Imrijka

Farod Shamar's page

614 posts. Alias of MordredofFairy.


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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

@Wulfgar: Aye, Skulls and Shackles it is.

@Morana: If you do want to run it, I'm fine with a GM PC and we can just go ahead.
If you do consider something different - I am in a long-running Kingmaker-game and would pass on that.
I'm always game for Wrath of the Righteous, especially if it's Gestalt or includes other shenanigans.


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?
It seemed like you tried to find fault with us, at times. Like the last post about Ardrans effective phantom level - that was from a future build plan and not even relevant yet, and could easily have been explained at the time it came up.
And me quoting Mage Hand's target line was mostly directed at Ardran as in-group banter, meant to suggest it may have been just a regular old wig after all and it's been all in his head.
Not as a challenge to you - albeit a ruling on what animated objects count as was a welcome opportunity when you focused on it.

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.
Some people made mistakes, and we tried to adapt to your rulings. Even in retrospect, I see no malevolence - but would like to understand where we failed to comply with your expectations to reach the point where we are at.


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 understand and agree. Just figured I'll take a look. As said, no hurry on my end. Was just a bit on edge after mutilating that camel earlier.


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.
I don't think we are waiting for anything in particular, Wulfgar.


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:
Ardran wrote:

Spiritualist (fractured mind) 1 (Phantom Ally)

Fractured mind 2 (effective phantom level =6) <====LEVEL 2!
Your phantom level is always equal to your spiritualist level.

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 I certainly did not intend to offend.

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.
I am not certain just interpreting or assuming would be preferable in the long run.
Either way, my apologies for causing frustration. That said, we should all have fun. If that is not the case, then we missed the goal post. So as he said, if this table is nothing but trouble for you - well...


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:
Farod wrote:
both unattended AND non-magical

wtf are you quoting? I have just about had it with this table and the rules.

That statement by me is long overdue. More than ready to end this on my part. It is nothing but frustration which I did not sign up for.

Exactly as Ardran said:

Mage Hand wrote:

School transmutation; Level bard 0, magus 0, psychic 0, sorcerer/wizard 0, summoner/unchained summoner 0

CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one non-magical, unattended object weighing up to 5 lbs.

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."
Farod snickers as he explains.
The creature, possibly, was real enough. But with Ardran's previous handling of the thing, it was too amusing to pass up.

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.
Was not intended to make you hurry.

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.
Once the others seem ready to move on, he will switch to holding the arrow with his bow hand and pick up the lantern again.


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
Damage: 1d6 + 1 ⇒ (3) + 1 = 4 + Sneak: 1d6 ⇒ 1 if applicable.


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?"
He physically stops Wulfgar by placing a hand on his shoulder:"Care...IF something killed one of those things it would seem it may be a trap, if nothing else is here. Let me check first."

Checking for traps (since it seems likely there is one here I'd take several rounds attempting to find something before sharing an opinion.)
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Perception: 1d20 + 6 ⇒ (16) + 6 = 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

"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.
I mean, a Ancient Wyrm couldn't move that thing.
You blow raspberries at him, hide behind it and watch him smash into it like Wile E. Coyote chasing a Roadrunner not realizing he won't be able to break through your cover.


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."
Farod starts moving, setting the lantern down in the middle of the center room to have both hands free, taking as large pieces of stone as would fit and he can carry - with the assumption that the bugs may not have the strenght to push them, and using their acid would take quite some time.


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.
I just think as locals we would know about the tomb. And which parts were maintained or open for pilgrimage or hommage, and which parts sealed or off-limits.
Just because there's fishbugs around would not be a compelling argument, by itself, that we are no longer in our home town. Thats what I meant - as I didn't answer Ardrans speculation IC.

Also, sorry for being snarky about the light, Morana :D
But with the lantern, Farod is good.


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.
I suppose if it is the name-giving central location of the town, the tomb proper would be assumed to be in better condition than the rooms we are in.
But some sealed sidewing empty for decades may well have deteriorated to this point and invited in some strange dwellers.

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?"
He sighs when Ardran starts his mage handing again while singing in an aggressive-sounding foreign tongue.
"Can we just shove some rubble into that crevice so nothing can sneak up on us from the back and continue trying to find an exit? Not many options left now."


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.
or simply very stagnant, albeit I would assume the heat from a flame would change the dynamics sufficiently.


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
Attack of Opportunity: 1d20 + 3 ⇒ (7) + 3 = 10 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."
He follows Wulfgar, once again one step behind.


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'd have expected to find dead fish bugs around, in that case.
They didn't seem smart enough to avoid lethal enemies.


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.
Maybe they broke it and that's why it was so passive. Still a weird "encounter".


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, nothing to see here, I guess. Onwards?", Farod suggests when nothing of interest is found in the chamber.


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.
Perception Traps: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
"Seems clear. Anybody wanna see if they can harvest some of that nasty discharge you mentioned from the snake? If it even had any."
No survival skilled here.


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.
I'd have expected it to be some mindless construct blindly attacking trespassers, but seems there may be more to it.

@GM - if it is passive, can we fast-forward to "we destroy it eventually"?
I think we are not taking chances here.


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.
"Well, if it's just gonna sit there..."

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

I think she meant to say she's spending her standard for a move to load - because the move was already used to retrieve it - and just shortened 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

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?'
I don't think swapping to my bow will be a great use of my action, unless it remains coiled up in standard rounds, too.


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

When there's no sensible way for something, you have to find creative ways for 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

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.


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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".
Which is totally valid. But at the same time, most of those tables neglect the penalties to Perception.
Which honestly don't really feel immersive - so I understand some hand-waiving and re-balancing.
That +1 / 10 feet would render most people effectively blind beyond 200 feet distance.
Oh, a battle between two groups on open grasslands 300 feet in front of the party? Pity you didn't notice that.
Interpretation on those things is, unfortunately, indeed often victim to table-variance.


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.
Also, you did never state such or comment on progress, but I will assume that I managed to fill the lantern and light it, as I started doing so before the trap in the previous room. I was waiting for having a light source ready - if that is still not the case, please inform how much longer it will take me so the others can decide wether to wait on me or not.

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.
Literally moments after Farods request.
So yeah, he wants his own light source now...but he was already working on that before(and was trying to get it going when this happened).

As said, totally no drama, no need to be sorry.
Just reacting in-game, but seriously, nothing to worry about.

(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.
Once I have confirmation that I have a light source under my own control, I'll gladly head to the next room we move towards - if it takes me longer in the dark, they'll have to do one without me.

(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.
I expected beetles there, not a trap.

Alas, I figure with Mage Hand we could have avoided the Trap, still.
On the plus side, a trap still has a CR and gives XP, so yay :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

@GM: You may have missed this question earlier:

Farod Shamar wrote:

The question about seeking an exit or exploration is actually an interesting one...

@GM: Do you intend to do levels by milestone or by XP?
That is, should we make sure to seek out all encounters we can so we can level adequately, or would we only worry about missing potential loot?

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.
Also, Morana, just to be clear, it's perfectly fine, I am good OOC.
But IC, Farod asked you to cover him and provide some light while he fills and lights the lantern and a Torch - then you turned around and gave the guy with Darkvision a light-infused skipping stone because he hoped that may stir some bugs, leaving Farod sitting in the dark.
He figures if asking nicely won't do it, he'll simply get somewhere safe and do things in the dark, even if it takes that much longer.
It's like, before we sit around 10 minutes to watch Ardran fix up some shoe, now we don't have enough time to wait for a torch to be lit before we have to rush on -


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.
"For f!+*s sake."
He stands up and cautiously walks - feeling his way with one hand along the wall - in the direction they came from, assuming the room with the sarcophagi to have been a relatively safe spot, where he could work on the lantern in darkness, but without having to fear being assaulted.

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