Labyrinth Souls (Inactive)

Game Master Mighty Glacier

On a hiatus until further notice

SOULS: -91

DAY 6


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Still, you can only attempt spellcraft to identify a magical item once per day. Do you want to use Spellcraft first and then decide if you want a level-up? Or level-up first, maybe add 1 rank to Spellcraft and then take a shot at identifying?


28/28 HP

I rested and prepared Detect Magic, so we can save the level up for now if that's what the group wants.


Go ahead and start identifying, then.


So, if I understood correctly the ring can wait? Is it okay if you level-up Kekkle, Ulrich and Elyna?


female Gnome Kineticist 4 | HP (45(41)/45) | AC/Touch/Flat 18/14/15 | Fort/Ref/Will +9/+7/+2 | Init +5 | Percep +9

It's good for me.


28/28 HP

Om nom nom gimme dem souls.


Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage

Sounds like a plan. I will level up Ulrich now.


Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage

Added 10 hp (6 from level up + 3 Con +1 Favored Class), +1 Fortitude saves, +1 BAB, +1 rank in Climb and Intimidate, +1 rank Knowledge (Dungeoneering), Shield Focus feat


female Gnome Kineticist 4 | HP (45(41)/45) | AC/Touch/Flat 18/14/15 | Fort/Ref/Will +9/+7/+2 | Init +5 | Percep +9

Gained: +10 HP (1d8 (5) + Con 4 + favored class 1); +1 BAB; +1 Fort; +1 Ref; +4 skill ranks (+1 acrobatics, +1 perception, +1 stealth, +1 use magic device); Elemental defense (searing flesh); Utility wild talent (Heat Adaptation)


28/28 HP

I won't be able to get to calculating my level for quite some time. I'm at a convention for the next 24 or so hours. Please DMPC as necessary.


No rush, have fun at the convention.

Ready to move on?


Male Aasimar Cleric 4 | AC 15, Touch 10, FF 15 | HP 35/35 | F +7, R +2, W +8 | Init +0 | Perc +5

To hellfire!


28/28 HP

+Harrowed Spellstrike
+Spells per day
+6 HP
+1 BAB
+1 Fort
+1 Will
+4 skills (Perception, Spellcraft, UMD, Appraise)
+feather fall, grease


28/28 HP

Anyone mind if this scaredy-crow joins the order of sheep? We don't actually have to bring the phantom if you guys want to gamble on getting the big rewards from doing the encounter with less people.


Covenants

It is a fact of life that there are strength in numbers, and people seek to belong to a group. The Labyrinth is no exception to these facts.

During your travels, you may be asked to join an organization. These organizations in the Labyrinth are called covenants. Each covenant has its own agendas, which may or may not be obvious at first.

Whenever you are asked to join a covenant, you are given a short description of the covenant in question. This signifies that you have been officially invited, and are free to choose whether you want to join or not.

Most if not all covenants are able to co-operate to some degrees. Each member of the party makes the decision to join separately. It is perfectly acceptable for the party to be comprised of people who belong to different covenants. Their agendas may clash in some situations, but the party must be able to work as a team and cooperate, or else all hope is lost.

The pros for joining a covenant include: unique effects and special abilities, unique items, unexpected allies.
The cons for joining a covenant include: following a duty, unexpected enemies.

Can one resign from a covenant? Yes, but the effects for doing so depends on the covenant in question. Some groups may be more understanding than other groups.

How many covenants are there? (minor spoilers?):
There are a total number of five different covenants.

(Get an achievement by finishing the campaign with characters in all five different covenants! :D)


Kekkle Smoughbon wrote:
Anyone mind if this scaredy-crow joins the order of sheep? We don't actually have to bring the phantom if you guys want to gamble on getting the big rewards from doing the encounter with less people.

Remember, shades don't count as party members for rewards.

Bosses wrote:
Shades do not count as party members for the purpose of determining bonus rewards (eg. four party members and a shade would earn as much as four party members without a shade).


Where is everyone? Busy day?


28/28 HP

I'm still waiting for the verdict. Don't want to go joining any covenants or summoning phantoms without at least a bit of consensus.


Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage

Sorry, out and about today. If you want to join up, that's fine with me. I say we try our hand without paying for a phantom, personally.


Male Aasimar Cleric 4 | AC 15, Touch 10, FF 15 | HP 35/35 | F +7, R +2, W +8 | Init +0 | Perc +5

Feel free to join. I'm also for trying without a phantom, let's build up our souls for more difficult fights.


female Gnome Kineticist 4 | HP (45(41)/45) | AC/Touch/Flat 18/14/15 | Fort/Ref/Will +9/+7/+2 | Init +5 | Percep +9

I'm also in agreement with what Pahleg and Ulrich said.


28/28 HP

No problem, then, with bringing along the free phantom from the covenant, I assume?


Male Fetchling Rogue 2 | HP (09/09) | AC 14/<T14>/<F10> | Saves <F+0>/<R+6>/<W+0> | Init +3 | Percep +5 | SMotive +0 Acrobatics +8 (2), Bluff +7 (2), Disable Device +7 (1), Disguise +6 (1), Escape Artist +7 (1), Perform |Dance| +6 (1), Perception +5 (2), Sleight of Hand +8 (2), Stealth +10 (2), Use Magic Device +7 (2)

We are down two players. It may do us some good to have a shade with us. On the other hand, the bosses souls would be helpful in rising our own levels and giving them away to the dwarf shade seems to be asking a bit... We are at full and could just as easily see if the boss is as hard as a boss would be in DarkSouls.

I'm hoping for some giant flaming skeleton stuff! XD


28/28 HP

Sorry guys, didn't realize it would cost us souls.


Male Fetchling Rogue 2 | HP (09/09) | AC 14/<T14>/<F10> | Saves <F+0>/<R+6>/<W+0> | Init +3 | Percep +5 | SMotive +0 Acrobatics +8 (2), Bluff +7 (2), Disable Device +7 (1), Disguise +6 (1), Escape Artist +7 (1), Perform |Dance| +6 (1), Perception +5 (2), Sleight of Hand +8 (2), Stealth +10 (2), Use Magic Device +7 (2)

Nah, don't be. 'Tis all good!


28/28 HP

I think we should leave Goramar behind for the coming fight since he's little better than an NPC at this point (he's still being counted among our numbers, right?).

If we had one more stay behind on top of that we could have a chance of scoring a special item, though it's risky. I can use my new found semi-immortality to scout it out if it helps.


Death and Respawning

It should not come as a surprise that a place as lethal as the Labyrinth sees death on regular basis.

"When your character's current hit points drop to a negative amount equal to his Constitution score or lower, he's dead." This rule remains active, but the Labyrinth may offer alternatives.

Player characters are fundamentally different from other roamers. As such, each PC is entitled to one respawn per character. When a PC dies, the player in question makes a decision whether the PC uses this optional respawning or not.

If not, that player can make a new character or opt out of the game. The new character starts at 1st level with 0 souls, but may have gear to make up for the lack of levels, depending on the Average Party Level.

If the player does choose for the PC to respawn, that character is revived in 1d6 hours withing a safe distance in a peaceful area. The revived PC keeps all the gear he/she had, and no souls are lost. The character takes a penalty to maximum hit points, losing 2 hit points per level. There exists an item that restores these hit points lost. (Note that the hit point penalty is similar to Constitution drain, except it does not affect Fortitude saves. Effects that heal ability drain do not restore these hit points.)

Some items and covenants may alter these rules.

It is impossible to cast spells raise dead, resurrection and true resurrection while in the Labyrinth.


So Kekkle here made a suggestion that Goramar and one other PC be left behind so you have a chance of scoring a special item.

Is the following boss team acceptable:

Ulrich
Elyna
Kekkle
Pahleg
shade Altruistic Phila

That's 4 PCs, so reward is tripled and one special item as a bonus. (Nothing against Ushio here, but I assumed the party wants the 2nd-level ones for this fight)

If Kekkle wants to scout for the boss, great idea! You'll just have to wait 1d6 hours before you can report your discoveries. And of course, Kekkle must experience an inevitable, brutal and unpleasant death.

Who wants the antitoxin? If there are no takers, it defaults back to Ulrich.


female Gnome Kineticist 4 | HP (45(41)/45) | AC/Touch/Flat 18/14/15 | Fort/Ref/Will +9/+7/+2 | Init +5 | Percep +9

I thought we're going with Ulrich, Pahleg, Kekkle and Elyna, no summoned shade.

as for the antitoxin. It should go to a front-liner with low Fortitude. I have probably the highest fort (without checking, just going on the fact that con is my primary stat and I have good fort progression) and i will stay at a distance.

Ulrich will probably be at the forefront, and Pahleg might want to get in there to heal so maybe give it to pahleg


Oh? Any particular reason you are leaving the shade behind?

Giving antitoxin to Pahleg.


Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage

The covenant shade doesn't cost anything or have effects on our rewards right? Why not use her?

I would bring Ushio in just to try and ensure victory this time and to keep him involved; it's not that fun to be sidelined.


female Gnome Kineticist 4 | HP (45(41)/45) | AC/Touch/Flat 18/14/15 | Fort/Ref/Will +9/+7/+2 | Init +5 | Percep +9

You're right, I was looking at alec who takes 25% of the souls but Phila does not take anything, so yeah we can summon her.

So yeah, we summon her. Might as well get our souls worth.


Everyone seems to be set, except...

Do you want Kekkle to scout the boss, die, wait 1d6 hours and tell the tale?

Make the decision by tomorrow, I want to get this boss started already!


Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage

Let's all go in! Do it live!


28/28 HP

Obviously I'm not for either one in particular.


Eh, I'm taking that as no scouting. Let me see if I have time to introduce you guys to the boss and we can get started today.


28/28 HP

Are you gonna make the map editable so we can move our own tokens?


Prolly not, but if there's enough demand for it, maybe.


Male Aasimar Cleric 4 | AC 15, Touch 10, FF 15 | HP 35/35 | F +7, R +2, W +8 | Init +0 | Perc +5

Are we allowed to buff pre-fight? Not sure if the fog wall dispels it or something.


Male Aasimar Cleric 4 | AC 15, Touch 10, FF 15 | HP 35/35 | F +7, R +2, W +8 | Init +0 | Perc +5
Pahleg wrote:
Are we allowed to buff pre-fight? Not sure if the fog wall dispels it or something.

So is that a 'no'?


Actually that was "checking some other things" and "oh right, the discussion thread!"

Yes, you are allowed to buff pre-fight and the fog wall does not dispel anything. Since you seemed to have been quite busy during the pre-boss time, feel free to apply the sun metal buffs or whatever.


Male Aasimar Cleric 4 | AC 15, Touch 10, FF 15 | HP 35/35 | F +7, R +2, W +8 | Init +0 | Perc +5

Totally understandable. I do that in my homebrew game on occasion. Thanks!


female Gnome Kineticist 4 | HP (45(41)/45) | AC/Touch/Flat 18/14/15 | Fort/Ref/Will +9/+7/+2 | Init +5 | Percep +9

Am i seeing it right, the scorpion has two turns per round, or was that a copy-paste error?


Male Fetchling Rogue 2 | HP (09/09) | AC 14/<T14>/<F10> | Saves <F+0>/<R+6>/<W+0> | Init +3 | Percep +5 | SMotive +0 Acrobatics +8 (2), Bluff +7 (2), Disable Device +7 (1), Disguise +6 (1), Escape Artist +7 (1), Perform |Dance| +6 (1), Perception +5 (2), Sleight of Hand +8 (2), Stealth +10 (2), Use Magic Device +7 (2)

No, it has two initiatives... The labyrinth is deadly... Quite.


Ushio is more right than Elyna. It basically works that the boss rolls initiative three times, takes the worst and best roll, and acts on those two initiatives. Cannot full-attack unless it forgoes its higher initiative. It does not get two turns per round (for purposes like buffs or debuffs or 1/round), only acts twice.

I read that boss system somewhere on the internet and thought it was interesting.

BTW, for whatever reason the map displays the tokens ~0.4 squares lower than where they should be. I'll see if there's anything I can do about that.


Male Aasimar Cleric 4 | AC 15, Touch 10, FF 15 | HP 35/35 | F +7, R +2, W +8 | Init +0 | Perc +5
GM MG wrote:
I made a GM blunder in my last post and thought that Ulrich's AoO was the scorpion's attack. Fixing: [dice=Sting]d20+6 [dice=damage]d6+8 [dice=Fort]d20+5 9 damage, but no poison for you.

Would this mean that my healing applied to him after this attack, possibly saving his life from the AoO?


Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage

In the original post, he thought my attack of opportunity against the scorpion was the scorpion's attack against you- so the sting he re-rolled is directed at Pahleg.


Male Aasimar Cleric 4 | AC 15, Touch 10, FF 15 | HP 35/35 | F +7, R +2, W +8 | Init +0 | Perc +5

Uhh, now I'm very confused. I don't see anything about me being attacked.


Male Human Fighter 4, AC 20, Touch 10 (12), FF 19; HP 21/41(47), Fort +8 Ref +1, Will 0; Initiative 0; Perception -2, Bravery +1 (+1 saves vs. fear); Hellfire Private (Order of the Bonfire) 3 Con damage
GM MG wrote:


Round 1

The giant scorpion lets go of Ulrich, dropping him to his feet. It then rushes at party members in the back. Ulrich, while a bit hurt from, takes the opportunity to slash at the monster. [dice=AoO] aiming its stinger at Pahleg. [dice=Sting]d20+6 Pahleg is saved by his armor that deflects the attack. What kind of armor were you wearing again? Your gear tab isn't very up-to-date.

It was in this post from round 1- if you look at the original post in the gameplay thread, he rolled my attack of opportunity on the scorpion, but misinterpreted that as the result of the stinger attack on you that he didn't roll for. So that's why he rolled the stinger now and applied the damage to you at the beginning of the round two update in ooc text.


Ulrich is absolutely correct on every part; the correct turn of events is now (or should be) detailed in the "errata post" I wrote.

The whole AoO-Scorpion-Pahleg is my fault for writing two consecutive posts both in a hurry: first time I was too busy to double-check like I always do, leaving one attack unrolled completely and misinterpreting my own writing, and the second time was due to time constraints not allowing me to explain well. I apologize.

I have no excuses for forgetting that charging does not provoke AoOs and that flat-footed creatures cannot make AoOs. I apologize.

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