HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
I think we'll probably benefit more from having versatile, mobile characters. Even with Reginald at full force on the front line, our squishy people still took lots of damage. We fight in a lot of close-quarters situations, so it's only natural that the "front line" tends to dissolve when the enemies are all around us. Those centipedes really did a number on the party, but Reginald didn't even get hit. Good tactics and a little luck will go a long way no matter what we play. :)
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
Lol sorry, guys. I guess my super obvious deathwish wasn't really super obvious when it comes to Reggie. He acts like that normally! My next character is probably going to be either a cleric or a druid, but I'm still hashing that out. :) Thanks for your patience!
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
Reginald takes a wide-legged stance as though bracing himself against the scenery of the ominous green-flame chamber. He slings his flail with purpose and a bit of impatient menace as he directs his gaze down the center of the pillars. "I know what this room is!", he boldly exclaims. "Nobody decorates a room this fancy without putting something really expensive in it." "This is obviously where they keep the TREASURE!!" Without another word, the armor-clad warrior charges down the middle of the chamber towards the flaming braziers, grabbing Bryce along the way and dragging him inside. "BRYCE, BRING YOUR LOCKPICKS. LOOT IS AFOOT.", he bellows as he barrels through the room.
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
@Zeltor - Because of the trapfinding houserules, we are actually just fine on rogue stuff. Ninivic has a good perception, stealth and disable device. He also has darkvision ontop of that, so he's really quite adept at filling our thievery needs. You could probably use Zeltor without having to even worry about making him more "roguish". I don't have any objections. I think you should play what you want.
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
Reginald seems to be growing increasingly impatient. "Are we there yet?" Despite his sarcasm, he falls in line and follows wherever the majority decide to go. As long as there's something to smash, he's right ontop of it.
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
It would take just as long to break it down as it would to force it if you're taking 20. Reginald walks up to the stuck door with flail in hand and without a word he starts bashing the door over and over with all his might. The sounds of his assault and his increasingly exuberant grunting echo through the hallway. Door Destruction of Dastardly Doom:
Attack: 1d20 + 5 ⇒ (9) + 5 = 14 Damage: 1d8 + 3 - 5 ⇒ (7) + 3 - 5 = 5 Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Attack: 1d20 + 5 ⇒ (2) + 5 = 7
Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Attack: 1d20 + 5 ⇒ (17) + 5 = 22
20 rounds worth of melee swings. Hardness 5 is already taken into account in all damage rolls. He breaks the door down after only 8 rounds. Macho macho maaaan.
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
Reginald takes a vacation for the next few days while the group rests up. He chases skirts around town, drinks up a storm, and generally makes a public nuisance of himself. He keeps an ear out for any rumors while he's doing all this socializing, but he's not so concerned about it that he goes out of his way to specifically interrogate anyone. P.S. - I always ctrl+c my posts before I push submit. It's a good habit to get into since this site has a lovely habit of going belly up at random times.
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
Reginald sidesteps around the back of the centipede he just smacked and whips the flail around for another carapace-crushing slam! Move: 5-foot step to C7
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
"Eugh! I HATE BUGS!", Reginald yells in his usual harsh, booming voice. Wasting little time, he pushes past Olofire and Ninivic and crudely swings the flail down towards the carapace of one of the disgusting creatures. Move: D7
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
ARGHGHGHGHG. My stupid campaigns aren't updating the tabs, so I've spent the last three days checking and wondering why nobody has been posting! Blarghg. It's like I somehow became un-dotted in all of my threads. Once I post, I can see again. Grr. Anyway, I'm here now.
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
Reginald groans, grumbles, and grouses the whole way back. "I think we should look through the southern hall. I was just going to knock on all the doors and smash anyone who answered, but I feel like the rest of you would rather take the "slow and methodical" approach. So, I'm going to keep watch. Yell if you're getting killed." With a loud *CLANK*, Reginald rests his back against the wall and keeps an eye on the entrance chamber for any suspicious movements. "Someone give me a couple of torches."
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
"That idea seems solid to me, Ninivic. Let's make certain that we have adequate light sources and we properly scout ahead. I feel like the deeper we delve, the more likely we are to to encounter unsprung traps." "Is anyone opposed to going down?"
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
Reginald picks up the sword, rips off the skeletal hand clutching it, and tosses the bony remains on the ground with profound irreverence for the dead. He gives the blade a few swings through the air before sheathing it in his belt. "Alright! I'm ready to go! Let's see where this door leads." The fighter marches over to the southern door of the room and looks it over for anything suspicious. Perception: 1d20 + 0 ⇒ (19) + 0 = 19 If he doesn't notice any obvious traps or locking mechanisms, he attempts to open the door.
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
"Hey! This one's got a sword. That might come in handy later." Reginald starts swinging his flail at the protruding skeletal stone arm holding the sword, hoping to eventually knock it loose with a series of blows.
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
Reginald decides to go through the portcullis archway. He tries the door on the other side of it, and if it's locked, he attempts to force it open. Strength Check: 1d20 + 2 ⇒ (20) + 2 = 22 I'm liking the maps, though I'm starting to realize that as the main map gets larger, it becomes a little harder to reference rooms. Would it be a lot of extra work to slap numbers or letters on them?
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
"Oh.. you're right. The hinges aren't even connected to anything. I feel... dumb. That's the first time this has ever happened to me." Somehow, that doesn't seem likely. "Well, then." Onward to glory and riches!!!", he yells at the top of his lungs. I can't quite remember where we haven't been yet, but Reginald probably does in-character. I'll have him start marching to the nearest unexplored location!
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
Yeah, we never went through that door. Reginald grabs ahold of the rope and pulls himself up and out of the pit. While everyone else is following, he decides to open the unopened door at the top of the pit. Why not? What could possibly go wrong? He'll ready his weapon and shield and wait until everyone is out of the pit before opening it, of course. "Let's see what's in here, shall we?" Climb: Take 10 (10+7-5=12) As I recall, Bryce already took 20 in this alcove, so the door isn't likely trapped.
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
"Here, let me give one of you a boost." Reginald stows his shield and flail momentarily to clasp his fingers together and allow someone to step on his hands, after which he pushes the person up to within reach of the top of the pit. I used to do this with my friends as a teenager to get over really high fences. I don't know what kind of check this would constitute (it was trivial to do in real life).
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
In Ninivic's case, he would be the person we go to town and allow a larger sum of gold to upgrade his equipment, since he's the most likely to craft his own stuff. If there were an item we found that nobody particularly wanted or needed, that item would just add to the amount of gold everyone has access to for crafting and other services. I think we can have a discussion and handle things on a case-by-case basis. I trust everyone to use their good judgment. We shall see!
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
I super duper hate out-of-character loot handling. We've just run into this stupid issue in my Serpent's Skull campaign. I'm of the opinion that if you can use an item and it benefits you more than it benefits anyone else, it doesn't matter whether you've got more items than other people, you just use it. It's a team game. Why wouldn't you want your team members to be stronger? Distribute based on role and importance to fulfilling that role, then work your way down in a descending order of priority. If we found a Quiver of Everlasting Ammunition which created unlimited non-magical ammunition for bows and crossbows to whomever wielded it, I would give it to whomever uses their missile weapon the most in combat. Right now, that's Bryce. Sure, Raseri has a bow, but she spends most of her time in melee. She fires fewer arrows, so her arrows last longer, which means she needs the item less. Seems fair to me. If we also found a club +1 in the same chest that we found the quiver in.. I'd give both items to Bryce because he stands to gain the most benefit from both items. Monetarily, statistically, proportionately, this is not fair, but from a common sense perspective... it should absolutely be that way. Why wouldn't you want to give Bryce those items? Because you got nothing? Well, that's dumb, and you're a Petty Greedy McGreedbag von Terribleguy. There will be other loot. This is a big dungeon. We'll get to the next source of loot faster and easier because of Bryce's increased strength and longevity. When we get back to town, all the gold we accumulate should be pooled and then we can decide what things need to be purchased. If someone didn't get any good gear and is falling behind the people who found stuff, we just give them the gold they need to purchase or craft an item appropriate for them. Nobody falls behind because we're all cooperatively holding each other up. This is teamwork 101. That's my two coppers.
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
That's pretty good! She looks tough. :O I actually used to be a pretty active artist, but it didn't really pay the bills, so I had to do other things. Maybe I'll draw some of our characters from one of the campaigns at some point since you've kind of inspired me!
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
@Alice - Sweet! I was going to post about it, but I think I'll wait until the next time we get to town. We don't really have enough money to do what I want yet, and we need to buy all these consumables and stuff. The information is helpful for next time!
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
Question: Did we encounter any artisans in town that are capable of crafting artistic molds for metalwork? I guess a variety of people might be capable of firing a mold. A potter or a jeweler or something? Reginald wants to get something done in the morning.
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
Reginald bursts through the door of the inn with an obnoxious and exuberant: "I'm BACK!" His shoulders slump and he drags his feet on the way up. That was about all the energy he had left after an afternoon of failure. "This town is pretty tight-lipped. I think they're hiding something. Something... secret." Reginald makes an ominous "I'm watching you." gesture at Odo the entire time he's making his way across the inn and up the stairs.
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
Sorry for the really vague post earlier. I've got that exam on Tuesday so I've been studying and didn't want to hold everyone up waiting for me to post more investigative details. Reggie will go this afternoon before bed, and then the following day as well if needed. This will be his roll for the afternoon: Diplomacy: 1d20 - 1 ⇒ (9) - 1 = 8 Reginald, in his usual brash and buffoonish way, interrogates the townsfolk and probably frightens them more than anything else. "Where were you on the night of two nights ago!?",
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
Would the Grease spell mimic the lantern oil's effect on the sticky substance in that room with the chest? I bet you'd probably have to make a spellcraft check to know that for sure. Hm. It might end up being more expensive than just buying the oil if nobody knows the spell yet, haha. Also, regarding burning hands and small corridors: Noooo! If we end up doing anything above ground, though, it's a much more solid choice.
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
"I noticed that there were some kobold skulls hanging on the gates, and we obviously ran into a small patrol of gnolls in the wilds. I think I'll ask around town tomorrow about what sorts of local troubles these people are having. Maybe they've got some work outside the dungeon that could keep us busy while those bandits are looking for us in the tunnels." With that, Reginald pays the fee for a room and heads upstairs to get out of his armor and hopefully take advantage of any bathing apparatus they may have. After that, he settles in early so that he can awake early. If anyone wishes to join him, he'll be chatting up the locals for information about what's going on around the region, with a specific emphasis on finding out if anyone needs the kind of help that the group could provide.
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
"I'm not so sure I'd like to try squeezing into that passage. Maybe if we had some way to expand it, or to make ourselves small enough to fit.. but as it is, I think we could use some more supplies. Is anyone opposed to returning to Zelkor's Ferry?"
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
Reginald has been in enough fights to know when the advantage has been lost. He looks over his shoulder as Molasbar retreats and opts to follow his lead. "He's probably right. Let's move out!" The warrior noisily clanks around the corner and down the narrow hallway. Double moving around the corner to O2 or thereabouts.
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
I don't think that smoking them out is going to work for a very simple reason: They'll put the fire out in the following round. There are enough of them in there that they can stomp out a small fire, and none of us physically threaten them enough to prevent it or discourage it. They probably also have a good supply of water in there if they live here. We're in a really good position to just walk away. We wouldn't even need to bother closing the door. We can just double move around the corner. End of encounter. Yeah, they may come after us later when we're in the dungeon. They probably would have done that whether we discovered them or not, because we haven't exactly made our presence here a secret. We've left a lot of evidence. I suggest retreat and then proceeding carefully from here on out. If they fight us outside of their hideout later on, it's not likely to be nearly as advantageous for them as this is right now. We haven't taken any damage, we haven't used any major resources, and nothing is really preventing us from leaving safely. There's no reason to commit, if you ask me.
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
Round 1: This action takes place after Bryce's round 1 action (which he didn't post yet!) Reginald takes Raseri's lead and holds the line alongside her, preparing for the advance of the two orcs. He readies himself to take a swing at Tall Jack the moment the bastard comes within range. -
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
Please check the discussion forum for some tactical considerations before you post! Revoking my above action and instead moving Reggie to S8. I can't read a map, apparently. O7 isn't even a legal move. xD
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
This is a sample of what I'm proposing for this tactical situation. These are listed in the order they are to be executed in the round. SURPRISE! wrote:
ROUND 1 - FIGHT! wrote:
This setup allows Bryce to perform two ranged sneak attacks with minimal to no penalty, and then Ninivic can step in front of Bryce and fire off an unpenalized shot at Tall Jack before Reginald and Raseri close into melee and start blocking everyone's ranged attacks. I feel like this is probably one of the most efficient ways we can start this fight. Let me know what you guys think.
HP: 17/17, AC: 21, T: 11, FF: 20, Fort: +6, Ref: +1, Will: +0, CMB: +4, CMD: 15, Init: +1, Perception: +0
@Ninivic Yeah, I agree! I'm just letting everyone know what we're dealing with so nobody is surprised. xD @Olofire You just reminded me that, yes, you can take a 5-foot step in a surprise round because you're allowed to take free actions in addition to your one action. You can't move + 5-foot step, obviously. However, you need to move to T7 and not T8 (which is 10 feet away). Other than that, you're good. Check the below post for my tactical proposal. |