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The Spider God's Bride - Discussion


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Female Aasimar Druid 7 (Noble)

Dain GM, You said the ledge around the hole/opening is very narrow, but could be traversed with some care and skill. (It seems one could use Acrobatics to move around at half speed and that will require 4 Acro checks.)

What width are we talking about? 1-3 feet wide ledge or 7-11 inches? Is the ledge clear of rubble and can we see, using the magical light orb, if it's slippery?


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Ariarh Kane wrote:

Dain GM, You said the ledge around the hole/opening is very narrow, but could be traversed with some care and skill. (It seems one could use Acrobatics to move around at half speed and that will require 4 Acro checks.)

What width are we talking about? 1-3 feet wide ledge or 7-11 inches? Is the ledge clear of rubble and can we see, using the magical light orb, if it's slippery?

The ledge doesn't seem slippery, more like rough; cracked and broken.

It is roughly 7-11 inches wide.

The orb itself also allows you to peer into the depths to where the rocks fell below.

Based on what you're looking at, the fall to the bottom of the rocks is only 40 feet. Falling would be a bad fall; but not horribly bad (you'd take a total of 3d6 falling damage, negating the first 10 feet with an Acrobatics check); the DR for armor would not aid in falling damage, unfortunately. On the other hand, it's not as deep as something like 100 feet.

Unfortunately I need to go to work - but I may be able to post something on the boards during my work lunch as I'll be at the school all day today.

See you soon!


Female Aasimar Druid 7 (Noble)

Thanks for answering, Dain GM.

I made a quick post, but it's late here and I really need to sleep. I'll post more in my morning.


Female Aasimar Druid 7 (Noble)

I don't want Tairin to move too far ahead of the group because she isn't a front-line fighter if something comes out to attack. Hopefully Hedran will cross next and lead the way forward and the rest of the gang will then have space to follow and not crumble off the edge to their deaths (or major injury, especially Bjoern if he's carrying Red on his back).


Female Aasimar Druid 7 (Noble)

There’s a 50 ft hemp rope in the dungeoneering kit that Bjoern can use.


Female Aasimar Druid 7 (Noble)

There is also 4 pitons (to be used alongside the rope) to help with the climbing and we have a pick. Do any of these things give a bonus to the Climb Check? I couldn’t find anything on the discussion boards or SRD, but it seems reasonable to assume they should.


Ariarh Kane wrote:
There is also 4 pitons (to be used alongside the rope) to help with the climbing and we have a pick. Do any of these things give a bonus to the Climb Check? I couldn’t find anything on the discussion boards or SRD, but it seems reasonable to assume they should.

Theoretically they would. However; in this case you're literally using a hammer to pound the pitons into the rock of a tunnel until the piton is stuck in the rock, then tie the rope to it.

Other than the noise that would make when doing the pounding, the chief issue currently is the rock is mostly unstable. If you pounded pitons into the rock it might cause fissures which could create another collapse in the tunnel; but then again, it may not.

If you're willing to try it, though, I will not say no.

I'm going to give Bjeorn about an hour or so before either I bot him - or, if someone else reads this post - they choose to bot him. If he has no ranks in Climb it's just a raw Strength Check.

I need four of them in a row in one post for his descent; unless you're going to try the pitons specifically or unless you're considering another option.

Regarding Take 10

The book indicates you can use it if you're not in "immediate danger".

In this case you are, unfortunately, in immediate danger. The danger is immediate because - if you fail - you fall down and could seriously injure or possibly kill yourself. The tension and stress of such an action is so high and incredibly harrowing that you can't Take 10 via a Climb or Acrobatics check, unfortunately.

That said; I'll wait only a short while to Bot Bjeorn as it's been 24 hours and I just got off a twelve hour shift and don't want to wait up much longer.

For him, I'm going to have him use a rope to lower down Red and Cas to the bottom of the rocks below; then he'll toss the rope down, use the 4 Climb checks to get down, then wait on the bottom of the rocks while the others use a rope to pull everyone up to the top of the next spot and avoid using Climb Checks altogether.

The only one this puts in danger is Bjoern; but only if he fails his Climb Check.

Again; if you guys have an alternative suggestion or plan on how to get across, I'm totally down with it - but remember; Red has been bound and gagged at this time, unfortunately, so she will not be able to do much to help get across. Also; her body weight might effect your Carrying Capacity for certain skill checks.

Cool! See you all in a while; if anyone reads this, please Bot Bjeorn for me, if you get the chance.

Thanks!


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Well, it seems that using pitons is impractical at present. You could use the tied up Red for some of the same purposes. There are ropes you can tie her to things, then add other ropes, use her mass as a counter weight or her body as a stepping stone.


Female Aasimar Druid 7 (Noble)

There's a problem with the Paizo board for me and if I try to post with any checks/rolls, it won't allow it to go through (or to even preview the post).

I'm not sure why it's happening, but I'll try again later.


Female Aasimar Druid 7 (Noble)

Does anyone know if the preview button being unavailable for rolls/checks is a permanent thing or just another bug since latest update?


AC5 / HP8

Hadn't noticed it, but definitely had a LOT of issues with the boards yesterday and today...

Just realized I can't preview anything, not even simple text...


Female Aasimar Druid 7 (Noble)

I’m having the same issue (but it’s only posts with checks/rolls in them). Normal narrative posts are fine. I left a message for the Paizo folk on their Facebook community page (hopefully I’ll hear back from them).

I’m making the rolls blind and then once posted, editing to add narrative for the time being. It’s a bit more time consuming, but there’s nothing else to be done about it right now.


I also noticed when you make a post on one campaign and then list all the campaigns you're in, it will tell you that there's suddenly a "new post" in the campaign you posted in - I open the page to find that the "new post" is the last one I just entered... It's confusing as normally it doesn't cue me to a knew post unless someone else makes a post.

I wonder if those issues are related?


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

They are indeed related. The Paizo site completely sucks at present. :P


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none

What is the party's usual default marching order? Right now it looks like front to back it's Bjoern, Hedran, ?, ?, ?, Samir. Does the party shift up to 2 abreast when a 10' hallway allows?

Caslav can scout ahead via Stealth and report back anything notable or he can hang out somewhere in the middle. Combat-wise he's mostly good for ranged attacks or providing flanks/assisting others in melee. He's not comfortable routinely using magic but will do so in a pinch (or if he thinks he can do it surreptitiously).

Dain GM that makes me think of another question. Is there some system via Bluff/Sleight of Hand/Stealth that Caslav could attempt to cast spells when being observed by others without them noticing? Basically trying to obscure his verbal and somatic components to make them seem like anything but what they really are. Perhaps a skill check to disguise the casting attempt (opposed by others' Perception) + a Concentration check to successfully cast under the strained conditions? I'd even be willing to take a feat to be able do so if that seems more reasonable (maybe switching out Nimble Moves for it). Think it over and let me know :)


Female Aasimar Druid 7 (Noble)

Our current marching order is Bjoern, Hedran, Caslav, Tairin, Red, Samir.


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none
Ariarh Kane wrote:
Our current marching order is Bjoern, Hedran, Caslav, Tairin, Red, Samir.

Sounds good to me:)

Re: recent website weirdness, in addition to the above mentioned problems, I've also been having the site time out when trying to navigate the forums; has happened on multiple computers/devices but all using Google Chrome. Have any of you had a similar issue with Chrome?


Female Aasimar Druid 7 (Noble)

I use Google Chrome, too, and I didn't notice the time out because I don't think I'm on the site longer than 10 mins at a time and only really navigate between game thread and discussion. When they made the most recent update, I was logged out and then had all the troubles with the Preview button (which seem to be sorted out now, thankfully). You still having issues, Caslav?


Female Aasimar Druid 7 (Noble)

Okay, I talked to Dain GM via PM today and he said that Tairin had to make checks on the various things she was moving to or checking out. That's why I've put up so many checks. If Caslav and Hedran's checks can be added, that would be great as it means we can get a higher result to make sure we hit the required DCs. (If someone gets a higher check for traps than Tairin, then Dain GM, please use hers as an aid.) Thanks! :)


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none

No, thankfully I'm not timing out when loading pages any more.


AC5 / HP8

Yep, things seem to have improved somewhat with the Paizo site - previews are now available again?


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

I have not rolled any checks as I am not feeling fully myself at the moment. :(


Female Aasimar Druid 7 (Noble)

Ah, sorry Bjoern. I didn’t pick up from your narrative that you’re staying put. In that case, Tairin wouldn’t have reprimanded you. ;) Thanks for clarifying.


Female Aasimar Druid 7 (Noble)

I'm taking a personal day, so, apart from this post, I won't be on the board, today. I'll be back to posting tomorrow.


Female Aasimar Druid 7 (Noble)

Dain GM: Tairin's already moved in Round 2 and so she would be able to see any tracks from the other side of the altar (she's currently on C:14 as mentioned in my recent post). Perception can be used to see if there are footprints and Survival is used to determine how long ago, what manner of footprints they are and to track creatures. I was simply having her see if there were also footprints on the side of the altar she's on at the moment.

As to the checking for traps, I do realise how it's done, but you did ask me to throw up ALL the perception checks for each section I wanted to determine if there were traps in place. That you threw in a surprise round with Red after the fact only makes it frustrating/confusing because it seems your instruction to me (and then the aids by Caslav and Hedran) was a waste of time. Why did you ask for all the checks when you knew they weren't going to be actionable possibly due to Red's surprise possession?


Ariarh Kane wrote:
Dain GM: Tairin's already moved in Round 2 and so she would be able to see any tracks from the other side of the altar (she's currently on C:14 as mentioned in my recent post). Perception can be used to see if there are footprints and Survival is used to determine how long ago, what manner of footprints they are and to track creatures. I was simply having her see if there were also footprints on the side of the altar she's on at the moment.

The dirt around the door had certainly been disturbed; you are not sure - especially given that you did this in less than 6 seconds - but you think the door had been opened at one point recently and then closed again.

Ariarh Kane wrote:
Why did you ask for all the checks when you knew they weren't going to be actionable possibly due to Red's surprise possession?

Regarding the checks, I asked for specific actions including checks.

This was for several reasons.

1. I needed to know what you did before you reached line G - this was not a trigger point via a trap - but I needed to know your plans before reaching that point as your presence near the altar would cause problems regardless of what you did.

2. Part of the information I was looking for (but couldn't ask for as it would make it too obvious as what was required) was how your party searched the room .

There obviously tracks in the dust, but dust is very easy to mess with; anyone moving through them would disturb them and ruin the tracks and clues.

You advanced forward; no one attempted to study the tracks nor ascertain what clues where in the tracks. Instead, they were walked on and ruined and whatever clues where there have been ruined.

In any case, that's why I asked for the checks.


Female Aasimar Druid 7 (Noble)

My post states how Tairin was moving and it did say double move.

Secondly, Tairin did ask Hedran and Caslav if either of them could read the earlier tracks and put in ooc that Tairin didn’t have Survival, but neither followed up/rolled. Still, since we didn’t make it to that rear door yet, then any tracks there would still be intact and not ruined.


Female Aasimar Druid 7 (Noble)

Yes, Tairin's a bossy little thing. It's been well established thus far. ;p


AC5 / HP8

We love her like that :D


As soon as I get Red's Willpower Save and Bjeorn's formal move (I.E. - where he ends up on the map) I'll toss up the monster's post.

Red - the Willpower Save might allow you to break free from the possession for a bit, so hopefully that will work - good luck!


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none

Hedran, it seems you may like a certain cinematic masterpiece as much as I do!


Caslav of Lamu wrote:
Hedran, it seems you may like a certain cinematic masterpiece as much as I do!

Clearly something to with chopping... I'm positive I saw the same movie when the hero informed his allies - "Get to the chopper" ;)


AC5 / HP8

Caslav, don't even go there - both I and II are masterpieces in my book. I know those dialogues by heart!

'You can't see the eyes of the demon, until him come callin...'


Female Aasimar Druid 7 (Noble)

Dain GM:

In case we wanted to use the Yadar Dagger, what are its stats (Damage, Critical, Range, any special abilities) please?


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

I am back in Red.

And trying to hex the blood golem even bound and gagged.


Ariarh Kane wrote:
** spoiler omitted **

Response:

Unfortunately you won't know them until you try it as they have not been identified.

You know it's cursed; so it could do powerful damage, on the other hand, it could also effect the person using it in a negative way.

Short answer is - treat it as a Dagger +1 but as for any other effects; those will be a surprise - if you decide to use it, that is.


She Who Knows wrote:

I am back in Red.

And trying to hex the blood golem even bound and gagged.

Not sure how a Hex works - can you use one while bound and gagged?

Please let me know if you can and I will let you know how the creature reacts.

Sorry for any confusion in the meantime, though.


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none

Re: Hexes. There are no blanket rule for hexes, as some are supernatural abilities, some are spell-like abilities, and some have additional rules/requirements listed in their description, so you basically have to check each one separately.

Bunch of Rules References:
The Bouda's Eye hex is a supernatural ability (Su) and lists no further restrictions on how it is used.

Per d20pfsrd.com - Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability’s effect cannot be dispelled and is not subject to counterspells. And from the d20pfsrd magic rules - Supernatural Abilities (Su) These can’t be disrupted in combat and generally don’t provoke attacks of opportunity. They aren’t subject to spell resistance, counterspells, or dispel magic, and don’t function in antimagic areas.

Neither the definition of an (Su) nor the bouda's eye hex mention requiring a verbal, somatic, or material component. Also, using an (Su) doesn't provoke an attack of opportunity.

So, in short, I think that the bouda's eye hex can be freely used so long as Red can take a standard action to activate it. Also, it's not subject to spell resistance, so hopefully it bypasses any magic immunity the enemy might have, assuming a blood golem is a true golem and has that sort of thing...?


Caslav of Lamu wrote:

Re: Hexes. There are no blanket rule for hexes, as some are supernatural abilities, some are spell-like abilities, and some have additional rules/requirements listed in their description, so you basically have to check each one separately.

** spoiler omitted **

So, in short, I think that the bouda's eye hex can be freely used so long as Red can take a standard action to activate it. Also, it's not subject to spell resistance, so hopefully it bypasses any magic immunity the enemy might have, assuming a blood golem is a true golem and has that sort of thing...?

Good to know - I'm guessing that (especially considering "flavor") that it functions like an "Evil Eye" so she basically just has to be able to see an opponent.

That said; it is a "Mind Effecting" supernatural ability and - unfortunately - the creature is Immune to Mind Effecting effects so in this case I don't believe it will work.

However, as Red would have discovered that last round she is free to try something else this round instead.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

I was going to post some rules quotes here. But Caslav already has, maybe a bit more thoroughly than I was, and we reached the same conclusion.

So I can Bouda's Eye the blood golem. :)
But it won't do anything because the hex is mind affecting.:(
And fortunately I do have another trick for next round.
I can Slumber Hex the blood golem. :)
But it won't do anything because the hex is mind affecting.:(

It is a pretty good try for someone bound and gagged.


Female Civilised Yar-Ammonite Witch (Bouda) 4 | HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc] | Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Hey Dain- If Samar is not going to join the combat, he could untie Red. I have some spells that might do something. I would ask Samar, but I am bound and gagged. :(


Female Aasimar Druid 7 (Noble)

Red could become possessed again. That’s why we tied her up in the first place. I’m not sure if it’s a good idea to unbind Red.

Bjoern, don’t forget to include the +1 to hit and damage via Inspire Courage. I’ve mentioned it twice already. ;p


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Added it to hit forgot it to damage. Sigh.


Female Aasimar Druid 7 (Noble)

Hedran:

This is what Dain posted re my question on the stats of the Yadar dagger:

Unfortunately you won't know them until you try it as they have not been identified.

You know it's cursed; so it could do powerful damage, on the other hand, it could also effect the person using it in a negative way.

Short answer is - treat it as a Dagger +1, but as for any other effects; those will be a surprise - if you decide to use it, that is.

BTW: You also forgot to add the +1 to hit and damage via Tairin’s Inspire Courage.


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none

Sorry for the delay; every time I checked the site yesterday I got the maintenance goblins.


Female Aasimar Druid 7 (Noble)
Dain GM wrote:

Full Attack

Slam 1
1d20 + 6 ⇒ (10) + 6 = 16

If it hits –
1d8 + 3 ⇒ (3) + 3 = 6

Full Attack
Slam 2
1d20 + 6 ⇒ (13) + 6 = 19

If it hits –
1d8 + 3 ⇒ (6) + 3 = 9

EDIT: It seems that Bjeorn has been hit and now takes 7 damage.

Bjoern's AC is 20. So, how was he hit?


Female Aasimar Druid 7 (Noble)

Ah, nevermind. Bjoern dropped his shield and thus lowered his AC.

Is anyone else finding Paizo really slow at the moment?! If I try to preview or submit posts, it’s taking an age to action. It’s frustrating.


Tainted Linguist | Male Lamuran Cave Druid 2 / Rogue Survivalist 1 | HP 4/25 | AC 13 (T 12, FF 11) | F +2, R +3, W +3 | Speed 30 | Perception +9 (low light vision); Sense Motive +7 | Uncanny Luck 1/1 | Spells 1st: 4/4 | Acid Dart 6/6 | Available healing: Red, Heal skill | *Active effects: none
Ariarh Kane wrote:
Is anyone else finding Paizo really slow at the moment?! If I try to preview or submit posts, it’s taking an age to action. It’s frustrating.

Yes. And I agree.


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Absolutely. I guess they upgraded the servers.

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