a little bit cranky and annoyed. Yes, very much like a head cold except it is more of a scratching feeling in the brain than a fogginess. He can think just fine, but it is annoying and a little distracting.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

Malgrim was never the most charismatic guy. And after the marshes I doubt he is the only cranky one.


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C/N Male Ifrit Sorcerer 4/Oracle(Seeker) 4/Mystic Theurge 4

Please welcome Urabot.

For the most part he will be hiding in the background. Right now he chose to stay in the safety of the hut while you all went on your hunt. As a Mystic theurge he has a nearly endless supply of spells, so use him as your HP and wand battery when possible. I figure he will be in action for the big fights or whenever one of you wants to have him take an action. Basically I will not be running him directly, it has to be by one of your suggestions that he does squat.


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10

The edge of the world, sweet :)

Before I start rolling for Gnasher, would activating his 'Slippers of Spider Climbing" help him 'stick to the deck' or would that not work? If they don't fully bypass the 'climb check' would they give a modifier?


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(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

RAW, having a Climb Speed allows you to always 'Take 10' when Climbing, and gives you an extra +8 bonus on such checks. So, your 'Take 10' would be 25, meaning you are perfectly fine... at least after the first check, so that you have time to activate the Slippers ;-)


'Gnasher' Red Claw wrote:

Before I start rolling for Gnasher, would activating his 'Slippers of Spider Climbing" help him 'stick to the deck' or would that not work? If they don't fully bypass the 'climb check' would they give a modifier?

Absolutely. Having a climb speed gives you a +8 to your climb roll, as mentioned by Seif. But no taking 10 for this as it is a wild ride and dangerous. You can all see the doom that approaches and I will allow the activation to occur before you get to the edge or the casting of a spell for those of you magically inclined.


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10
miteke wrote:
No, Urah is not reacting all that quickly. Ghasher is about 50' from the boat. Remember what I told you about Urahbot - he won't do much other than save his own skin unless you have him do something.
lol, that's why Gnasher asked him. Just to understand better, if I want Urahbot to do something do I need to 'bot' him? Or ask him and you'll 'bot' him?
PFSRD wrote:

Swim

Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.

I'm going to assume the DC 15 Swim check to move 5 feet in whatever direction is desired. is the 'full round action'

So with gnashers successful roll he moved 5 ft towards the boat, now he is at 45 ft.

Edit: Are we staying 'in rounds' while Gnasher attempts to swim 5 ft. each round. Or can I roll several rolls to see if he can accomplish it, and respond to the different rolls all in one round?


If you want Urah to do something, you can either ask him IC and I will do the honors or you can just bot him yourself. I'll go ahead and post Urah's response to your request.


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10
miteke wrote:
Normally it requires a combined effort with the victim holding on and the rescuer pulling (see what I posted above). You cam make both rolls.

I'll double check the 'rolls' and post them in the morning. I just assumed at a str of 21, gnasher would be able to pull himself (if the rope was tied to something firm) easier than urah could pull him to the ship.

Busy afternoon, I was just dropping by to see who'd posted. Either way I'll make the roles in one post in the morning.


I'm rather surprised there are no rules for doing just that. I may have to invent some.


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

The strength check for you pulling yourself up is the rule for that. With your strength you make progress on a 5 or 75% of the time where Malgrim with his slightly above average strength only succeeds about half the time. And you cannot fail by 5 or more so in the worse possible case you just don't make progress for a turn.


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

I appreciate the suggestions, but Seif-al-Din had no way to rescue himself; once you sink below the surface, if you cast a spell (not that he had any that could help), if it doesn't rescue you, you immediately start suffocating :-/

Annoyingly, there aren't many spells on the Cleric/Oracle list that would help with this situation, below 5th level (Life Bubble and Plane Shift, for example).

Definitely a rather ignominious way to go, but I guess it can't be helped!


Skills:
Acrobatics +21 (22), Disable Device 27 (28), Heal +10, Perception +23, Stealth +25 (26), Survival +3, Use Magic Device +11
Hobgoblin Kineticist 12 | Init +6 (7), Senses Perception (Darkvision) +23 | AC 36, 17 Touch, 32 Flat Footed|DR 10/Adamantine | Fort +18 (20), Ref +18 (19), Will +11 | HP 151/151 (9179/175) ( Non-lethal) | Burn 7 8/10|Active Conditions: None

Doesn't Sief have Air Walk? That would let you just walk out. You could have just cast that as we were about to go over the cliff like Urah cast fly.

You are not in Quicksand, you are in thick mist.

Additionally, once Gnasher gets up he will just aid Malgrim in pulling you out. I don't think you should have rolled all the way to death alone quite yet.


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Unfortunately, Air Walk only works on air - what we are sinking into was described as a mist-colloid. Given there is total concealment beyond 5', RAW, throwing ropes wouldn't work, either, since you can't target a square.

If I had cast Air Walk at the top of the cliff, I would have been left there when the ship descended, with no way to reach you except falling - I did think of it at the time, and chose not to try it, since it would have had no benefit.

My stats were optimised to deal with land and air-based threats - coming from the desert, 'water'-based threats were not on my radar!

I suppose disappearing without a trace has some appeal, in a horror-movie-esque way...


Malrgim managed to land a rope practically on Seif so I'm going to allow you to grab on. Though he could not see the square you were in he could hear where you are and had a nice roll.

As mentioned, I am not interested in killing off your characters in this encounter, I just want to see some role play as you struggle. And if you really want to exit stage left this is a perfect opportunity. Shadow, on the other hand, is in big trouble.


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10

hmmmm, I probably should go read the game thread and see what's going on...

Edit Wow, was that really 35 rolls, yikes!


(AC 26/17/20; HP 113/113; Fort +10, Ref +14, Will +11; Init +9, Perception +0, CMD 16) Samsaran Oracle (Dual-Cursed) 12

Hey, Seif really *did* try to grab on to that rope... he then immediately rolled a -1 on his Swim/Strength check... and started sinking like a stone :-/

I mean, I don't *want* him to die, but bad rolls are bad rolls...

Technically, after the 4th failed attempt, Seif couldn't succeed at the check to resurface - anything above DC 18 is impossible for him.

In some respects, I am sadder about Shadow - they got so *close* to the ship before being swallowed-up :-(


Male Gnoll Bloodrager 12 | HP 146[/146 (Rage Temp HP: 36/36) |AC 26/T15/FF23 (Rage AC: 20/T9/FF17| F+15/R+9/W+8/11(rage) | CMB + 18/CMD 31 | init + 5 | Perc + 15 | intim. + 23 | Surv. + 15 | Rage: 25/29 HP+36 /AC-4/Will+3/fast healing 3 | Spells/lvl: 1st: 1/3, 2nd: 2/3, 3rd:2/2 | BoS 10/10

*Sigh*

It took twenty seven rolls to get Gnasher to the ship, going under twice. As experiments go, I thing we failed miserably. My first consideration is back to the old question of rolling instead of taking 10, which for Gnasher would have made things simpler but not for Seif. I realize there was a potential of danger, I'm not arguing that.

IF we had stayed in rounds, we may have been able to help each other. If Gnasher had been near Seif (were we even on the same side of the boat?) he would have done his best to aid both Seif and Shadow.

As for having us roll as an experiment, the mechanics/dice are sacrosanct to most players. If there are rolls being made and it looks like we're going to fail and that isn't the goal, then if we'd been in rounds you could have sent a mcguffin to save us. Now, post the fact, we're either retconning rolls or creating a new character.

It would be possible that some wonderous creature come along and lift our unconscious Seif and Shadow from the depths and breath life into them, possible, cheesy but possible.

I think this sort of 'experiment' is best left to the halfling ale-drinking and dance off contest, where losing doesn't cause anything other than a hangover.

Edit: I'm confused as to why you're willing to save Seif but not Shadow.


Instead of hanging on, tie or wrap the rope around you.


'Gnasher' Red Claw wrote:
Edit: I'm confused as to why you're willing to save Seif but not Shadow.

Seif is a PC, whereas Shadow is a companion and replaceable. I could be argued into letting her survive. Frankly I did really examine how lethal this would be with rules/scenario as written. Seems like the folks least likely to be able to hang on are also the folks least likely to survive.

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