Barmaid

Pfil's page

152 posts. Alias of MordredofFairy.


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HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Aye, aye. Not so easy to get rid of little old me. You almost had a chance there, but I just need some more time to get re-settled into a steady pace.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

"What's up? Scared?", Pfil pulls out her collection of teeth, including some Kobold ones, dangling them in the short corridor from behind the corner, "I understand that. You should be. It's very brave that you lot decided to die here - but we can streamline if you just come hop into that alligator instead of making the whole thing into a long and painful slaughtering."

Pfil was well aware that - to her knowledge anyway - none of the Kobolds were capable of understanding common, but the standoff she found herself in prompted her to speak up nonetheless. The silence was too deafening, otherwise.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Damn, our ploy to just extend the time until you changed your mind did not work.

It's been great to have you around a bit more, though. Have a good live, granny Stormcrow!


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Touchê.

But I pride myself on being twisted and bent, rather than broken - so that "deeply wrong" is entirely functional in society.

However you intend to proceed, best of luck with your liquidation efforts.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

The way I understood it, clearing the rubble would take even longer than breaking the columns. Also, The GM determines the amount and type of damage the attack deals, if any, as well as any weapon traits the improvised weapon should have. - I think there is no daily limit for raging any more - so it could be easy enough for Eser to grab some oversized boulder and slam it at a pillars with significant base damage from safety. I mean, our Birdbarian is the epitome of "more firepower" we can bring to bear. Just saying, we have options and the GM could just as easily handwaive us demolishing the trap after we figured it out - if he wants - then we take a minute for the rage to cool down and to collect the coins, and then decide where to check next :D


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Or you invest 15 of those 40 you made into the local art store, then decorate the powered wheelchair into some unholy amalgamation of some princess fairy tale and HR Gigers wet dreams, then sell it as an object of art, a throne of the bizarre, a fully functional piece of art creepy beyond what stable-diffusion can come up with.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

"Well, we can break the mountain by grinding it down with more mountain?", Pfil suggests, using her Telekinesis to pick up a piece of rubble larger than herself and slamming it into one of the pillars.

She shrugs, then responds to Riktik with surprising self-awareness: "Kobolds are a thing for when they are in range of arrows. That evil fountain is here now. It might not be readily apparent, but sometimes I do tend to live in the moment - ", before slamming another chunk of rock at a pillar.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

I think we spend the 10 minutes to disassemble it.
My main worry is a clean exit strategy - same as with the spider or the undead.

It's good and nice if you can sneak by something, cautiously avoid a trap or attention.
But if you step into some deep s+$% on the other side and have to get out in a hurry, anything of that sort you leave behind you turns into a death trap.

We KNOW the kobolds are aware of us now, and may likely organize defenses. Once we face them, we may get overwhelmingly unlucky with a first round of dice, and decide that we should better regroup.
Having a trap in our back just waiting to finish us off(or alternatively, slowly crawling over safe spots while kobolds pelt us with projectiles) does not sound so hot.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

I suppose you could mod Silent Storm to that effect with little effort - like, make more than the main character custom and give them portraits from that series?
If you wanted it to be real, I mean?


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Technically my other cantrip, telekinetic projectile, would be 1d6+4, so 1 damage better than you, which would actually add up significantly.
(because 1/6 attacks would do 2 points and 1/6 would do 1 damage, so 3 damage over 6 attacks, or 1 every 2. Making it 6*15*2 = 180, or 3 minutes per pillar.

So within 10 minutes, we could deconstruct 4 pillars between us.
But she HAD to pewpew first, not quite understanding what it is you are trying to do.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3
GM wrote:
Pfil's just traipsing merrily through a veritable forest of death flags with a question like that :D... And if we were using Owlcat's dice in this game? The odds would be good enough that no Vegas bookmaker would touch them :p.

Hey, I'm just a carefree pixie girl, in a pixie world. Life so tiny, it's so fine-y - I can twirl my hair, light up everywhere...

I mean, never tell me the odds :D She IS happily traipsing through that forest because she's carefree to the point of gung-ho-ness.

"Oh, I can help!"
She unpacks her finger guns, starting to pew-pew at the pillars.
"Take that, fountain thingie."
Because Phase Bolt does not use up ammo and actually does a reliable 1d4+4 damage over the bows 1d6 - alas, not enough to overcome the hardness.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Dignity? In this economy?

We'll go with the well-earning murder-hobo over the dignity-less wage slave, then.
Go with that virtual Chad Rizz over the edgy loser that still has no dignity but sits on a high horse.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

"There's not a lot of smashed Kobolds here. Do you really think they always risk the fountains wrath? Or climb over the rubble? I think they must have SOME way to bypass this hazard.", she holds the coin with both hands, then places it on the ground in front of her, indicating the fountain:"I mean, it's definitely an option to clear the stones, just saying there hast to be a different way. I could also take a look at that fountain, see if I can't break it. I mean, what are the odds for things going horribly horribly wrong twice?", she shrugs, while massaging the area on her neck the beartrap closed in on minutes ago.

"Which reminds me..."
Soothe Healing: 1d10 + 4 ⇒ (8) + 4 = 12
"If we are stuck here for a bit, may as well spend a moment patching myself up a bit.", she smiles: "You know, in case something DOES go wrong."


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

"Hum. Why...?" Pfil stays safely away from the fountain.
1d20 + 3 ⇒ (4) + 3 = 7
"I mean, I believe you, even if it seems perfectly safe. But I could do this..."
Pfil starts to mage hand one of the largest coins she can see from whatever vantage point is available towards herself.
"We can do that afterwards, of course, but I think we totally should. To make sure nobody else accidentally triggers the trap trying to retrieve them. It would be community service, basically."


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

*suddenly lights up and glows in a furious red(or blue, depending on movie/game)*
I AM a proton torpedo!
And you just wait until I go Super Sprite, or Super Sprite 2


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Pfil rolls her neck, stretching one way and the other:"Glad to be here. And I'd stay in the back anyway. But lets get the guy who is setting those things, yes. Then I'll take a moment to fix myself up proper."
She offers a pained grin to Hellewen and Surla:"It was a calculated risk. But I assume the tentacled one among the gods revered here cursed me with bad luck for not offering my nectar as tribute and choose this moment to exact his revenge."
She takes note of her dress being soaked by blood and healing potion, but does not comment further:"Either way, lets go get that trap kobo..."


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

But it's also not a system with a inherent wounds penalty that gives you disadvantage for not being full HP.
So technically...this little Sprite is fully armed and operational.
(albeit at 2 HP :D)


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Meh. I am at 2 hp or so. Anything more than zero means I am ready for action.
It's just a flesh wound.
Can't really push for you guys to push on and then demand preferential treatment :-) plus I still have a heal spell for after we deal with the trapper.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Oh, I know :) And thank you for that, Riktik, but the dice decreed it so - as you said, only a Natural 1 would cause a critical failure...on both rolls.
And you absolutely know she'll attempt to violently disassemble the next trap, as well. Just a little bit more cautiously, hopefully :)


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Her eyes open and her hands shoot up to her throat, where the jaws of the trap attempted to decapitate her: "Hum. I showed that trap, hu?", Pfil comments in a voice slightly more croaky than usual. "Trap 0, Pfil 1. Thanks for making sure it was not a draw.", she weakly smiles at the Lizardfolk. "Guess I was a bit too eager there."


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

No worries, GM, the dice are on your side, this time...


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Pfil notes that her weight does not seem to trigger the bear trap properly.
With a little help from her wings, she starts to jump up and down on the trigger, eventually even assisting the downward motion with the wings to gain more momentum slamming on the trigger.
Until eventually...she succeeds in triggering the trap - but fails to evade the snapping jaws, already preparing to jump again when she notices it finally worked. The final thing she sees is the metal blades homing in on her throat, before everything turns black.

Thievery DC 17: 1d20 + 6 ⇒ (1) + 6 = 7 Critical Failure! => Reflex Save!
Reflex DC 17: 1d20 + 6 ⇒ (1) + 6 = 7 Critical Failure! => 20 Damage!

And that's an instant Dying 2 for Pfil. Some help? :D Pretty please?


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

What is the DC for the Snare Trap?
Pfil approaches what seemed like a crude bear trap. Measuring the claws against her own size, she estimates that they SHOULD not hit her when closing, so moves forward and jumps on the trigger, ducking a bit just in case.

Thievery, trained: 1d20 + 6 ⇒ (7) + 6 = 13
(Also, are we expected to keep track of our own XP? If not and you'll just tell us when we are good to level, then I'm not worrying at all about when or how you decide to calculate. If we ARE supposed to keep track...does anybody have the current total?)


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Oh, sure, I can be the Trap Fairy.
Which of course means...nevermind, not that kind of game, I know.
Sorry for delay on my part, some stuff joined forces to keep me away.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Yep, giving the AC 2 actions costs an action, so two for Riktik, two for Grasz.

If we want to not split the party, I could simply ride on that hat of yours. It seems to have enough rim to serve as a archery platform.
That would cost both of us an action, and I'd move along with you :)

Then we can all have 2 actions and Marvel at our Barb-of-Prey rushing ahead and smashing everything before we get there.
(And Surla, while she is with us).


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Telekinetic Projectile: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Pfil, seeing the other Kobolds taken out, rushes after Hellewen, then attempts to throw whatever debris she can see at the Kobold from an unexpected angle.

If there is no debris/stone/whatever to use for this spell, same attack roll but with Phase Bolt(1d4+4) - if Hellewen gives a circumstance bonus to cover, that bonus is reduced by 2.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Hum. Just on the off-chance it's me....who is up right now? Did the Kobbos have their turn?
All of us? Just me - are there still split-Init Kobolds?
Sorry, I'm confused.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Personally, I prefer enemies to operate on a logical basis. Smart, if you will. Anything else would make me an hypocrite.
What I do not like is that smartness becoming a burden on the player.
In many cases, smart enemies or BBEG could turn their resources into a no-win scenario against players.

Current thing: I have no problem with us not getting the jump on any more kobolds, with them being prepared for us, maybe have some jury-rigged hasty defenses or area denial traps.

But if they all now pool up in the throne room, placing snipers on elevated and almost unreachable positions, possibly splitting us with a hydraulic portcullis they release after the first 2 people enter, with traps and a spell-buffed chieftain that in sum amount to no less than "Rocks fall"(which would be really smart and what a player would do), then no.

In other words, I like the illusion of smart enemies. Make things believeable.
Don't make them actually smart.
Much like a computer game...oh, you were seen, the enemy will now start sending attack waves at your base to distract you, while preparing to evacuate the laboratory with the optional tech and reinforcing the weakly defended eco-expansion. (and not: Oh, the computer will now pull together the 150 supply worth of defenders split across main base and expansions and simply overrun you before you got your production up and running).


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Finding herself alone in the room with a Crocodile after Riktik suddenly rushed out, Pfil does her best to swiftly follow him.
While running and hopping to a cover position behind one of the pillows, the nocks a single arrow and quickly releases it towards whatever Kobold seems most wounded, then presses against the structure, making sure the crododile did not follow.
1d20 + 6 ⇒ (9) + 6 = 15 1d6 ⇒ 2


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Hum, I must have missed that, somehow. Apologies.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Init: 1d20 ⇒ 9 +3 or 6, I think we ambushed and I am not sure if that used Stealth or Perception-


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Well, probably not AFTER we started storming :)

That bit was supposed to go with the surprise arrows.

Now that we are also in the room, I think we'll better leave the lever alone.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Oh, I heared good things about Pacifico.
Haven't found it around here, though.

Glad you are better (if still birdbrained :) )
That said, I think you were supposed to spring the trap(or anybody else really - )
Maybe Riktik just propped up his Trident for me to stand on and he can trigger it?


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

"Oi...lets do this!", Pfil looks at the others and gives them the tiniest thumbs-up most have ever seen, then pulls two poisoned arrows from her quiver. "For great glory! Into the hole with you..."

Taking aim, she steps once on Riktik so he can give the signal to the others, then lets fly her first arrow - quickly notching the second one and firing it as well.

Attack 1: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13 Damage: 1d6 ⇒ 6 +Poison

Attack 2: 1d20 + 6 - 2 - 5 ⇒ (20) + 6 - 2 - 5 = 19 Damage: 1d6 ⇒ 1 +Poison

We said the poison is good for 24 hours only, so use it or lose it, I guess...having a chance for them to not run and alarm their nest is totally worth it even on a misfire :/ .


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Trained Society: 1d20 + 6 ⇒ (13) + 6 = 19
"Oh, I remember reading about copper coins in Absalom in an abhorrently boring book about minting that I was reading for falling asleep. Absalom only mints very few of them for special occasions. And those are minted by Absalom and old. That means they are rare, and a collector would probably pay us a lot more than their, uhm, printed coiny value.", Pfil explains.

Pfil then takes a look at the holes in the wall:"Hum, they thought of everything. Even added arrow slits to the secret room. Gimme a moment to get ready before you do anything, Eser...someone should probably also be ready to storm the room, I think-"

I do think the holes should be large enough for my arrows? :)


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Getting no response from the statue, Pfil turns to Riktik. "You broke it.", then hops up to where the coins are, giving a slight poke to the sculpture.
"So, I guess the coins are ours now.", she lifts one of them up with quite some effort, holding it out for anybody to take.
"What did it hide, anyway? I mean that fancy locked door, what's in there? Coin Storage?"


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Ah, thanks for the extra exposition :D

What I really meant was that Pfils attempt to re-do the puzzle in gameplay was not just a tongue-in-cheek attempt at XP loopholing, but actually her way of approaching the questions stated above.
You effectively covered all that in discussion now, already.

Just wanted to say, at times she may seem chaotic shiny but there is method to that madness. :)


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Oh, come on, if I thought this was Bethesda I would not even have hit start without checking mods...

All that said, it's more of a gleeful curiosity, to see if this whole thing is just a parlor trick that reacts to input, or something more.
Does it reset? Is it always the same coin? Does it allow you to "guess right" before the judgement?
Or does it simply go inert for however long after it was solved? Does it have some internal storage of coins? The one is lead now, so does it replace them, or will they vanish anyway if taken away from it?

:D
I am not JUST trying to get into the developer console, I'm also happy to experiment and test within the framework of the setting.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Well, was worth an attempt :D

What about item duping? Is that a thing? If I hold them just right and place a second on my belt, then duck-jump while dropping and retrieving at the exact moment one of my buddies pushes me 5 feet into the next square?


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

...and check if there is a loophole with submitting the quest solution multiple times, gaining XP for every time you choose that dialogue line.
Pfil is already committed to that, so somebody else needs to check the door.
Also, I think we are all too scared to pocket this talking statues coins. He may still need them, to play the riddle with new visitors. Unless he says we are welcome to take them.

@Eser: Get well soon. I heared the new variant coming in fall is a bit worse again, so take care.
And next time, get the mexican beer, not the virus. :)


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

"Oh, oh, let me try!", the Sprite exclaims, then rushes up to the altar:"Coin number six", she says with all the confidence of a Hamster intending to pocket a peanut in his pouch.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

I do know that puzzle...as I am sure some others as well, so I'll sit it out in case its new to someone :D

The sprite positively glows when she manages to break the trap, through cheerful application of incompetence.
This trip turned out to be more fun than she had expected.
When the statue speaks up, she scratches her head:"I think I read something similar in a book a while ago. You guys give it a go if you want, I'll try and remember."


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Welcome back.

Also, while I admit I always had a soft spot for Bards, I must say they seem surprisingly versatile in 2nd Edition. I like Pfil a lot better than the sorcerer I played shortly in a different game.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Who needs Inva for this when you got a Bard?

Upon being notified of the trap, Pfil fearlessly walks into the corridor. Her light frame would barely be sufficient to trigger any pressure plates...which were most likely the activator. That, and the Kobold that had attempted to run must have jumped over them or something, most other sensors would have been hard to bypass easily.
Even IF her weight were sufficient for it to react to, she didn't have to put her full frame forward and could cautiously advance until she found where it was.
She swiftly went to work, attempting to find some gap to get access to the mechanics.
Trained Thievery DC18: 1d20 + 6 ⇒ (6) + 6 = 12
But the floor seemed sealed pretty tight. Maybe whatever would cause the collapse could be cut through the walls?
Trained Thievery DC18: 1d20 + 6 ⇒ (7) + 6 = 13
But it was too hard to determine where. The ceiling, then? If it could be stabilized, it could not collapse?
Trained Thievery DC18: 1d20 + 6 ⇒ (9) + 6 = 15
Not without too much effort. Back to the floor, then. Maybe some other stones were loose and one could gain access?
Trained Thievery DC18: 1d20 + 6 ⇒ (11) + 6 = 17
No...but maybe some stomping and jumping on the pressure plate could help make it lose enough to gain entrance?
Trained Thievery DC18: 1d20 + 6 ⇒ (3) + 6 = 9
Nope. No luck either. But exactly outlining the pressure plate with chalk by carefully testing it's limits would certainly allow her allies to bypass the trap without trouble?
Trained Thievery DC18: 1d20 + 6 ⇒ (15) + 6 = 21
"Easy.", the sprite commented, cracking her knuckles as she made her way to the middle of the corridor. "You guys coming?"

As i understand, the hazard triggers on a Critical Failure only, which would require me to roll 1 or 2. So I just made rolls until I either succeeded or triggered it. I liked my odds even if it got a bit close there. Flavorwise, I did not really disable it, only mechanics-wise, but it should allow us to bypass it all the same, right?


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3
Hellewen wrote:

...

Tiny Magical Shortsword Greatsword! Who wants to magically stab people?
...

Incidentally, with the "one step up" rules from 1st edition, that would be one-handed for small, and two-handed for tiny, so she'd have trouble with the grip, but could totally try and wield it like a tiny greatsword :)

Of course, all of that is 1st edition math, but it amuses me nonetheless, not that I'd ever want to use melee with characters that have to enter enemy spaces(even if AoO are no longer really a standard thing)


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

"Weeeh...many many coins, no idea what they are worth. A gold ring that certainly is worth something. And a magical Greatsword. But not of much use to me.", she shows her haul to the others.
"Also, no others showed up, but I think it's only a matter of time until someone misses those other fish thieves, so maybe we should press on..."


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

"Is...is the Urotsukodoki gone?", Pfil asks fearfully and in a low voice, just loud enough for her companions to hear. "It didn't possess you or something like that, did it?"
It is noticeable that she remains beyond an arm length away from the bars, afraid of whatever scared her.
Did...did Riktik just use a consumable? Heresy!

"I took a look at these boxes, they..."

Whatever roll is applicable, skill values all in profile: 1d20 ⇒ 18


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Stealth: 1d20 + 6 ⇒ (7) + 6 = 13
Somewhere in the middle of the Crates in the room where the Kobolds had been, a tiny Sprite attempts to hide, in case any tentacles had given pursuit.
The fearful shivering does not help much with hiding.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Nobody is going down...I also still have soothe if needed, just let me know if so.


HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3

Aye. Anything you acquire gets stocked up.
With 2 exceptions:

a.: You acquired a full stock of the item above and a good stock of the item ABOVE that. e.g. once you got full stock of midi-potions and a decent stock of hi-potions, you can start using the low-potions as a means of inventory-cleanup. This is more about cleaning inventory up than about use of the items(which have miniscule effect at that point)

b.: There is a limit to how many items you can carry, and are above the 90% treeshold. Then, in urgent situations, you may be permitted to use some of the items, but only as long as you maintain a stockpile of over 90% capacity.

Mileage may vary, and OCD may compel some different approaches.

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