Sorry, I still can't get the map to work. :(
Tried to edit the picture on my phone and might have upset things. Please correct if necessary. (The phone app won't let me undo.)
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Hey, I'm trying to grab a few more players for a Roll20 game I run every other Wednesday night. It's Dungeon Crawl Classics (though we also played some Weird Frontiers as well), and just as I was segueing into the epic Dark Tower adventure just released from Goodman Games, I lost two players to real-life. Alas...
If anyone is interested, you can let me know here or email me at skyrocketsteve@gmail.com. The game has historically gone on Wednesday nights at 7pm EST, but we might be able to finagle that if needed. I've got two players left from our previous DCC games, and I'd like three more - or even four. This is a lethal adventure, though DCC games usually are!
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
It sounds like fun, but if I told my wife I was disappearing another night every other week it would probably not go well. Good luck getting some fun players into the game!
Hey, I'm trying to grab a few more players for a Roll20 game I run every other Wednesday night. It's Dungeon Crawl Classics (though we also played some Weird Frontiers as well), and just as I was segueing into the epic Dark Tower adventure just released from Goodman Games, I lost two players to real-life. Alas...
If anyone is interested, you can let me know here or email me at skyrocketsteve@gmail.com. The game has historically gone on Wednesday nights at 7pm EST, but we might be able to finagle that if needed. I've got two players left from our previous DCC games, and I'd like three more - or even four. This is a lethal adventure, though DCC games usually are!
Sounds like great fun, but play-by-post is as much as I can handle right now, and then there is the time difference to consider. :)
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
I will be going on vacation from Sunday, July 28th, through Friday, August 2nd. I should have the internet, but I am not sure how much time I will have to post. So feel free to bot me if needed.
Oof! So sorry! It's been a wicked rough couple of weeks for all sorts of surprising reasons. I'll be in the clear to get a gameplay post in on Saturday.
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
First statement, if you want to rule you cannot take 10 on Disable Device that is fine. But I wanted to discuss it. Because the whole point of taking 10 is to avoid a bad roll on something you know you can succeed at.
You can take 10 anytime you are not distracted or threatened, and it specifically uses combat (IE someone trying to actively cut off your head at that very moment) as to what constitutes a threat.
In the case of taking 20, you cannot do it if there is a penalty to failure. Since failing a Disable Device roll by 5 for Traps sets off the trap, you cannot ever take 20.
But the whole point of taking 10 is that you are so skilled you trust that just doing a normal job will be sufficient. If your wrong, you get blasted. If not, there is no threat. This does mean that Nevitash is so good at traps at this point that with a little aid he stops any trap that follows the base rules for traps. In a few levels, he won't even need that aid.
You as a GM may find that to be incredibly anticlimactic and not want to run the game that way, which is totally understandable. But Disable Device on traps is legitimately what the take 10 rule is intended to handle based on the text that they provide explaining it. "taking 10 is purely a safety measure—you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn't help."
With that said, if you just don't want to run it that way I totally get it. But I thought I would at least toss out my case.
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Oops! You're totally right, I was thinking 'Take 20'! You can certainly Take 10 - though whether that's enough to beat the DC is unknown to you, obviously.
Please give me your total 'Take 10' result, with whatever buffs are offered. Thanks, and apologies for my mistake. I must have been tired when I wrote that ruling...
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
Devin hasn't said so we will just try it with just Guidance. I will toss up Communal Protection from Evil just in case as that might help my save if it comes to it.
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
I'm here, just busy wrapping up the final deadline of tax season. I'll post sometime later this week, and it looks like you're all resting for the night here in the Dark Depository, correct?
"The sounds of morning city life reaches their ears from all around them - though muted by the hedges and walls that do an adequate job of concealing the entrance into the Vault of Hidden Wisdom from casual passers-by."
Q: So we know where the Vault of Hidden Wisdom is?
Or did you mean the Dark Depository we came up from?
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Apologies, I'm still here but work this week has been a bit crazy. Trying to learn a new software prior to the tax season! I'll try and get a post out this week or the weekend at the latest. Thanks for your patience!
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Francis, your avatar on the map isn't next to the steps - that is a sort of wooden awning you could use to help climb the wall, if you'd like. The steps are a good distance off to the left (west) on the map. Feel free to move yourself over there using a double move if you'd like.
It's that time of year again, Merry Christmas and a Happy New Year to all! I will be off on my Christmas trip home until the 3ed of Jan. Posting should continue, but may be spotty (so bot me if need be).
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
Note that everyone in the party can post their actions! I'll wait another day or so for Amenhep and Nevitash to make their attacks before posting the round. Francis, I moved you 40' (double move) on the map and even if you had an action left you're out of range of that spell. That 20' move is tough in a chase!
I also took the liberty of moving the PCs on the map to see where you'd be lined up for attacks. Note that someone will have to jump up on the wall, and it'd likely be Devin - since he moves last in the round. So no charge attack, but he'd get the AoO when the assassin jumps (if he's still alive), but as the attack missed anyway due to Blur it's moot.
Please remind me how this works:
Standing up is a Move action that can trigger an AoO.
Withdraw is a Full-round action where you can move and which does not trigger AoO. (I envision withdrawing as including some ducking and parrying to get away. It’s also not as easy to just crawl away without an AoO if the character has no listed crawl speed.)
So, can you stand up as part of a Withdraw and not trigger AoO?
(If not, was it something else that prevented the assassin from getting the AoO when he stood up? I don’t think Evasion, Uncanny Dodge or Improved Uncanny Dodge will help against this situation(?))
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
@Elliander I think you're referring to the previous round, and I don't recall the assassin being in your threatened area - only Amenhep threatened him at the time. You had just dropped another of the assassins on your turn, but I think you were too far away to threaten the other that fled, if my memory of the map is correct. Unfortunately, there's no way for me to go back now to make certain of that. But yes, your understanding is mine as well. In the previous round, the assassin stood up and had to take a move action - either of which would draw an AoO (which it did) from Amenhep.
In the latest round (the round after that) the assassin was not on the ground, he was standing on the low wall just south of Devin's icon on the map. He took the withdraw action (double his speed, so 60'), which allows you to safely leave the space in which you start. That allowed him to avoid AoOs from everyone except Devin, as the half-orc was to the north of him and effectively threatened two squares - the starting square, and the one to the east (well, east and down as he was jumping), so I allowed Devin the AoO.
Lastly, there may always be an instance when I make a mistake going by the map. In pbp, it's tough to see where a player's icon was prior to making my post - sometimes I have to go off memory. Apologies if I do make errors in this, I try not to do so and definitely wouldn't do it on purpose. As you saw, I will retcon a situation when I can clearly see my mistake. But if it's fuzzy or unclear because of map changes occurring over a period of days (or even a week) I have to just go with my memory.
No problem. I just thought I'd missed something that would be good to know since it wasn’t that long ago Elliander was the one that was prone and that is a tough situation.
Half Orc Inquisitor of Pharasma [Sanctified Slayer/Sin Eater] 7; Init +5; HP: 71/71; AC 19, T12, FF 17; CMD 22; F +10, R +7, W +11 [+1 per adjacent ally up to 4]; Spells 1st (4/5); 2nd (4/4); 3rd (1/2); Perception +18; B: 8/10
So I have a 20 ft move. I jump out and believe it lets me jump my full distance with the height and my roll. If I cannot get there off the jump, I do not think I will be in range of the spell and so it would not happen. I would just walk another 20 ft forward.
Of Soumral’s magical stuff, I think Elliander would find the following items useful to him:
* one of the Wayfarer (as he already has an Ioun Stone)
* any one of the scrolls or potions
* any one of the Antiplague / Antitoxin
* possibly the wand of Scorching Ray (but only 2 charges)