HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
I am sorry to hear this. And it is, as said, of course your decision and you have made it. But since the die has been cast, may I inquire what exactly offended you as such?
I do appreciate that you cut the line now instead of 2 months later, but I would like to understand just where we pressed those wrong buttons.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
GM was active on monday, then 2 posts on tuesday, nothing so far yesterday or today. Not a unusual/large break(though I do hope he's fine) but with the previous statement about feeling unhappy with the direction of the game I wanted to check.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Igar The Terrible wrote:
I believe I can solve that one - he intends to pick up the Feat Phantom Ally - I think at Level 3 - that would push his effective fractured mind level to the listed numbers for the phantom. It's basically Boon Companion for Phantoms. Igar The Terrible wrote: Farod, just in the right place at the wrong time. The straw that broke the camel's back. LOL. No worries. But is the amount of Bourbon you can safely digest sufficient for the game, or not?
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Well, Wulfgar, I seem to have been the trouble-maker this time around.
But same as Wulfgar, and especially for a RAW game, I feel it is imperative to understand GM interpretation of aspects - and that only comes with (annoying) questions.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Igar The Terrible wrote:
Exactly as Ardran said: Mage Hand wrote:
That's what I'm quoting. Mostly it's an interesting precedent if animated objects count as unattended (instead of or in addition to being a creature), as several spells work on unattended objects differently.What exactly annoys you here, I fail to understand. It was not intended to frustrate you, just trying to wrap my head around what happened so I can remember for the future.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
"...an animated wig. They crawl onto sleeping people and force them to wear it. Then try to empathically control them. And the worst thing, besides the look, they can cause you to violently lash out at others. It's VERY good that you violently murdered it before it got a chance to be mage-handed onto your head...but you safely defended yourself against a wig. Next room, coming up, grey hair - then a boss fight against hair loss."
That, and I am not sure if an animated wig counts as both unattended AND non-magical. I'd have expected it to count as creature instead. So if you DID manage to mage hand it around, you should probably still do a sanity check to be safe :D
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
"Oh, that thing? I think thats a...", Farod explains what he knows, or thinks he knows about the animated wig, but maintains his watch on the door until Wulfgar is ready to move on. Knowledge Dungeoneering: 1d20 + 7 ⇒ (15) + 7 = 22
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
@Disguise: Not sure if you actually CAN take 20 there...
Disguise wrote: The Disguise check is made secretly, so that you can’t be sure how good the result is. Taking 20 means you try something over and over until you get it right. But with disguise, it seems by definition you can't be sure if you got it perfectly.(as in, you may get that "20" at some point, then fix your disguise some more and ruin it.)
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Just on a side note: I fully expected you guys to check the creatures and room, but as Wulfgar said, I'd expect more of the creatures around, and wanted to cover the likely entrance point.
Und warum sollten wir kein Deutsch verstehen? Ist doch ne gängige Sprache. Meiner Erfahrung nach zumindest verbreiteter auf dem Bord als z.b. Russisch.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
"Well, at least there's only one exit here...no deliberation on where to go this time.", Farod mentions, aiming a reflexively drawn fresh arrow towards the door.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Farod takes a step forward, dropping the lantern and pulling an arrow from the quiver. Taking aim swiftly, he fires a shot at Black. Attack: 1d20 + 3 ⇒ (18) + 3 = 21 Damage: 1d6 + 1 + 1d6 ⇒ (4) + 1 + (3) = 8
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
"I am - to be honest - a bit worried that this happened often enough among her followers to warrant a commandment.", Farod replies, then makes sure to keep some extra distance between himself and Ardran in case HE was carrying any experimental objects that could lead to future commandments.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Farod considers what to do. The Shells glowed - but not enough to really work as a light source. With a sigh, he retrieved the lantern, carrying it low, bow in the other hand, and followed behind Wulfgar, while replaying to Ardran: "If we weren't able to retrieve the ichor from that construct earlier, I'd leave those beetles well enough alone. Chances are you'll burn your hand messing with their chemicals if you have no idea what you do." Opting to carry the lantern close enough to the ground that I can drop it without risking damage to it if needed. Gladly will move at half speed during exploration.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Ardran wrote: I will never not be amused by the fact that level 1 Pathfinder characters can trivially gigakill themselfs with a single strike. Most well-optimized burst characters maintain that capability for a large part of their career. And how were those famous last words of the wizard? "I'm sure there's something in the rules about not being able to disintegrate yourself, here, I'll proof it."
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Despite the barrage from his allies, Farod picks a target and lets fly as well. After seeing the danger the Fishbugs presented, he was unwilling to take chances. Shortbow, Point Blank: 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
"Time for my bow?", Farod whispers to his companions, setting the lantern on the ground and starting to retrieve his preferred weapon. "Or would you rather risk them not being territorial?"
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
"Hej, Ardran. Those other bugs didn't glow reddish. Is there any residual magic you sense on that one?"
Checking for traps (since it seems likely there is one here I'd take several rounds attempting to find something before sharing an opinion.)
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
"Not for us, I'm afraid, unless you have means to shrink us down to their size.", Farod muses in response, then looks around, "Chances are we'll find the exit, if it connects to some other level or area of this tomb section. If not, I think we're not missing out, either, as it's likely just some kinda hive nest they'd guard ferociously." When their work is done, Farod retrieves the Lantern and waits for the others to be ready to head to the last exit from the center room.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Well, we'll want to find whoever designed that.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
"Definitely don't want to leave this open. Worst case, there may be some kind of nest in the walls, and multiple of them could assail us from the back in a bad moment. The shelves in the room opposite collapsed, there's certainly more than enough rubble there."
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
As Wulfgar said, your opinion is as valuable as that of every other player.
Also, sorry for being snarky about the light, Morana :D
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Also, just to be clear, Farod currently assumes that we are in a forgotten part of the tomb. Some hidden chambers that have fallen in disrepair.
So he does not disregard the option that we are somewhere else entirely, but right now it seems simpler and more desirable to believe that they are simply in a forgotten wing.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Holding up the lantern, Farod raises an eyebrow at Morana:"You are kidding me, right?"
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
@Ardran: I may have misinterpreted, but dancing flames suggest air flow to me. I suspect the crevice is connected to some other place and it fled towards there, maybe hitching a ride with a buddy. I think we may want to put some rubble there, so if something comes through we'll hopefully hear it, but I'll only suggest as much in gameplay after you are done with your light show.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
"Besides not knowing how we ended up here, the fact we were assaulted by bugs attempting to murder us multiple times to turn into some kind of vessel, shelves collapsing as you searched them, and the general state of disrepair and abandonment around here, I do not think what we do qualifies as grave robbing at this point. We are liberating these items from the tomb to save them for future generations. What good is all this if nobody can safely come and visit? Better to have some wealthy patron subsidize our retrievement and allow them to build a smaller - and safer - shrine where people can pay their respects", Farod attempts to smooth-talk the point Wulfgar brings up about stealing from the dead.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Farod opens the lid of the lantern, and sets something on fire before throwing it in front of the crevice - if there is nothing flammable nearby, he instead approaches from the side while Morana watches the opening and drips some of the lanterns oil in front of the crevice, trying to check if there was an airflow or if the hole was unconnected to another location.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Apologies, I had network trouble due to ISP yesterday. Farod prepares to strike the Osteovit if it attempts to assail one of his comrades. Ready action=Attack if it is about to enter an allies square: 1d20 + 3 ⇒ (9) + 3 = 12 Bludgeoning: 1d8 + 2 ⇒ (7) + 2 = 9
But he is overly careful in making sure not to strike any allies instead, striking twice with powerful, but ill-aimed blows.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
"So it was poison after all? You said it was non-poisonous previously. Mentioned some discharge. I figured that MAY be of use, even against undead.", Farod seems slightly confused, but does not inquire further. On Wulfgars words, he responds:"No offense taken. There are equally vile humans and other humanoids out there - but few of those truly consider their vileness a virtue."
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Come to think of it, it's weird that the Osteovites tried to meddle with the skeletal metal statue in the main room, but left the BONE cobra alone instead of trying to chariot it.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Igar The Terrible wrote: Loving me will get you nothing. Just ask my dogs. Yet your dogs still love you. In their opinion, you should probably be "Igar the Lovely". It all depends on individual points of view.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
"Well, there's that.", Farod comments, then cautiously approaches the sarcophagus.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
It's curious, maybe there is some trigger for a response from it.
@GM - if it is passive, can we fast-forward to "we destroy it eventually"?
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Noting that Morana was fetching her Crossbow, Farod kept his cool, stepping slightly to the side to give her a free line of fire, then preparing to smash the snake if it attempted to move around the sarcophagus.
Heavy Mace Readied Attack: 1d20 + 3 ⇒ (11) + 3 = 14 Bludgeoning Damage: 1d8 + 2 ⇒ (7) + 2 = 9 Standard to ready an Attack
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Farod slightly lifts his hands, holding the Heavy Mace he found earlier and the Lantern he filled and lit, as if to say: 'Draw a bead with what?'
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Aye, hence why I say - pure 'RAW' on that kind of thing completely wrecks immersion because it essentially gives you rendering distance like a video game. But with that comes some table variance on how to deal with it sensibly. Hence why I said - I would have expected what you wrote, but I do understand Ardran was not entirely sure.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Pity you are not a Halfling, or adopted by halflings - or that would be a 19 Farod moves into the room as well, but stays near the entrance and south of the sarcophagus - mostly to make sure nothing else was hiding on the other side.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
I think the reason for that can be that people in outdoor situations especially would go "highest rolls, everybody else aids, he gets an effective +x to all perception checks".
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
I beat DC 15 with a passive check taking 10, in response to the smell. Don't even need an active check to search.
Farod, while not taking point, still can't evade the nauseating smell from the room. Inhaling and concentrating, he points towards a direction: "I think that smell originates there. Caution." Perception Take 10: 10 + 5 = 15
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
No worries, Morana, as said, we're all good :) Just IC; Farod asked you to cover his back and provide light, and the moment the other guy with darkvision wants to try and experiment with some darkvision-enabled bugs and light, you turned, left, and took the light away.
As said, totally no drama, no need to be sorry.
(That said, we do have lanterns, we do have torches - there are light sources available, so I don't want to "hog" your light cantrip. It totally makes sense if we can cast it on a pebble and throw it into a room, or down a corridor. Even Darkvision is very limited in range - so having some flexible light source has value - rather than binding it to a single half-orc who traded away HIS darkvision)
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
My token is up at the entrance to the sarcophagi-room, where I headed in hopes to get the lantern going - albeit in total darkness, but hopefully without interruption.
(Moved from gameplay as it's a pure OOC post. Until I know IF I got an active lantern I don't know what I am doing.)
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Yeah, well, and I gave you an all-clear at the entrance :D Plus, I stayed outside trying to make sure nothing would sneak up on us from the back, so definitely did not check any shelves.
Alas, I figure with Mage Hand we could have avoided the Trap, still.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
@GM: You may have missed this question earlier: Farod Shamar wrote:
I think this is an organizational topic that will have impact on playstyle, and should not remain a black box.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Well...I'd say NEXT time, we pick up stuff with Mage Hand, and not physically unless that is necessary. That said, at least it was not multiple bugs - which is what I was afraid of.
HP: 10/10 | AC: 12 / T: 10 / FF: 10 | Fort: +2, Ref: +4, Will: +0 | CMB: 2, CMD: 14 | Init: +4, Perception: +5(+1 versus Traps) Low-light Vision
Sitting outside in sudden darkness while trying to light his torch, when Morana leaves and casts light on some sling bullet, he sighs, then throws the Torch into some corner of the room in anger.
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