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 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)
stepped Dromer. Smith notes to Iantha "I will cover you." Smith moves up to cover Iantha and pokes at the robot with his staff.
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 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)
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 continues the assault with his staff, hoping for a better result than last time. staff bash: 1d20 + 4 ⇒ (16) + 4 = 20
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
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
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 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 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
touch confirm: 1d20 + 3 ⇒ (15) + 3 = 18
+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:
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 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
(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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