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161 posts. Alias of Pirate Rob.


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HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith nods in agreement and continues along.


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith asks "What about our other recoverie?"


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith asks "Do we posses any method of rendering him conscious?"


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith notes "My presumption would be this button that looks like it has an opening symbol."


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

perception: 1d20 + 2 ⇒ (16) + 2 = 18

Smith will move forward and press the button, eager to free the man from any further torture.


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith moves up to open the next door.

"Let us finish securing this area before we rest and hope our recovered friend can think of his own protections in the morning."


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

I will be there as well.


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith asks "Where to next? We need to find supplies to bring this man past the water."


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

I think we wanted to fully search this room in hopes of finding supplies to help bring our unconscious friend out through the poison lake.


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

I'm going to be out of town this week. I should still manage a post a day but likely not much more.


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith nods.


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith comments "I would rather we not risk his life by breaking this. Can you try again Iantha?"


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith walks Iantha through the steps

"Make sure to reverse the polarity of the hyperflange before removing the core power cells."


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith will examine the machine.

engineering+technologist?: 1d20 + 9 ⇒ (10) + 9 = 19


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

stepped Dromer.

Smith notes to Iantha "I will cover you."

Smith moves up to cover Iantha and pokes at the robot with his staff.
staff: 1d20 + 2 ⇒ (16) + 2 = 18
damage: 1d6 + 1 ⇒ (1) + 1 = 2


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith takes a step forward to get a better view of the creature and fires a second rending bolt from his staff into the syringe wielding robot.

MM+MR: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

I totally missed this, things have been pretty crazy in Pirate land though.

Smith points his staff and the skymetal crystal glows and a magic missle fires at the robot.

MM+Metal Rending: 1d4 + 2 ⇒ (3) + 2 = 5


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith patiently waits, not bothered by the blood and smells.


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Only on perception checks that involve sight or hearing... :Þ


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith looks to his companions "Shall we continue?"


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith responds outloud "We do not have any extra of the red liquid food. Where did the other creatures go after this."


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith nods in agreement with Miranda.


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith adds "There could be danger, we must both make haste and be vigilant"

Ready to open the next door whenever people are ready.


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith nods and continues forward.


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith will move up along with the rest of the party, his staff out in case of danger.


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith tries holding up the key that opened the front door, if that doesn't work he looks for some sort of panel or other mechanism.


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smoth hardens his skin once again and moves to cover the north door.

"Let us secure the most likely source of danger first so that we can explore in peace."


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith looks over Baine's findings "They seem to have made it this far, why the blood pool in here though?"


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith moves forward to examine the blinking lights on the desk.


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Sminth continues to examine the key, almost entranced by it, not interested or concerned by the various scritching.

Eventually he looks "Yes, we should continue for now."


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith comments "This may still open a door somewhere."


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith smiles ever so gently seeing his companions wounds close.

"Forlen, we must learn to accept the blessings given to us."


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith asks "Is anybody in need of medical attention?"


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith continues the assault with his staff, hoping for a better result than last time.

staff bash: 1d20 + 4 ⇒ (16) + 4 = 20
damage: 1d6 + 1 ⇒ (3) + 1 = 4


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith finishes moving around to a flanking position and smacks the creature in the back of the head.

staff bash: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d6 + 1 ⇒ (5) + 1 = 6


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith moves around the table and fires another disrupt undead at the creature.

Touch into melee: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8
damage: 1d6 ⇒ 2


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith will wait to see if Dromer's plan works.

ready to magic missile it if it hits an ally.
MM: 1d4 + 1 ⇒ (3) + 1 = 4


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

I'll be in Canada the 4th-9th. I should have internet and manage at least a post a day but will likely be a bit slower than normal.


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Unsure if Dromer was talking to him or not Smith causes his skin to harden and moves up to the door and helps pull.

str aid: 1d20 + 1 ⇒ (5) + 1 = 6


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

"We should return to the hall and try the second door, it might lead to the other side. It seemed no more operable than the last door, but there was an ominous clicking."


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith comments "I sense a magical presence through the north wall. I cannot ascertain any more details from here though."


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith comments "I advise caution. The effects of these buttons are unknown at this time."

Smith will cast detect magic

spellcraft?: 1d20 + 9 ⇒ (7) + 9 = 16


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith keeps a lookout for danger while the door is forced open.

"Impressive Iantha."


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HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Moved you into position


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

pew pew


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith spreads out and wordlylessly points his staff at the red skeleton and fires off a pure ray of light.

disrupt undead touch attack: 1d20 + 3 ⇒ (20) + 3 = 23
damage: 1d6 ⇒ 4

touch confirm: 1d20 + 3 ⇒ (15) + 3 = 18
extra crit damage: 1d6 ⇒ 2

+1 damage (doubled from crit) if they are wearing medium or heavy metal armor.


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Smith replies "I am having trouble ascertaining its purpose at this distance. Therefore I suggest we continue our approach."

Smith continues toward the light.


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

That's easy, you use the weapon for now and we sell it later.

Even if you did choose to take the weapon and later sell it, you'd come out the same since you only 'paid' the sale price to the party for it.

If people don't act in good faith there are abusive ways to manipulate who gets gold in what order. (like I take the big item that nobobdy wants and immediately sell it, although that's solved by either the DBAD rule or having them immediately pay the party back the sum they owe the pot.


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Dromer I feel like you have a system you really want to use. None of the rest of us seems nearly as concerned as you, I'm happy to just use it and move on. I've already spent way more effort on this discussion that I wanted to.


HP 16/16 AC 14* T 12 F 12* | F +2 R +2 W +3 (+2 emotion & fear); (+4 vs. mind-affecting, paralysis, poison, & stun) | Init +2 | Perception +2 (Darkvision 60 & lowlight)

Dromer: Here's a very detailed example of how I've seen the system I believe Forlen is describing work in detail:

party finds:
A +2 Club (8.300)
Gold (5,500)
Fancy Art (5,000)
Mithral Shirt (1,100)
Wand of Magic Missile (750)
Wand of Lesser Restoration 10 charges (900)
3 Potions of CLW (50x3)

Total value is 21,700

However, we actually want what items look like when sold, giving us 16,100.

Dividing that by 6 (5 party members + a party share) Gets 2183.33

Spreadsheet

Note I chose this example on purpose because of the high valued greatclub making it harder to split the loot properly.

Both Doug and Ellen want the want of MM, they roll off or otherwise come to a civil agreement.

Nobody wants the Mithral shirt, so it gets sold. Doug and Ellen are too snooty for CLW potions but Abe, Bob and Carol will take them.

The wand of lesser restore gets put in the party fund.

If Abe happens to have the cash on hand to pay the rest of the 1491.67 on the Club great, if not its accounting time. (which I'm assuming below)

We've got 11050 in cash to split up among the rest of our party, meaning everybody but Abe get 2210gp each (including the party fund).

While negative Abe won't get any cash, since he's busy paying off his club.

See Sheet 2 for a hypothetical future...

Next time its convient to split loot the party has accumulated

Ring of Prot +2 4000
Scroll of Haste 187.5
Mundane Junk 450
Money 3200
Ring of Prot +1 1000

(all in sold prices)

Now we've got some history. Abe, Bob, Carol and Doug all want the ring of protection +2.

If anybody had enough owed value (Difference)+available cash to buy the ring from the party, they'd get preference.

In this case we'll assume people spent their money and nobody does.

Abe is still in negative value so Bob/Carol/Doug roll off.

Leaving Bob and Carol to roll off for the Ring of Protection +1.

Assuming Bob wins, this leaves Carol, Ellen and the Party fund being owed value so we give them cash. It's possible we have to split cash distributions if it would more than 0 somebody out

---

Next time the party finds a Cloak of Resistance +2. Everyobdy wants it, only Doug is negative but Carol and Ellen have saved up enough cash to cover the difference.

They roll off and Carol wins. She pays the 1316.04 to the group which then splits into cash for people

This system keeps everybody on about the same wealth, while allowing expensive items to be distributed fairly over a long time period.

---

Basically anybody who can afford an item with their share/existing gold gets preference on items over those who can't, and they have preference over those who owe the party money.

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