Ohrmizd |
Yup!
Before we are totally set on trip mode, I want to make a last call for Heshan to spend his money. I think everyone else has bought equipment with his share.
If you are undecided or find no time to look on what to buy, with your 5300 gp, these are a few well intended suggestions:
headband of charisma +2, 4000 gp
mnemonic vestment, 5000 gp
sorcerer robe, 5000 gp
mask of conflicting energies, 4000 gp
page of spell knowledge (level 1 spell), 1000 gp
page of spell knowledge (level 2 spell), 4000 gp
runestone of power (level 1 spell), 2000 gp
belt of constitution +2, 4000 gp
Mmm... while making this review, I noticed your profile is level 4 still, but we are level 5 already. Notably, your hp should be 37 (or 35 if you spend a couple of favored class bonus to get extra level 1 spells for your human ancestry).
Ohrmizd |
Omari, I think you missed Foxy's post with the results of Roryx's proposed search for alternative entrances.
Omari the Landless |
Omari, I think you missed Foxy's post with the results of Roryx's proposed search for alternative entrances.
No, I didn't miss his post, but given Omari has 0 ranks in stealth, he's not sneaking around with you, and you didn't come back and tell the rest of us about it...
Meanwhile, Manuun has apparently come to the conclusion he's with you (without making a stealth check or anything...), and that these are refugees (as opposed to say Rovagug cultists; can you see a bunch of escaped slaves or such hiding in the same complex as the gnolls?) who he should talk to...
Leaving that aside, I'm not in love with the "back stairs" entry. 1) I can't see the gnolls not knowing about it, given it's relatively easy to find. 2) I'm thinking getting Khedron down those stairs might just be a no go, which leaves him out here, waiting to be eaten by wandering gnolls...
Ohrmizd |
Ohrmizd would not go to search without the full team. I made it clear with my sentence >>We should probably stick together for safety<<. I think there was nothing in my post to point we were splitting the party. I was only trying to push the thread towards Roryx proposed direction. Also, nothing in Foxy's post makes me think we did not go together.
If you prefer a different approach to play the adventure, I am happy to follow on whatever is more fun for you. If that is ignoring A for now and rushing to F, let's just do that :)
Manuun |
I understood Foxys post that we all were able to reach the location she described without having to roll for stealth, but you are right with the missing distinction in englisch between Singular and plural you, I could have been wrong.
Anyway lets clarify where everybody is before we continue talking to people.
Omari the Landless |
Ok, from the sounds of it, I think the gnolls are not what you'd call situationally aware... I think if we are careful about the roving patrol, we could hit the spider, the "statues" (which I suspect are gargoyles), and/or the snake without alerting the gnolls (and have a safe place to rest in the lair afterwards, because no-one bugs them).
The troglodytes are interesting, does anyone figure we could parley with them and get them to betray their not-friendly neighbours?
Ohrmizd |
They seem to be just a scattered lot like when we explored Kelmerane. We can exploit it to our advantage :)
Your idea about cleaning one of the structures for us to rest is very sage. I have made a post giving you pass to expose it in character for the rest of the group.
As for the troglodytes, the common ones seem to speak Draconic (something we should confirm with K. geography or K. local). Ohrmizd does not know Draconic, but perhaps some of the others do.
Manuun |
I agree with Omaris plan. Lets talk the details out in character.
Foxy Quickpaw |
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@Omari
A medium animal companion can go anywhere where you can.
You got a lot of information for stumbling into the slaves first. But not all of their information is first hand. They don't know every corner of the premises. The minarettes could have a door on the floor level on the other side without them knowing. Or it could be the only entry without them knowing.
@Ohrmizd
Check Manuuns's spoiler for the spider.
Ohrmizd |
The idea was not just climbing, but climbing in silence Ohrmizd. to avoid nasty surprises :P
Sorry, I just wanted to spare you a spell.
Foxy, if you need to determine if we are heard/spot during the ascent you can assume Ohrmizd takes 10 for a total 16.
@Omari: I know it is far from a perfect plan, but if you wish to tie the elk at the end of the rope, Ohrmizd will try to help pulling him up.
Just trying for us to get moving guys. PbP is a slow format and adventure paths are long. We already took almost 1 year to complete just the first book.
Roryx |
All good Ohrmizd, just trying to make sure we do not risk too much ;)
A few things - I am seeing the guys taking 10 on Climb. I do not think you can do that, can you?
Also, I guess it would make sense to know first what is up there, before everyone climbs? Imagine the spider attacks Ohrmizd as soon as he is up top, for example.
PbP is a slow medium - I will not be disagreeing on that. My first PbP ever, the GM had posting requirements = 3x/day. He was in the US I believe, and there was a posting period before something like... 10am. another before 4pm and another before midnight I think.
At first sight it seemed completely impossible to manage, but it was actually surprisingly smooth. I am not saying it is feasible here or anywhere, or even that we should that we should try something similar - heck even in that game there were always some times people were unable to post. So there is no perfect solution.
I just think that some things should not be rushed, and potential combat situations are one of them. I could have already posted my climbing rolls, but I am purposefully waiting to see what happens exactly after Ohrmizd gets up there, what he sees, how are things inside the minaret, if he can see the spider, if there is a drop, if there is a floor, etc, etc.
Ohrmizd |
Now, although we all know Foxy has uncountable dangers to surprise us at each corner... xD
...we also know beforehand most of them will be unavoidable and the ones we can avoid we can easily halt the action and reconsider once an assumption demonstrates to fail.
For example in this particular case, if Ohrmizd finds an enemy at the top..., well, we would halt the action, the others climbing would have not happened yet and Ohrmizd would have to chose (likely jump with his feather fall ring).
Now if Ohrmizd cannot react to the enemy because the spider just grapples him on first foot before he can do anything... then why to worry asking if there is an enemy before assuming he ties the rope and others throwing climb checks?
Ohrmizd can do nothing and he will be in a bad situation whether he and everyone else waits to see if there is an enemy or not. Asking and waiting changed nothing in the result, but had quite an effect on the pace of the game.
Yes, he perhaps saved a bit of personal time not typing about the rope. But the potential save is lost if you think on the extra time lost if indeed there was no enemy and he shall proceed to tie rope and everyone to climb. Plus the overhead of coming and checking plus putting a second post. In the long time you saved no time, just made everyone wait while doing nothing.
Yes, you think all Ohrmizd is reckless and rushes up stuff, but in fact he is all the time pushing the thread forward so when you come here to check there are things going on. Today you have a tower to explore with a potentially dangerous spider inside.
Roryx |
I think I have already also explained my perspective on the whole thing, so will not go over it again.
That being said, I fully agree you push the thread forward Ohrmizd - that is important and you should continue doing it. I try doing the same as much as I can ;)
The windowsill can hold 4 small, 2 medium or one large creature. For combat purposes, this would count as squeezed already.
So I guess we need to lower another rope inside? So people can go up on one side and down the other?
Foxy Quickpaw |
So far Ohrmizd and one additional character can look inside into a round tower filled with webs. And you see your shadows cast into the tower and heavily influencing the lighting inside.
Im not 100% sure, but I guess you wouldn't fall down, even if the nets were the only thing holding you.
I would rule that based on str check needed to pull someone up with a rope vs. str needed to break the net. But I don't know the first DC yet.
Manuun |
A few things - I am seeing the guys taking 10 on Climb. I do not think you can do that, can you?
When your character is not in immediate danger or distracted ou may choose to take 10.
So my understanding was always that as long as the spider or some gnolls do not start to initate a fight, it is okay to take 10. This was also consistent how Foxy adjucated us crossing the river.
I dont want to redo the checks but some clarification for the future would be interesting.
Roryx |
Roryx wrote:
A few things - I am seeing the guys taking 10 on Climb. I do not think you can do that, can you?
When your character is not in immediate danger or distracted ou may choose to take 10.
So my understanding was always that as long as the spider or some gnolls do not start to initate a fight, it is okay to take 10. This was also consistent how Foxy adjucated us crossing the river.
You may be correct Manuun :P
Foxy Quickpaw |
It depends a lot of your definition of immediate danger. For Ohrmizd taking 10 wouldn't have been an option, as there was the immediate danger of falling 40 feet down. In a river, you have CON rounds or so until you actually start drowning. That's not as immediate as falling from a tower.
But I'm not sure how to properly rule those climb stuff, as per rules you would have to roll yourself to death, as every double move that nets you almost nothing would require anotther roll. But the "roll with it" approach of rolling only once no matter how long the climb is feels also wrong.
Ohrmizd |
I tend towards Foxy's way of playing Climb and take 10, when I do GM. Although I am sometimes lenient in the name of keeping the game flow, specially when there is no other way around. Actually Climb encounters are felt usually as not very exciting (one of the reasons the skill is not used much in the end). There is no player decision making or tactics. You just make a roll and you succeed or die, with a 20% chance of nothing happens in between.
It is still arguable if taking 10 is an immediate danger for Ohrmizd, he has a ring of feather fall, he does not feel too much in danger after all.
Manuun |
What are my options movementwise?
Manuun would like to reach a position where he can shoot at the spider and if thats still possible also take that shot. But since i still probably have 5 feet to climb I would like to knwo what of these things are possible.
Ohrmizd |
Omari, I doubt that spider has Combat Reflexes. You should be as free to move and shot as Ohrmizd was to cast.
Omari the Landless |
Omari, I doubt that spider has Combat Reflexes. You should be as free to move and shot as Ohrmizd was to cast.
Actually, that's another Q, is it awake (assuming it didn't take an AoO on your casting...)? If it's asleep, it might just get a CDG with a longspear next round (provided we're quiet).
Ohrmizd |
It lost initiative. It is just flatfooted. I do not think Foxy would have rolled initiative if the spider was just sleeping.
Manuun |
Hearing Ohrmizd Crying out inside the tower, Manuun jumps up the rope for the last few feet and dives inside the tower trying to get his bearings before the Spider can attack him.
Hoping there is enough space inside to get shots of.
Roryx |
I tend towards Foxy's way of playing Climb and take 10, when I do GM. Although I am sometimes lenient in the name of keeping the game flow, specially when there is no other way around. Actually Climb encounters are felt usually as not very exciting (one of the reasons the skill is not used much in the end). There is no player decision making or tactics. You just make a roll and you succeed or die, with a 20% chance of nothing happens in between.
But it still is a part of the game - just look at Roryx's character sheet and you will see he has taken care to deal with stuff like climbing and swimming. It is an integral part of adventuring life - overcoming hazards and obstacles.
Ohrmizd |
I think I will be saving the guidance for the case I need to make a Fortitude roll against that nasty poison.
I am hoping Ohrmizd can drag the attention of the spider AoOs and leave you all more free to engage the spider.
Ohrmizd |
Here is, trying to attract for you the spider AoO this round too guys, so you can act more freely.
Manuun |
Are we still in Combat mode?
Foxy Quickpaw |
Looking down the stairs, you see a very angry mummy spider who will make you pay for killing her little baby. ;)
Everyone poisoned needs to roll again 1 Minute, or 10 Rounds after the first save. If you have options to do something about that you have the time. But the time is limited, therefore still in combat mode.
If you don't have anything you could do anyway, you can simply roll the second save and the additional Str Damage and then we are out of combat.
Omari the Landless |
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Ok, as far as I know, you can only make 1 heal check to treat poison per save. We have 2 or 3 people poisoned, depending on Heshan's Fortitude save. (And Ohrmizd is lucky - the rules on multiple doses means he was saving vs a DC 18!). We want to get these heal checks as high as we can, and we want to get guidance on everyone for the next save.
To get everyone guidanced and heal checked (assuming 3 poisoned), this is how it goes...
R-1 (Omari and Ohrmzid got bit...)
R 0 (Heshan got bit)
R1 (current round) O & O cast guidance on themselves.
R2 O & O make heal checks to aid another DC 10 (Orhmizd) and treat poison DC 16 (Omari on Ohrmizd) respectively. Using their previous guidance from R1
R3 O & O cast guidance on themselves.
R4 O & O make heal checks to aid another DC 10 (Orhmizd) and treat poison DC 16 (Omari on Omari) respectively. Using their previous guidance from R3
R5 O & O cast guidance on themselves.
R6 O & O make heal checks to aid another DC 10 (Orhmizd) and treat poison DC 16 (Omari on Heshan) respectively. Using their previous guidance from R5
R7 O & O cast guidance on themselves
R8 Omari casts guidance on Heshan
Omari is making his heal checks at
2 ranks +3 trained +2 wis +2 Circumstance (healer's kit) +1 competence (guidance) +2 (Aid Another) = +12
Orhmizd is at 1 rank +3 trained +2 wis +1 competence (guidance) = +7 (I think)
Each of us needs to make 3 heal checks - first one is helping Ohrmizd, then Omari, then Heshan. Assuming success, that's a +4 to competence to our Saving Throws next roll; if Omari's heal rolls fail, it only a +1 competence (from Guidance - it doesn't stack with Heal checks).
Ohrmizd |
Well laid out sir!
Why is it only the characters for which I do not buy alchemical antitoxins are the ones that always get poisoned? XD
Manuun |
I have 3 antitoxin I believe
Omari the Landless |
You guys know that anti toxin is pretty difficult to use without fore-knowledge when you buy it : "This substance counteracts a specific toxin."
Omari the Landless |
Both sentences are there:
"This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour."