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
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.
It's good and nice if you can sneak by something, cautiously avoid a trap or attention.
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.
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.
So within 10 minutes, we could deconstruct 4 pillars between us.
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!"
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..."
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.
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)*
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."
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.
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.
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
Pfil notes that her weight does not seem to trigger the bear trap properly.
Thievery DC 17: 1d20 + 6 ⇒ (1) + 6 = 7 Critical Failure! => Reflex Save!
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?
Thievery, trained: 1d20 + 6 ⇒ (7) + 6 = 13
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.
Then we can all have 2 actions and Marvel at our Barb-of-Prey rushing ahead and smashing everything before we get there.
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
Personally, I prefer enemies to operate on a logical basis. Smart, if you will. Anything else would make me an hypocrite.
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.
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.
HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3
Oh, I heared good things about Pacifico.
Glad you are better (if still birdbrained :) )
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
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.
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.
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.
:D
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.
@Eser: Get well soon. I heared the new variant coming in fall is a bit worse again, so take care.
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.
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.
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:
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.
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?"
"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
HP: 2/17 | AC: 17 | Fort: +6, Ref: +6, Will: +5 | SAR: 7, SDC: 17 | Perception: +3
Aye. Anything you acquire gets stocked up.
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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