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17 No. 17 edit
This thread will be for OOC Chatter and Discussion.

Character Sheets:
George (Myn Nthelsyr) http://www.myth-weavers.com/sheetview.php?sheetid=215664
Hideiling (Michael Silversteel) http://www.myth-weavers.com/sheetview.php?sheetid=217177
Bernkastel ("Bernkastel") http://www.myth-weavers.com/sheetview.php?sheetid=215658
Astaroth (Torinn Tormine) http://www.myth-weavers.com/sheetview.php?sheetid=217138
Liliane (Sariel) http://www.myth-weavers.com/sheetview.php?sheetid=217112
anon-kun (Sureiya) http://www.myth-weavers.com/sheetview.php?sheetid=224099
Expand all images
>> No. 18 edit
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One thing I need to check before proceeding. The information accumulated has just about everything except for healing surge totals. If we don't have those... well, I'll just do something about it, but that's the one thing I need to check before just starting up where we left off.

Everyone remembers the plot, right?
>> No. 19 edit
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We were sent by our benefactors to retrieve somebody and were lead to this cave, which showed signs of a struggle, then got ambushed, right?
>> No. 20 edit
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I don't expect you to necessarily remember names, but I have them written down elsewhere so it's fine.

Your benefactor is Thalwynn Cragmaul, a somewhat pushy dwarf female, leader of the Flaming Fist.

The Flaming Fist is a former mercenary group that functions as a sort of "city guard" for Baldur's Gate.

Your "mission" as it were is to investigate the recent raids on caravans entering Baldur's Gate along the road to the north. And specifically, you are looking for one half-orc female named Thelkra, who you encountered briefly on the way in here. She's a member of the Flaming Fist, and Thalwynn wants to know what Thelkra is doing still out there on assignment.

Other characters of note you've met are Valanor, a somewhat mysterious male human sorcerer who is also a member of the Flaming Fist, Urist Ironwrought, male dwarf cleric, a member of the Flaming Fist who is a lorekeeper of the church of Oghma. The head of the church of Oghma is High Priest Faenor, who is a male human. Finally there is a female eladrin named Elayne, keeper of the Arcanimus, a great library and associate of Curuvar the wizard (local wizard of Loudwater). There are some other minor characters you've met, but I'm sure you'll be reintroduced to them in time.
>> No. 21 edit
Well, I usually updated my hp and healing surges on the sheet, so that's not a problem for Sureiya.
And about the plot, well we were ordered to bring back the half orc (Thelra was her name? I can't remember).
>> No. 22 edit
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That's what their names were. Thank you.
I should probably get into the habit of doing that as well.
>> No. 23 edit
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At this point, I am more inclined to start clean-slate with a "new day," fast-forwarding past the last encounter and assuming you all start fresh from an extended rest (still receiving EXP from the encounter, of course). What do you think? Without exact healing surge values for everyone, it seems better for me to do it this way--especially after such a long break, rather than just starting in the middle of an encounter.
>> No. 24 edit
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I'm fine with it. At this point it seems like we'd end up taking an extended rest after the end of the fight.
>> No. 25 edit
It's fine, anyways our situation wasn't that g-
>that thing
>and then there were none
>undo the rable
dear god why, no really why?
>> No. 26 edit
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Then I agree.

>Cragmaul asks for a report on the enemy's hideout
>no one remembers how we won
>> No. 27 edit
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That was only the first encounter of the dungeon, of course. You don't know what created these undead, and haven't found Thelkra either.
>> No. 28 edit
It's fine. We simply destroy an imageboard for every encounter.
>> No. 29 edit
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Sounds good~


>> No. 30 edit
That's quite expensive, ne.
So, we did not find Thelkra. Well, then we might need to describe what did we find in the cave after the encounter~
>> No. 31 edit
I know what I did.
>> No. 32 edit
>> No. 33 edit
I've had a long time to consider it.
>> No. 34 edit
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Today is a tired day for me, but expect me to put something up tomorrow. Sorry for the delay.
>> No. 35 edit
Don't worry about it. This is to have fun, not to stress ourselves.
>> No. 37 edit
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At this point, you can all assume an extended rest (you're starting fresh for the day), with an updated XP total.

You may see a decrease in XP earned from this point on, as I won't be doubling XP values anymore. I'll be trying 1.5x instead. I do intend for the campaign to be somewhat fast-paced, but the pacing was a bit TOO fast for me before.
>> No. 40 edit
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Is the treasure increasing in proportion as well?
>> No. 41 edit
We were in easy modo? No way.
>> No. 42 edit
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I've always based treasure on a per-level basis rather than per-encounter. In other words, when you gain a level, I map out all the treasure I want you to obtain "before the next level." How I assign it to individual encounters or locations in the dungeon is left completely open.

So, you might see a slight decrease in the amount of treasure gained per encounter I suppose, but it was pretty random anyway. The treasure per level won't change.
>> No. 43 edit
Thank you, that's what I was really worried about.
>> No. 44 edit
So what does that makeshift holy symbol Astaroth made do anyway? I was wondering if it'd be possible to ask for one and maybe attach it to a shield or something.
>> No. 45 edit
I think it works as a focus for implement powers, but the thing is that it doesn't really do anything, other than save me ten gold that I would have spent purchasing a non-enchanted holy symbol.

It's just for reassurance.
>> No. 47 edit
Actually, let me clarify: It's not special because it has no enchantments. It doesn't even give me a proficiency bonus using attacks through it. If I had it enchanted into, say, a Symbol of the Champion's Code, then I'd get the enhancement bonuses to attack and damage rolls as well as access to the properties, critical hit damage, and daily powers.
>> No. 49 edit
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Don't wanna rush you guys, but I'll make some sort of update tomorrow regardless of the situation. Best to post now if you can!
>> No. 52 edit
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So who's taking all the herbs?
>> No. 53 edit
Little question, we already had a extended rest right? So the next step would be to continue exploring the caverns, or not?
If they are too heavy we should hide them somewhere if we are still not returning to the town.
>> No. 54 edit

>too heavy
>bags of holding
>> No. 55 edit
Also, if you don't have any problems with it, might i suggest you be the one out front, anon? Rangers are supposed to make good scouts, even if you're the one who is all lit up.
>> No. 58 edit
Sure thing. And if Lily could stick one of these magic lights to me it would be even better.
>> No. 59 edit
Sorry about the delay, was hoping to get something from Liliane before proceeding. I'll look into our options when I next get on the board!
>> No. 60 edit
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Here's everything new from Heroes of the Forgotten Kingdoms that can be used by anybody.
>> No. 61 edit
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Hmmmm... I'm actually a bit concerned, since I haven't seen Liliane in a little while now. Need her on board to have the game go anywhere, really--her light source is one major one in exploring the tunnel.

Anyone seen her lately?
>> No. 62 edit
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Not really. Last time I saw her was when I said I would stream Gosick.
>> No. 63 edit
Specifically, Friday.
>> No. 64 edit
Did anyone try e-mailing her or anything?
>> No. 66 edit
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Right, well. Now that we're back on track, someone should mention going back into the cave and I can send you all back there~
>> No. 69 edit
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>Torinn heads back in without a light source
I really need to think my actions through.
>> No. 70 edit
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Eh, really, you should be able to see the entrance, at least, because of light entering into the cave from the outside. I'm just trying to figure out how best to model that right now.

I mean, you won't be going very far of course, but yeah.
>> No. 72 edit
I wasn't planning on going it alone.
>> No. 81 edit
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My nap going out of control made me realize I've left you guys hanging. I'll get to work building the next map right now!
>> No. 87 edit
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Climbing down the rope would be a DC 5 Athletics check, but you can just take 10 if you want since it's a non-combat situation where you are not rushed.
>> No. 94 edit
I hope there aren't any dreaded Dwarf Fortress carp in that water.
>> No. 95 edit
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>Already active
Are we going to fight Captain Planet this time?
>> No. 96 edit
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>water everywhere
>deep cavern
>elemental flunkies
Is it time already?
>> No. 97 edit
Right. First order of business: Get out of that little island trap.
>> No. 99 edit
I can already see a troll zombie breaking my ropework.
Astaroth, it's time to spam some checks~
>> No. 100 edit
As long as he isn't like the real one or the boss that is like that in WoW..!
>> No. 103 edit
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If he is the real one we can kill him throwin him some mud.
>> No. 104 edit
But we're surrounded by mud. Or clay, maybe. Some wet and malleable material.
>> No. 105 edit
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Kind of looking for some input from Lili and/or Bern here.
>> No. 107 edit
I didn't know spirit companions could make perception checks.
>> No. 108 edit
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They... can't, without a feat. I'm looking into the hole myself.
>> No. 109 edit
I don't know how much you could hope to see from that narrow hole.
>> No. 111 edit
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...I'll try to chase up Lili with an e-mail.
>> No. 113 edit
>Tell paladin to sit in the water that monsters are probably in
>> No. 117 edit
Not to mention they'd have the advantage if they attacked me while I was in the water.

I think we can all just take 10 on an athletics check to clear the smallest areas of the marsh anyway.
>> No. 121 edit
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Out of curiosity, Shion, what program do you use to make your maps?
>> No. 122 edit
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Is someone interesed?~
>> No. 123 edit
>> No. 124 edit
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You could say that~

>> No. 125 edit
You're gonna make Witches and Woodlands?
>> No. 126 edit
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Er, no.

I've just been getting interested in DnD lately, that's all.
>> No. 127 edit
Ah, I see.
>> No. 129 edit
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>Arcana, Religion, Heal, and Nature are the relevant skill checks

Finally, something I have a positive modifier for.
>> No. 130 edit
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I also use Tokentool (both Maptool and Tokentool are part of RPTools, which are basics for helping run online DnD games--Maptool can also be used to host real time games but is somewhat unreliable) to create the tokens.

There are a lot of extra images and tokens I obtained beyond the defaults, too. You could look around to find them, or I could see if I could dig up the files and zip them up if you want.
>> No. 131 edit
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Why didn't I choose nature?...
>> No. 132 edit
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You could pick that up on a barbarian multiclass, though, so that makes the option even more attractive.

Speaking of multiclass skills, I decided that the gladiator is an attractive option after all, if only because it works so well flavor-wise. But I have to ask, does it confer any other benefits besides granting the class feature and opening it up for power swapping?
>> No. 133 edit
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Nope. I figure an encounter power for a feat is a pretty good deal on its own. Maybe too good.
>> No. 134 edit
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Fair enough. It doesn't change my decision.
>> No. 135 edit
Though the great paragon path and epic tier feats also help.
>> No. 136 edit
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Alright, I could try an attack roll but I don't feel as letting my guard down. By the way Shion, could you please move Sureiya in the next update you do? I'm supposed to be guarding Myn.
>> No. 137 edit
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Sure, though if you could say what square specifically that would be good.
>> No. 138 edit
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My bad, I forgot to specify it.
E-6 would be nice.
>> No. 140 edit
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If you did that, that'd help us out a lot.
>> No. 142 edit
Maybe you could ready an action to attack anything that comes near us while we try to disarm the thing.
>> No. 144 edit
File 129617863455.jpg - (157.58KB , 420x709 , 3309dc50354a5c06c74fb6b4e717730a.jpg )

Oh, and if Kinjo needs help with Maptool, he can always contact me for pointers. Though given how much he's learned about Onscripter I doubt he'll need much help.

I actually got a lot more use out of those "generic letters" tokens than I thought. Sure, it's nice to have pictures for every token--but if you're like me, you don't like how a lot of those turn out when they're shrunk down. For example, in my first encounter, I had pictures for each different kind of goblin, but didn't like how they looked with the tokens shrunk down to "small" size. That's one of the reasons I went with generic letters. Much easier to identify them that way.

Another is laziness. If I'm too lazy to find an appropriate image for a creature, generic letters to the rescue!
>> No. 145 edit
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He has to DM a game of nine players. I hope these tools come in handy.
>> No. 147 edit
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That is quite the ambitious plan. I wish you all the best of luck with that campaign.
>> No. 148 edit
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I'll make it easier on him. I beat down a Flaming Fist guard official, so now all of the army, militia, etcetera are after me. Escaping Baldur's Gate, the party members who help me are fugitives. And so will sooner or later die to the ambushes. Simple counter-measure to the number of players.
>> No. 149 edit
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>inb4 traitor, traitors everywhere.
>> No. 153 edit
The circle doesn't seem to be doing anything important at the moment; it probably just stops us from leaving the room. Beginning to deactivate it imposes some time limit, at which point the monsters in the water could attack while the group is distracted by a skill challenge.
>> No. 154 edit
I'm thinking of moving over near the circle to help (and putting down my standard there), just waiting on some of the others a little bit more I guess.
>> No. 155 edit
Well, if you insist~

Alternatively, we could escape before the monsters kill us by deactivating the circle quickly, but it depends on the number of rounds to deactivate the circle, compared to the number required to defeat the monsters. The monsters could even chase us into the next room, if they're not the tentacle things Shion was making.
>> No. 156 edit
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Fighting them in a narrow corridor would be preferable to fighting them in this wide open area where they may have the advantage.
>> No. 157 edit
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But if we don't destroy the magic circle it will transport us to the dragon circus.
>> No. 158 edit
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Never said we wouldn't. Holding the water-dwellers at bay while everybody makes their checks is pretty much the idea.
>> No. 159 edit
You mean, to the upper floor?
>> No. 160 edit
No, I mean past the magic circle.
>> No. 161 edit
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...I'm sending a Lili another e-mail. I hope she's able to keep up with the game.
>> No. 164 edit
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Bern, you don't need to specify exactly where you'll move, but some kind of idea of how you intend to move would be good. A "move action" is rather broad, akin to saying "I ready an action."

We'll be starting initiative as soon as someone starts trying to dispel the circle.
>> No. 168 edit
I'll keep that in mind, next time.
>> No. 172 edit
It looks okay to me.
>> No. 173 edit
Can we take 10 on the very first attempt?
>> No. 174 edit
Will the banner activate once the battle starts?
>> No. 175 edit
I think it activates as soon as it's planted in the ground, period. That's why it can be used during a short rest.
>> No. 176 edit
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>> No. 177 edit
Er yeah, I meant to ask that too, eheh.
>> No. 178 edit
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The aura for the battle standard is drawn on the map now, it'll show on the next update.

As for taking 10, no, you can't. Deciphering the circle is part of the process of dispelling it, and you don't have enough information on the circle at first to make a calculated, careful approach. And since you can't start deciphering it without a little trial and error in reading the runes... well, that's just how I'm thinking of it.

All the checks will be standard actions, by the way.
>> No. 179 edit
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Oh yes, some good fighting.
>> No. 182 edit
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Torinn's readied action can't go off until he's already grabbed, because the tentacle popped up out of his reach. He was dragged into range though, so he can make his immediate reaction virtuous strike now if he wants. I think it would move his initiative up to right before the tentacle, though, and he wouldn't get a turn this round.
>> No. 183 edit
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This might be challenging.
Eh, forget it, then. Moving down in initiative isn't good.
>> No. 184 edit
I wonder if spirits count, as long as it's within range. (The other tentacle, not the one in the back)
>> No. 186 edit
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Minor update: since the tentacle slides Torinn into an adjacent space, and it occupies all the squares in elevation 1 (large creature, its space is a 2x2x2 cube), Torinn is actually put into elevation 2 (2 squares above the ground).

Spirits don't count for the requirement either, since they aren't creatures.
>> No. 187 edit
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I wondered why it said there was an update after it looked pretty much the same.
>> No. 188 edit
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Right, what are we going to do now? If we concentrate in one of the monsters the battle would be more easy, but that -5 to attack rolls is too much.
>> No. 189 edit
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Obviously concentrate on the one giving the -5 to attack rolls, the other deep tentacle (not the influence tentacle).

In fact, focus-firing is generally a very good tactic, since the fewer enemies alive at the start of your next turn means less damage they can distribute.
>> No. 191 edit
>> No. 192 edit
Blast, I knew it was Yogg tentacles. Rin and Kuma misled me into thinking it was C'thun ones and I didn't bother to check.
>> No. 193 edit
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>we're fighting an eldritch abomination
Shouldn't dungeoneering checks work, then?
>> No. 195 edit
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To be honest, I assume extraplanar beings would be under arcana, but it seems to be dungeoneering. I'll edit that.

So, yes, dungeoneering for information in the tentacles.
>> No. 196 edit
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If you want to be picky, it's both. I used the graphic of a C'thun claw tentacle for the deep tentacles, and a Yogg-Saron tentacle for the influence tentacle.

I agree their abilities have more in common with Yogg-Saron tentacles, but that's just because they had generally more interesting abilities in general. Well, the eye tentacles were cool enough, but I'll hold off on those.
>> No. 197 edit
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Will I need two checks for those bastards?
>> No. 198 edit
One check per different creature.
>> No. 199 edit
Free actions? I'll try then.
>> No. 203 edit
>That whole description
>> No. 204 edit
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It will just make it all the more satisfying when we turn it into calamari.
>> No. 206 edit
My mind is probably going to get dominated.
>> No. 207 edit
If you're sure it'll screw you over, then I strongly suggest running away from the ritual circle and going somewhere that attacking your allies would be difficult.
>> No. 208 edit
Considering mind blast, I would suggest keeping a square or two of space between allies. Two squares should be more effective, though.

Shion, could we have an updated map with the shaman's new positions?
>> No. 209 edit
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Gah, was that map not updated? I thought... hm. Give me a second, I must have uploaded the wrong image, because she's in the right spot on my end.
>> No. 219 edit
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In case you are curious as to what happened with the skill challenge, let me explain: I included a special clause that the first natural 1 in the challenge would reduce the duration by 1 round. I felt this was fair, as the DCs are largely very easy and there isn't much challenge if you are permitted to pursue the ritual at a leisurely pace. Hence the tentacles.

Further natural 1s will not reduce the duration. Also, I don't permit spending action points to make an extra check in the challenge--instead, I say you can use action points to reroll a check (in other words, reroll a bad roll).
>> No. 220 edit
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It'd be nice if one of those tentacles died soon.
>> No. 221 edit
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What, you enjoy being used as a bludgeoning weapon~?
>> No. 223 edit
Because that is no way to treat a lady.
I'd rather she be able to assist with the ritual as soon as possible. Ranged support would make things much easier.

Also, drawing monster attention away from everybody else and making them pay for attacking other people is sorta my job. Which is why I didn't waste Valorous Smite yet.
>> No. 224 edit
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Just realized that granting Myn or Sariel a basic attack outside their turn is also an option.
>> No. 227 edit
The sanctions, they do nothing.
>> No. 228 edit
Oh come on, an arcana check of 10 already passed, if we are lacking some checks for the ritual even I could try, and retry with an action point.
>> No. 229 edit
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I mean that they can get around my defender mechanic by either using me as a weapon (since I'm taking damage, I'm included in the attack) and both abilities the influence tentacle hit you with (doesn't count as an 'attack' because it doesn't damage you directly).
>> No. 230 edit
File 129674887945.jpg - (278.84KB , 600x799 , armslooklikedanglinglegs.jpg )
Never mind, I was wrong. It eats radiant damage for attacking somebody else.
>> No. 231 edit
It's the best option I have right now~
>> No. 233 edit
You can also use your racial power if it connects to do another d10 damage, since it's a free action. Hopefully that will be enough to bloody it.
>> No. 234 edit
I shudder to wonder if there's any special abilities for it BEING bloodied.
>> No. 235 edit
File 129661381061.png - (100.28KB , 319x318 , doh.png )
You think that it'd be bloodied by just one more attack?
>> No. 236 edit
File 129464370846.png - (78.78KB , 224x401 , BUP_0414.png )
I may have misled you with my wording, because I forgot that sanction only punishes enemies the FIRST time they attack someone with an attack that doesn't include you as a target.

So, the deep tentacle didn't violate the sanction, but the influence tentacle did.
>> No. 237 edit
File 129677852150.jpg - (25.87KB , 400x400 , feelsgoodman.jpg )
My marks still work? That's a huge relief.
>> No. 238 edit
Can I do both a check to finish the skill challenge, and attack if I use an action point?

Considering summoning my ball to burn the tentacles.
>> No. 239 edit
Winged Horde may or may not force the tentacles to drop their victims.
>> No. 240 edit
File 129680315341.png - (16.48KB , 200x200 , Dungeon Master Shion.png )
Yes, you can.

As pointed "Guest" points out, though, Winged Horde (disallowing targets their opportunity actions) will break grabs. So you can save your flaming sphere if you wish.
>> No. 241 edit
File 129643373649.png - (30.13KB , 330x444 , kan_majimea3.png )
>> No. 242 edit
hint: help
>> No. 243 edit
That would be really nice.
>> No. 253 edit
File 129695215234.png - (76.88KB , 224x401 , BUP_0433.png )
Hold on, Astaroth. You realize moving to F-12 puts you in the middle of water, right? I need you to make an Athletics check to swim in order to enter that square, DC 10. Failure means you only make it to E-11 and end up submerged (standing in chest-deep water). Also, you take a -2 penalty to attack rolls when swimming.
>> No. 254 edit
File 129607279412.jpg - (108.39KB , 640x480 , sakutarou_gununu.jpg )
I didn't realize we had to swim in order to do that. Otherwise I would have revised my actions entirely.
>> No. 255 edit
File 129695251480.jpg - (66.19KB , 149x149 , texturo.jpg )
>it passed anyway
>> No. 256 edit
File 129695256865.png - (78.48KB , 224x401 , BUP_0412.png )
I said it way back here.
"Any square of water NOT marked by difficult terrain, you must make a swim check to enter."
Heck, I'm letting you guys off easy by saying the first square you can enter without a check. It's just trying to slog through deep water is difficult.
>> No. 257 edit
File 129464370846.png - (78.78KB , 224x401 , BUP_0414.png )
There's one more problem. You started your turn prone. You need to spend a move action to get up.
>> No. 258 edit
File 12969527522.png - (14.44KB , 206x168 , dazed.png )
That, and common sense, should have indicated to me that he would need to swim to make it. Seeing Bernkastel slowed probably got me confused, as though that were the only penalty.

My mistake.
>> No. 259 edit
File 129695284024.png - (98.33KB , 505x394 , gumbytarou.png )
...Now I just feel silly.
>> No. 260 edit
File 129695315927.png - (76.86KB , 224x401 , BUP_0429.png )
I see the water as getting progressively deeper as you move further away from the edge. The outermost ring of water is just difficult terrain, roughly knee-deep for creatures of your size, and the second ring inward from that submerges you (slowed) as it's chest/neck deep, and anything after that is actual "swimming."

You can just do what you did, double-moving and then using an action point to do Valorous Smite. It'll still hit, even with the -2 penalty for swimming. You do lose the enfeebling strike, though.
>> No. 261 edit
File 129695327491.png - (99.75KB , 505x383 , sakutarou_worrya2g.png )
I'll settle for that, then.
>> No. 263 edit
File 129489116910.png - (15.91KB , 179x153 , It\'s Been A Hard Day\'s Night.png )
...Too late to change my mind again.
>> No. 267 edit
File 129695777988.png - (188.93KB , 490x595 , d06fd2617db931ccb8f10784a6a37b1b.png )
I made some adjustments. It shouldn't have been able to grab Bern, since it couldn't take opportunity actions, so although she still took damage from the attack, she wasn't grabbed.
>> No. 268 edit
Oh, that's right.
I were starting to get a bit worried.
Now Bern should use her magic and defeat the bad guys No really, some cure is urgent~
>> No. 269 edit
Not good.
>> No. 270 edit
File 129489136412.jpg - (267.53KB , 660x720 , concerned.jpg )
Healing spirit is only once per round, so she could heal Hide with a surge, grant herself the extra healing, move it near Torinn and use Spring Renewal Strike to heal him up.
>> No. 271 edit
And by "move it", I mean the spirit companion along with her standing up.
>> No. 272 edit
She could run two times and use a heal.
>> No. 273 edit
She still has to stand up, though.
>> No. 276 edit
File 129696219257.jpg - (38.54KB , 129x161 , kinda down.jpg )
Why, dice roller, why do you do this to us?
>> No. 278 edit
Oh, right. She could just use Spring Renewal Strike from her own square thanks to the totem item she carries, then Torinn can heal.
>> No. 293 edit
Well done guys.
>> No. 296 edit
>Crits with +3 to all defenses
>> No. 297 edit
I mean, it's just my luck right
>> No. 300 edit
File 129464961298.png - (77.98KB , 224x401 , BUP_0415.png )
I'm not surprised after the deep tentacle rolled: 1, 2, 4, 4 for its 4 attack rolls.
>> No. 302 edit
File 129721864872.jpg - (168.37KB , 880x880 , do want.jpg )
Does that mean I'm going to get a crit soon?!
>> No. 303 edit
Maybe next battle?
>> No. 310 edit
Silly George, you only need to roll critical dice on a critical hit.
>> No. 312 edit
File 129729837849.jpg - (33.37KB , 144x160 , ooooo.jpg )
Actually, make that minimum 19 damage. You forgot to roll a d6 for your critical hit.
>> No. 315 edit
Audio 113_Relieve.mp3 - (1.37MB , 113 Relieve.mp3 )
We can't take a short rest?!
>> No. 316 edit
File 12969527522.png - (14.44KB , 206x168 , dazed.png )
False alarm.
>> No. 318 edit
File 129730843691.png - (78.52KB , 224x401 , BUP_0417.png )
One thing to keep in mind when healing is that when one of you spends a healing surge in range of the battle standard, you ALL regain 1 hit point. That may work to cut down on total surges spent by the party if you plan it well.
>> No. 319 edit
In that case, I moved to J-7, not K-7.
>> No. 320 edit
When I get a free chance, I'll be using an inspiring word or two, or maybe have us group near bern's spirit and heal?
>> No. 321 edit
You can do both.
>> No. 322 edit
What I mean is, doesn't Bern's spirit heal heal others nearby the spirit when it goes off or something
>> No. 323 edit
File 129695256865.png - (78.48KB , 224x401 , BUP_0412.png )
You already both used your healing spirits/inspiring words this encounter. Please do not try to game the system by intentionally not spending surges during a short rest to take short rests over and over to get the maximum bonus from your surges.
>> No. 324 edit
We always could use inspiring words and stuff after a fight before I thought, it's been a while. sorry.
>> No. 325 edit
File 129674887945.jpg - (278.84KB , 600x799 , armslooklikedanglinglegs.jpg )
Second winds all around, then?
>> No. 326 edit
File 12949882016.jpg - (15.04KB , 404x363 , Shion Huh.jpg )
I did encourage you to use ones you hadn't expended during the fight afterward, yes.

And you don't need to use your "second wind" to spend healing surges during a short rest. You can spend as many surges as you want to regain that many hit points. No special powers are required for that.
>> No. 327 edit
File 12973099045.jpg - (121.35KB , 268x358 , astonished.jpg )
Ohhh, that's what you meant.

I'd forgotten we could spend them like that if we wanted.
>> No. 328 edit
File 129643730081.jpg - (77.51KB , 300x430 , Colorful.jpg )
It's no problem, I just want to make sure the rules are straight. You're already going to be getting a decent boost from the battle standard.
>> No. 334 edit
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I assume Sariel will take a short rest to recharge Maze of Mirrors, and I suspect Myn will elect not to take a short rest, in order to maintain his darkspiral count (and be one encounter power closer to hitting Arcane Reserves next encounter). However, I do need to see if Bernkastel will rest to spend more surges (which could push Michael up to full), and those with light sources need to lead in order to really allow you all to see what's ahead in the corridor.
>> No. 335 edit
File 129739756694.png - (7.42KB , 124x105 , georgedoyo.png )

Right, ne~
>> No. 336 edit
and maybe have the magic users check the remains of the circle for info
>> No. 341 edit
One thing I wanted to bring up is that according to the rules compendium updates, being unable to make opportunity attacks no longer breaks grabs or prevents a target from flanking. Just something to keep in mind for future combats.
>> No. 342 edit
Gah, the more I read, the more I want to play a Sentinel druid that poaches summon/implement powers from the core druid and takes shaman multi-class for a spirit companion...
>> No. 343 edit
But then you couldn't multiclass to Elemental Priest.
>> No. 344 edit
File 129746370768.png - (98.42KB , 272x401 , BUP_0445.png )
No, no, that was ME who posted that. Regardless, the tactical implications of being able to move yourself, a spirit companion, AND an animal companion all with your move action and make combined attacks is intriguing. Also, the default animal companion for the spring sentinel is a wolf, and I've always sort of had a thing for wolves as a companion in these sort of settings (this does not necessarily extend to werewolves).

Anyway, Hideiling did mention something here I wanted to comment on:
If you want to investigate the place where the ritual circle was, I'll actually be looking for Perception checks rather than Arcana.

And get ready to make lots of Perception checks for what's ahead, too.
>> No. 345 edit
File 129695327491.png - (99.75KB , 505x383 , sakutarou_worrya2g.png )
Ehe, my mistake.
>> No. 346 edit
File 129746433739.png - (99.26KB , 272x401 , BUP_0444.png )
I played a rogue once, and it was fairly fun (I particularly liked going into detail in flavoring up my attacks with the "Artful Dodger" shtick, tossing daggers in the air, leaping and catching them while twirling downward for a strike, etc.), though the campaign petered out very early on because the DM disappeared. Seems to happen a lot in DnD games I play in.
>> No. 347 edit
Are you me?

>> No. 348 edit
Well, at some point you could maybe make a temporary DMPC who happens to be that particular class.
>> No. 349 edit
Well, a DMPC doesn't always have to get XP and loot and stuff, but I guess it really depends on the type of DMPC and how long it sticks around.
>> No. 352 edit
File 129746370768.png - (98.42KB , 272x401 , BUP_0445.png )
====== Created Using Wizards of the Coast D&D Character Builder ======
Gena Eris, level 3
Half-Elf, Sentinel
Acolyte of the Natural Cycle: Druid of Spring
Level 1 Wilderness Knacks (Sentinel): Herb Lore (Sentinel)
Level 1 Wilderness Knacks (Sentinel): Wilderness Tracker (Sentinel)
Half elf Power Selection: Dilettante
Background: Gray Vale (Gray Vale Benefit)

Str 11, Con 18, Dex 13, Int 8, Wis 18, Cha 10.

Str 11, Con 16, Dex 13, Int 8, Wis 16, Cha 10.

AC: 20 Fort: 18 Reflex: 14 Will: 16
HP: 40 Surges: 11 Surge Value: 10

Nature +13, Insight +12, Heal +12, Perception +10

Acrobatics +1, Arcana, Bluff +1, Diplomacy +3, Dungeoneering +5, Endurance +4, History, Intimidate +1, Religion, Stealth +1, Streetwise +1, Thievery +1, Athletics

Level 1: Spirit Talker
Level 2: Mending Spirit

Dilettante: Spirit of the Tempest
Sentinel: Grasping Tide (Druid)
Sentinel: Summon Pack Wolf
Sentinel: Verdant Bounty
Spirit Talker: World Speaker's Command

Wolf Animal Companion, Alfsair Spear Spear +1, Veteran's Hide Armor +1, Friend's Gift (heroic tier), Light Shield, Amulet of Protection +1, Adventurer's Kit, Waterskin (3), Inquisitive's Kit, Totem
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

>> No. 353 edit
Let's get moving soon~
>> No. 354 edit
File 129731137941.png - (30.48KB , 200x200 , shakan_happy1.png )
How is that MAZE OF DEATH going on?~
>> No. 364 edit
Good going, George.
>> No. 371 edit
Technically, George moving didn't do anything.
>> No. 372 edit
File 129625592147.png - (59.43KB , 330x443 , kan_fumana17.png )
technically, was my fault.
>> No. 375 edit
well, Rin mentioned initiative before you moved, and George was close, so let's go with that!
>> No. 378 edit
File 129757978829.jpg - (37.64KB , 154x204 , pondering.jpg )
Constructs like the device are immune to charm and illusion attacks, aren't they?
>> No. 379 edit
File 129757993589.png - (76.58KB , 224x401 , BUP_0423.png )
Constructs are not immune to such things. Only actual inanimate objects like the traps. The ballistae can still be affected.

They are, however, immune to poison, fear, disease, and sleep.
>> No. 380 edit
File 12969527522.png - (14.44KB , 206x168 , dazed.png )
>> No. 381 edit
File 129464961298.png - (77.98KB , 224x401 , BUP_0415.png )
That probably would have been the case in older editions, but 4th edition tries to avoid making entire classes and builds useless with a single immunity if at all possible.
>> No. 383 edit
File 12977633883.png - (76.56KB , 224x401 , BUP_0427.png )
By the way, I have adjusted the DCs for the countermeasures to the suppression devices. I found a table that lists easy/moderate/hard skill DCs for every level and will be using it for now.

For the same reason, I reduced the DC of the Thievery/Arcana check to control the ballistae by 1.
>> No. 384 edit
That's good, they were a bit high~
>> No. 385 edit
File 129464961298.png - (77.98KB , 224x401 , BUP_0415.png )
I'm a bit hesitant about the lists myself. The easy and moderate DCs for each level are almost trivial for anyone who's trained in the skill and has a decent relevant ability score, but I'll use them for now.
>> No. 386 edit
Having a +10 is probably the standard for it, having a +12 at this level is considered really high, doesn't it?
So for a dc of 25 there is only a 5/20 of chance of getting it, isn't that a bit hard for a standard action check?
>> No. 387 edit
I agree on the DC 25 check, but in my defense, I was basing it off of level 4-5 traps I found in the DMG, also with the assumption that the suppression device doesn't actually damage you itself.
>> No. 388 edit
It also damages you?! uuu...
>> No. 389 edit
No, she said they don't directly damage you.
>> No. 390 edit
I wonder if Bern was lucky with her date~
>> No. 391 edit
File 129645733032.jpg - (162.59KB , 1200x1600 , ummm.jpg )
At this point I'm starting consider that she was kidnapped instead.
>> No. 392 edit
File 129608456876.png - (30.53KB , 444x330 , kan_majimea72.png )
Kidnapped by her date? How lucky~
>> No. 393 edit
File 129788586513.png - (78.26KB , 208x401 , BUP_0456.png )
I'll wait until tonight, and then I'll just move for Bern. It's not like there are a lot of decisions to make at this point so holding up further seems silly.
>> No. 394 edit
File 129788612424.png - (38.88KB , 208x207 , bobblehead.png )
Let's wait until after she usually shows up at least.
>> No. 395 edit
File 129788667080.png - (77.53KB , 208x401 , BUP_0457.png )
That -is- what I meant by "tonight."
>> No. 396 edit
File 129610615227.jpg - (16.74KB , 91x74 , nyoro~n.jpg )
Ah. Right.
>> No. 408 edit
>mfw when I didn't mentioned a thing about ballistas.
Apparently meta-lily have mind powers.
>> No. 409 edit
File 12979736415.png - (78.32KB , 208x401 , BUP_0452.png )
I didn't think you actually had, but you did make the knowledge check, and it'd be silly to not use that (actually, I probably should have allowed Arcana for the constructs instead of Dungeoneering, going by the monster lists). So one way or another, Sariel should know about the ballistae.

Maybe I should edit it to reflect that she learned it on her own, however.
>> No. 410 edit
File 129797399880.png - (85.34KB , 291x478 , kan_majimea37.png )
Maybe that would a little more sense.
I wonder how playing a D&D match offline would be. Although you need to buy a lot of things, doesn't you?
>> No. 411 edit
File 129610099479.png - (78.09KB , 208x401 , BUP_0450.png )
Nowadays, it's not as bad to buy a lot of different things. You can subscribe to the character builder, and maybe grab the rules compendium, then keep up with online updates/errata and you're good as a player (it's best if you have a laptop you can bring to the session). The DM probably needs more stuff, though.

Heck, there's even a free version of the character builder available online now... though the ethics of using the "custom" content for it are somewhat debatable~
>> No. 412 edit
I suppose, if it's fine. I think Astaroth gave me something similar a while ago but I got frustrated with it and uninstalled. I should have more patience this time though.
>> No. 413 edit
It's just updates and bug fixes.
>> No. 414 edit
File 129797990675.jpg - (96.99KB , 210x459 , uh__umm__.jpg )
And unfortunately, you now need to buy an SA account to get the stuff.
>> No. 415 edit
File 129798984533.png - (78.45KB , 208x401 , BUP_0460.png )
That's silly. If there's anything I need to rehost, I can do that.

In fact, I'll just rehost everything. All of the files are really small.
>> No. 416 edit
File 129799304721.png - (78.46KB , 208x401 , BUP_0449.png )
Everything has been put together here and organized for maximum ease of use:


Step 0: Download the above, unrar it.
Step 1: Run the program in the Step 1 folder, this will download the character builder.
Step 2: Run the program in the Step 2 folder, this will update your Cbuilder. Make sure to specify the directory to which you installed the program in Step 1.
Step 3: Move the files in the Step 3 folder into the CBuilder directory.
Step 4: Download this: http://www.mediafire.com/?xk7ghc4kfc2r598
Step 5: Unrar that into the new "Custom" folder in the Cbuilder directory.
Step 6: Run the "CharacterBuilderLoader.exe" file. It will take some time to load your custom content the first time you load it. The Uncommon to Common part in particular takes a while, but I think it's probably necessary for magic items. You only have to do it once or twice so it's not a big deal, just be patient until it finishes.
Step 7: That should be it. Remember, always open it using the CharacterBuilderLoader.exe and not the default Cbuilder file.
>> No. 430 edit
File 129464570122.jpg - (7.67KB , 181x161 , huh__.jpg )
Sure are a lot of mentions of minions in the ballista's stats. How ominous.
>> No. 431 edit
Indeed. Reminds me of some other WoW mechanics~
>> No. 432 edit
File 129746433739.png - (99.26KB , 272x401 , BUP_0444.png )
I didn't base it off of any WoW fight/mechanic in particular. Though I'm sure similar things exist, and probably have existed in RPGs and tactics games for some time.
>> No. 434 edit
File 129811051367.jpg - (688.46KB , 600x3325 , 1297955367620.jpg )
I notice some of you still haven't updated your sheets with the +300 XP from the previous encounter. Please do that ASAP, as it's important for me to keep accurate XP totals for everyone~!
>> No. 451 edit
File 129823686794.jpg - (11.40KB , 97x104 , heeeeh.jpg )
Is it just me, or does it look like the paths encourage us to split up?
>> No. 453 edit
Should we do? Who else have a light source aside from george?
>> No. 454 edit
File 129823743511.png - (76.30KB , 224x401 , BUP_0431.png )
Everyone should have 2 sunrods from their adventurer's kit. You just need a free hand to hold it.
>> No. 455 edit
I ... I need a way to hold a sunrod without having to use a hand.
>> No. 457 edit
It won't be necessary for you, probably. Myn already has one and Sariel has the light spell.
>> No. 458 edit
File 129823813538.jpg - (194.80KB , 750x446 , Mystic Eyes.jpg )
By the way, anon-kun, if you know where the suppression devices are (and in this case you did since Bern pointed them out), I'll allow a special kind of action to try and disable them. If you can get within your move speed of one, you can move up to your speed and try to deactivate one without triggering it as a standard action with a successful thievery check. Think of it like charging, but without the charge, and a check at the end instead of an attack.
>> No. 459 edit
Oh really? That's nice. I might get out my thievery tools again~
>> No. 462 edit
File 129823931927.png - (585.28KB , 588x800 , I Wa Shock.png )
Just where did that fire elemental come from?!
>> No. 463 edit
Those bastards hide in the corners, apparently. But wouldn't a fire elemental always bright the area near it?
>> No. 464 edit
Actually, more importantly.
Are those the high-AC 1 hp monsters?
I could try to charge it.
>> No. 465 edit
What corners? There weren't any corners that weren't illuminated at some point recently..
>> No. 466 edit
File 129661505148.png - (76.01KB , 224x401 , BUP_0430.png )
The fire elementals are just very, very fast, as far as you can tell. It darted into view (from the northern passage) and then immediately charged you.

Even if they illuminate the passages as they go, you still won't see them if you're prevented from having line-of-sight due to the shape of the passages. You'll see what I mean when you advance further.
>> No. 467 edit
Well, we can't see all the dungeon, and this cave it's all about weird and improbable corners~ Although I'm of course no minery expert~
>> No. 468 edit
File 129823994683.jpg - (96.06KB , 280x387 , dread.jpg )
So it has speed 10 and can see around corners?
>> No. 469 edit
File 129824013925.png - (78.27KB , 224x401 , BUP_0416.png )
It doesn't need speed 10. It just needs to move + charge.

Well, I can either say it's magic I don't gotta explain shit (Spellplague), or cite some of the rather expansive and weird-winding caverns found in dwarf fortress as evidence. At least I'm not adding in a bunch of different z-levels (I'm not saying this is a flat plane, but the movement up/down is gradual enough so that it doesn't really affect anything).
>> No. 470 edit
Even then, I'm more inclined to believe than those evil guys crafted those caves for their evil plans.
>> No. 471 edit
File 12969527522.png - (14.44KB , 206x168 , dazed.png )

>> No. 473 edit
Attacking the darkness is fun~
>> No. 475 edit
File 129824246316.jpg - (115.11KB , 505x362 , gendotaro.jpg )
>elementals explode upon defeat and do terrible things when they do
I should have seen this coming when the ballistae specifically mentioned elementals not exploding when shot at.
>> No. 476 edit
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I don't mean to give you too many hints, but... I see this encounter as sort of a "gauntlet." You might want to consider the tactical implications of falling back.
>> No. 477 edit
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I shouldn't have said "fall back", then. Rather, "let the ballistae take their shots at the enemy and get off the front lines if you're squishy".
>> No. 478 edit
File 129824298359.png - (16.50KB , 130x130 , 15984695.png )
It means we can farm endless waves of elementals for as much as experience and residuum as we want with little to no cost to ourselves, until the cave suddenly collapses upon the exploiters. No survivors.
>> No. 479 edit
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There are certain cases where an enemy can give no XP on destruction. I'm not just DM fiating this, either, check for example the silt horror encounter from the Dark Sun creature catalog.
>> No. 480 edit
Bag of rats situation, etc.
>> No. 481 edit
File 12982435576.jpg - (49.13KB , 512x512 , decoy.jpg )
On that note, it was awfully generous of them to leave behind something the specifically works against the elementals.
>> No. 482 edit
File 129464370846.png - (78.78KB , 224x401 , BUP_0414.png )
Well, I didn't really mean THAT situation. But yes, that too.
>> No. 483 edit
File 129457034059.png - (8.75KB , 107x107 , bern124.png )
>Dark Sun.
Oh well.

I suppose the residuum would have been deducted from whatever treasure lay ahead.
>> No. 484 edit
And it's now when something different come from nowhere and attack us.
Also, I'm now worried about that ????, is that evil thing creating the elementals!?
>> No. 485 edit
File 12982441071.png - (17.58KB , 185x162 , believe.png )
Maybe they're just stupid like most video game bosses that leave their weaknesses lying around?
>> No. 486 edit
Alright, who else votes to ask Bern/Hide to heal George's ballista?
>> No. 487 edit
They can use their own "second winds". Myn doesn't have to shoot anything on his turn.
>> No. 488 edit
That's exactly why I am worried, you think Shion would leave one safe corridor? Meta gaming everywhere.
>> No. 491 edit
File 129757993589.png - (76.58KB , 224x401 , BUP_0423.png )
It's kind of like this. They can't actually use their second wind on their own, and they only have 1 surge. However, I'll allow their controller to use Arcana in a manner similar to Heal to make a "first aid" check on the ballista to allow it to use its second wind.
>> No. 492 edit
I see, that's quite useful~
>> No. 493 edit
>super effective
>> No. 494 edit
>> No. 503 edit
File 129826605731.png - (136.18KB , 272x299 , oh god make it stop!.png )
>ice elemental behind us out of absolutely nowhere
How did it get there?!
>> No. 505 edit
File 129826719464.png - (42.71KB , 188x311 , uryuu!.png )
I'd like to request not to be healed until my THPs run out.
>> No. 508 edit
Excuse the interruption of the action yesterday, well maybe you may forgive me because of the good rolls~
>> No. 509 edit
File 129831202212.jpg - (152.56KB , 430x671 , 3808403889f313d1246e9b82820c6f69.jpg )
Don't worry about it, I was ready to go to sleep around the time of my last update anyway.

At any rate, I think that if you dropped the thievery tools--they're more than one object, so picking them up off the ground would not be a mere standard action. Instead, I'll just have you stow them as a minor action, and you'll have a hand free next round to either take out your secondary weapon or whatever you want with it.
>> No. 511 edit
File 129831411451.png - (97.78KB , 505x393 , sakutarou_worrya1gbl.png )
Then again, does he need to be able to use twin strike right now?
>> No. 512 edit
File 129831635457.png - (37.53KB , 434x515 , kan_majimea10.png )
Oh, that's just perfect, thanks~
>> No. 513 edit
Unless they're flying. Hence why keeping your tools handy may be a good idea in case more suppression devices show up.
>> No. 514 edit
Can those evil things fly?
Anyways, that awesome perception check was for nothing, how unfortunate~
>> No. 515 edit
File 129464961298.png - (77.98KB , 224x401 , BUP_0415.png )
If it makes you feel better, I'd say you hear more things coming from both directions, besides what you can see--but I bet you already guessed that anyway.
>> No. 516 edit
Damn it, this dungeon is actually getting a bit more dangerous that those exploding ghouls.
>> No. 517 edit
File 129831806671.jpg - (58.40KB , 212x169 , that\'s not good!.jpg )
>coming from both directions
George, if you read this, I implore you to get that thing around the corner and out of line of sight before they start charging it.
>> No. 518 edit
I wouldn't mind if someone else also healed it a bit, those things are really useful now.
>> No. 519 edit
I think it can only be healed once by an arcana check.
>> No. 520 edit
But it can also be healed using an encounter power, and you guys still have plenty~
>> No. 521 edit
I don't remember that detail.
>> No. 522 edit
I mean, you can use powers like Inspiring word or Lay of hands to heal as if it was another ally.
Well, at least that's what Shion said to me.
>> No. 523 edit
Oh. I didn't know about that.

Keep in mind, though, that while Healing Spirit and Inspiring Word are powers that get two uses per encounter, Lay On Hands only gets a number of uses per day equal to my wisdom modifier.

Considering I get Divine Mettle as an encounter power, though, I'd say it's a fair trade-off.
>> No. 524 edit
Oh wait, the ballista have only one surge, damn it.
>> No. 525 edit
Yeah, there's that, too.
>> No. 527 edit
George should heal his ballista soon.
>> No. 547 edit
I am writing in a spoiler
>> No. 548 edit
Not possible. Divine Mettle has already been used and I'm too far away to grant a saving throw with the heal skill.
>> No. 550 edit
Audio 221_Survival_from_The_Force.mp3 - (4.98MB , 221 Survival from The Force.mp3 )
To make up for it, have some encounter music.
>> No. 556 edit
If I might offer a suggestion: Michael could make a DC 15 heal check on Bernkastel as a standard action to try and end the ongoing damage.
>> No. 557 edit
File 129788586513.png - (78.26KB , 208x401 , BUP_0456.png )
I still think I like the Virtue of Sacrifice cavalier better than the Virtue of Valor. The righteous shield benefit seems a lot better to me, and the ability to use your second wind to heal allies on a per-encounter basis means you don't have to rely so much on Restore Vitality (you can save it for when they need a save).
>> No. 558 edit
Like I mentioned to Torinn too, I'm not sure if I'm gonna retrain my feat that adds my Cha Mod to Inspiring Word Healing just yet, to instead grab the feat (maybe at the next level, but I'd rather get some improved defenses or superior will soon), but will maybe eventually get the feat that makes my inspiring words grant saving throws if I so choose. (At the cost of the dice roll for extra healing for it)
>> No. 559 edit
File 129848975743.png - (100.52KB , 505x391 , sakutarou_surprisea1g.png )
But I thought you said we didn't need any more leaders.
>> No. 560 edit
File 129849011322.png - (96.60KB , 505x394 , sakutarou_trippingg.png )
Even so, I really like the flavor of the valor path...

Though on closer examination I think both are applicable to Torinn.
>> No. 561 edit
File 129788667080.png - (77.53KB , 208x401 , BUP_0457.png )
I know it's an attractive option to be able to grant saves, but they always say there aren't as many (save ends) effects in heroic tier.
>> No. 562 edit
File 129610615227.jpg - (16.74KB , 91x74 , nyoro~n.jpg )
But still, it's a good idea to have a way to deal with it at least once per encounter. I've had to use divine mettle in quite a few of the encounters so far.
>> No. 564 edit
File 129849382287.png - (77.70KB , 208x401 , BUP_0458.png )
I was somewhat bored so I made this.

I made it in wordpad so I can't guarantee the formatting will look pretty on other word processors. Also I can't guarantee it's free of spelling errors, but hopefully it's mostly-free.
>> No. 571 edit
Rin already knows but I meant to move to H-27, just putting it here for reference
>> No. 573 edit
I didn't realize the ice minion by Sureiya had actually run over.

Looks like maneuvering around it is much safer than I would have initially surmised.
>> No. 579 edit
File 129867998293.jpg - (44.06KB , 549x548 , Hey There How Are You Doing.jpg )
Yay, they got dark sun weapons working for kensei in the character builder~

====== Created Using Wizards of the Coast D&D Character Builder ======
Primal Slayer, level 30
Half-Orc, Slayer, Kensei, Reincarnate Champion
Slayer Weapon Specialization: Brutal Axe
Epic Vitality: Epic Vitality Strength
Kensei Focus: Kensei Focus Gouge
Past Spirit: Past Spirit (Gnoll)
Past Spirit: Past Spirit (Longtooth Shifter)
Background: Half-Orc - Orc Birth (+2 to Athletics)

Str 28, Con 14, Dex 26, Int 10, Wis 14, Cha 12.

Str 16, Con 12, Dex 16, Int 8, Wis 12, Cha 10.

AC: 45 Fort: 45 Reflex: 44 Will: 40
HP: 203 Surges: 11 Surge Value: 50

Intimidate +25, Endurance +30, Athletics +34, Acrobatics +28

Arcana +17, Bluff +18, Diplomacy +18, Dungeoneering +19, Heal +19, History +17, Insight +19, Nature +19, Perception +19, Religion +17, Stealth +28, Streetwise +18, Thievery +23

Level 1: Weapon Proficiency (Gouge)
Level 2: Spear Expertise
Level 4: Surprising Charge
Level 6: Weapon Focus (Axe)
Level 8: Thirst for Battle (retrained to Superior Initiative at Level 22)
Level 10: Skill Power (retrained to Impaling Spear at Level 11)
Level 11: Reserve Maneuver
Level 12: Armor Specialization (Scale)
Level 14: Improved Defenses
Level 16: Berserker's Fury
Level 18: Powerful Charge (retrained to Spear Mastery at Level 21)
Level 20: Deadly Axe
Level 21: Fierce Charge
Level 22: Brutal Charge
Level 24: Long Step
Level 26: Martial Mastery
Level 28: Epic Will
Level 30: Epic Resurgence

Reserve Maneuver: Rain of Blows
Skill Power: Reactive Surge
Slayer utility 1: Battle Wrath
Slayer utility 1: Berserker's Charge
Slayer utility 2: Single Out
Slayer utility 6: Ignore Weakness
Slayer utility 7: Poised Assault
Slayer utility 10: Clearheaded
Slayer utility 16: Reactive Surge
Slayer utility 17: Duelist's Assault
Slayer utility 22: Slayer's Defiance

Thundergod Gouge +6, Dwarven Thrower Gouge +6, Dwarven Elderscale Armor +6, Badge of the Berserker +6, Horned Helm (epic tier), Iron Armbands of Power (epic tier), Gauntlets of Destruction (paragon tier), Ring of Free Time (epic tier), Belt of Titan Strength (epic tier), Boots of Caiphon (epic tier), Greater Ring of Invisibility (epic tier), Backlash Tattoo (heroic tier), Solitaire (Aquamarine) (paragon tier), Dice of Auspicious Fortune (paragon tier), Stone of Earth (paragon tier), Foe Stone (paragon tier), Bedroll, Backpack (empty), Belt Pouch (empty), Crowbar, Climber's Kit, Everburning Torch, Hempen Rope (50 ft.), Journeybreads (20), Sunrod (4), Tent, Waterskin (10)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 580 edit
File 129868102490.jpg - (78.32KB , 480x480 , Hang On__.jpg )
No Mummified Hand?
>> No. 581 edit
File 129868141662.jpg - (66.35KB , 504x913 , Angel Mort Pose.jpg )
Don't have enough gold left over for that. Even if I did, another beneficial ring would be even more expensive to add on.
>> No. 582 edit
File 129729837849.jpg - (33.37KB , 144x160 , ooooo.jpg )
Ohhh, I see. I hadn't even considered that.
>> No. 583 edit
File 12986859491.png - (99.23KB , 272x401 , BUP_0440.png )
====== Created Using Wizards of the Coast D&D Character Builder ======
Heroic Cavalier, level 10
Dragonborn, Cavalier
Cavalier Virtue: Virtue of Sacrifice
Cavalier Mounted Option: Summon Steed
Dragonborn Racial Power: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Lightning
Background: Tymanther (Tymanther Benefit)

Str 20, Con 14, Dex 11, Int 8, Wis 10, Cha 19.

Str 16, Con 14, Dex 11, Int 8, Wis 10, Cha 15.

AC: 28 Fort: 24 Reflex: 20 Will: 24
HP: 83 Surges: 13 Surge Value: 25

Diplomacy +14, Endurance +10, Intimidate +16, Athletics +13

Acrobatics +2, Arcana +4, Bluff +9, Dungeoneering +5, Heal +5, History +6, Insight +5, Nature +5, Perception +5, Religion +4, Stealth +1, Streetwise +9, Thievery +1

Level 1: Draconic Challenge
Level 2: Master at Arms
Level 4: Swift Recovery (retrained to Mounted Combat at Level 6)
Level 6: Improved Steed (Celestial Battle Tiger)
Level 8: Swift Recovery
Level 10: Superior Will

Cavalier Daily 5: Chilling Smite
Cavalier Daily 9: Knightly Intercession
Cavalier Utility 10: Virtue
Cavalier Utility 6: Wrath of the Gods

Dwarven Layered Plate Armor +2, Vigilant Blade Longsword +2, Steadfast Amulet +2, Iron Armbands of Power (heroic tier), Heavy Shield, Farbond Spellblade Longsword +2, Impenetrable Barding (heroic tier), Casque of Tactics (heroic tier), Acrobat Boots (heroic tier), Diamond Cincture (heroic tier), Siberys Shard of Radiance (heroic tier), Adventurer's Kit, Waterskin (5), Sunrod (2), Holy Symbol, Crowbar, Climber's Kit
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

====== Created Using Wizards of the Coast D&D Character Builder ======
Heroic Hunter, level 10
Elf, Hunter
Hunter Archery Style: Crossbow Hunter Style
Level 1 Wilderness Knacks: Ambush Expertise
Level 1 Wilderness Knacks: Mountain Guide
Level 4 Wilderness Knack: Watchful Rest
Level 8 Wilderness Knack: Wilderness Tracker
Background: Dalelands (Dalelands Benefit)

Str 12, Con 12, Dex 22, Int 10, Wis 16, Cha 8.

Str 12, Con 12, Dex 18, Int 10, Wis 12, Cha 8.

AC: 25 Fort: 19 Reflex: 24 Will: 22
HP: 69 Surges: 7 Surge Value: 17

Nature +15, Acrobatics +17, Endurance +11, Perception +15, Stealth +16

Arcana +5, Bluff +4, Diplomacy +4, Dungeoneering +8, Heal +8, History +5, Insight +8, Intimidate +4, Religion +5, Streetwise +4, Thievery +11, Athletics +6

Level 1: Weapon Proficiency (Superior crossbow)
Level 2: Grounding Shot
Level 4: Wild Elf Luck
Level 6: Weapon Focus (Crossbow)
Level 8: Superior Will
Level 10: Improved Initiative

Hunter aspect of the wild 1: Aspect of the Pouncing Lynx
Hunter aspect of the wild 1: Aspect of the Dancing Serpent
Level 2 Utility Power: Invigorating Stride
Level 6 Utility Power: Weave Through the Fray
Hunter aspect of the wild 7: Aspect of the Regal Lion
Level 10 Utility Power: Hunter's Thorn Trap

Magic Superior crossbow +3, Shadowdance Leather Armor +2, Steadfast Amulet +2, Bracers of Archery (heroic tier), Eagle Eye Goggles (heroic tier), Acrobat Boots (heroic tier), Gauntlets of Blood (heroic tier), Crossbow Bolts (100), Adventurer's Kit, Waterskin (5), Sunrod (2), Inquisitive's Kit, Hunter's Kit, Everburning Torch, Potion of Healing (heroic tier) (2)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

====== Created Using Wizards of the Coast D&D Character Builder ======
Dwarf Knight, level 10
Dwarf, Knight
Knight Feature: Shield Finesse
Knight Weapon Specialization: Staggering Hammer
Background: East Rift (East Rift Benefit)

Str 20, Con 20, Dex 11, Int 8, Wis 13, Cha 10.

Str 16, Con 16, Dex 11, Int 8, Wis 13, Cha 10.

AC: 28 Fort: 26 Reflex: 20 Will: 19
HP: 89 Surges: 14 Surge Value: 22

Intimidate +10, Endurance +17, Athletics +13

Acrobatics +3, Arcana +4, Bluff +5, Diplomacy +5, Dungeoneering +10, Heal +6, History +4, Insight +6, Nature +6, Perception +6, Religion +4, Stealth +3, Streetwise +5, Thievery +3

Level 1: Dwarven Weapon Training
Level 2: Bludgeon Expertise
Level 4: World Serpent's Grasp
Level 6: Improved Initiative
Level 8: Vicious Advantage
Level 10: Improved Defenses

Knight at-will 1: Battle Guardian
Knight utility 1: Defend the Line
Knight utility 1: Battle Wrath
Knight utility 2: Glowering Threat
Knight utility 6: Ignore Weakness
Knight utility 7: Poised Assault
Knight utility 10: Clearheaded

Avalanche Hammer Craghammer +2, Dwarven Plate Armor +2, Steadfast Amulet +2, Heavy Shield, Iron Armbands of Power (heroic tier), Boots of the Fencing Master (heroic tier), Diamond Cincture (heroic tier), Dwarven Thrower Craghammer +2, Adventurer's Kit, Crowbar, Climber's Kit, Waterskin (5), Sunrod (2)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 584 edit
====== Created Using Wizards of the Coast D&D Character Builder ======
Heroic Monk, level 10
Elf, Monk
Monastic Tradition: Centered Breath
Background: Elf - Urban Elf (+2 to Thievery)

Str 11, Con 13, Dex 20, Int 10, Wis 20, Cha 8.

Str 11, Con 13, Dex 16, Int 10, Wis 16, Cha 8.

AC: 27 Fort: 21 Reflex: 24 Will: 23
HP: 70 Surges: 8 Surge Value: 17

Thievery +17, Acrobatics +15, Perception +19, Stealth +15

Arcana +5, Bluff +4, Diplomacy +4, Dungeoneering +10, Endurance +6, Heal +10, History +5, Insight +10, Intimidate +4, Nature +12, Religion +5, Streetwise +4, Athletics +5

Level 1: Unarmored Agility
Level 2: Deadly Draw
Level 4: Staff Expertise
Level 6: Superior Implement Training (Accurate staff)
Level 8: Hafted Defense
Level 10: Implement Focus (Staff)

Monk at-will 1: Five Storms
Monk at-will 1: Fallen Needle
Monk encounter 1: Open the Gate of Battle
Monk daily 1: Masterful Spiral
Monk utility 2: Swift Flight
Monk encounter 3: Drunken Monkey
Monk daily 5: Spinning Leopard Maneuver
Monk utility 6: Purifying Meditation
Monk encounter 7: Eternal Mountain
Monk daily 9: Twilight Touch
Monk utility 10: Iron Dragon Defense

Monk Unarmed Strike, Accurate staff of Ruin +2, Flowform Cloth Armor (Basic Clothing) +2, Raven Cloak +2, Diamond Cincture (heroic tier), Boots of the Fencing Master (heroic tier), Cannith Goggles (heroic tier), Gauntlets of Blood (heroic tier), Adventurer's Kit, Waterskin (5), Sunrod (2), Inquisitive's Kit, Thieves' Tools, Camouflaged Clothing
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
>> No. 585 edit
Does the map reflect Sariel's true position?
>> No. 587 edit
File 129869261475.png - (100.06KB , 272x401 , BUP_0443.png )
Actually, whoops. It looks like I uploaded an old map there. I uploaded the updated one now, my bad.
>> No. 590 edit
We could reeeeally use that ballista right now.
>> No. 591 edit
Myth-weavers seems to be down and giving me database errors lately.
>> No. 592 edit
Not good at all.
>> No. 595 edit
Should I heal Bern and attack the ice elemental?
>> No. 596 edit
That's probably your best option at the moment.
>> No. 599 edit
Ouch ... well at least it didn't hit Lily.
>> No. 600 edit
You could try disruptive strike to avoid it, I think.
>> No. 601 edit
File 129527222995.jpg - (53.37KB , 412x500 , grab0050.jpg )
Actually, yeah. I thought he already used it this encounter, but that was the tentacle encounter, not this one.

Though I can tell you that even if he hits with the disruptive strike, the penalty won't be enough to make it miss. It rolled quite high.
>> No. 602 edit
In that case I suggest not retaliating. We need it alive.
>> No. 603 edit
File 129875666734.png - (15.61KB , 217x157 , kanonheh_ib4f.png )
Yeah, don't worry about it. I wasn't planning using it on the ballistas, nor the elementals. For now at least.
>> No. 605 edit
Geeeeeorge, why aren't you moving?
>> No. 606 edit
And why would he use the curse on the elemental?
>> No. 607 edit
To get the additional point to his darkspiral aura.
>> No. 612 edit
File 129877621922.jpg - (33.62KB , 581x592 , 7032490.jpg )

>> No. 613 edit
You could have moved at least one square down.
>> No. 614 edit

And if the elemental moved a square left?
>> No. 616 edit
You have an aura. It hits you at its own peril.
>> No. 617 edit
File 129877787727.png - (298.96KB , 600x600 , 2914304.png )

Like I'd waste my aura on that.
>> No. 618 edit
You'd kill the thing threatening Bern without fail. Is that really a waste?
>> No. 619 edit
Well, you wouldn't have to expend your entire aura, but only one stack or so if you wished. I think. NOPE you burn your entire aura. What a terrible power.
>> No. 620 edit
File 129877987477.png - (78.54KB , 224x401 , BUP_0408.png )
To be fair, it DOES automatically reset to merely 1 count if he deals 12 or more damage with it like he died earlier...
>> No. 623 edit
Move to L-31 and try to range attack the Fire Elemental (Earth is out of LoS but it's less beneficial to attack the earth one anyway)

Move to same spot, but try to charge fire elemental (I don't wanna take fire damage.)

Run 2 squares past same spot, try to range attack or charge fire elemental or earth one (not likely at all)
>> No. 624 edit
Don't forget about Direct the Strike.
>> No. 630 edit
Are there any actions you guys think I should take on my turn?
>> No. 631 edit
File 129877987477.png - (78.54KB , 224x401 , BUP_0408.png )
Second wind is a decent option if you have nothing better to do.
>> No. 634 edit
..I would have rather have liked it if George attacked the Fire Elemental near me instead of the Earth Elemental. Sariel would have been able to deal with it so we wouldn't have to deal with it's difficult terrain.
>> No. 635 edit
It's still possible to get around the difficult terrain without going out of your way to do so.
>> No. 636 edit
well, point being, that unless the fire or ice things were neutralized (which we can't really afford to right now) We have to sort of funnel ourselves through the space between the ice and fire through the earth difficult terrain.
>> No. 637 edit
Is that fire elemental hiding in the blind spot in front of us? It doesn't create any light around it?
>> No. 638 edit
Ah, I didn't notice that part.
>> No. 639 edit
We don't have line of sight to it anymore.
>> No. 640 edit
File 12977633883.png - (76.56KB , 224x401 , BUP_0427.png )
It's not that it's dark, it's just the wall is plain blocking your line-of-sight to it. If you mean the eastern fire minion, that is.
>> No. 641 edit
Yeah, logically that's what I thought George would do too, but..
>> No. 642 edit
File 129824315826.png - (78.92KB , 224x401 , BUP_0410.png )
Well, the little bit of extra difficult terrain is annoying, but aside from that, it's not much different. Bern can hit the fire elemental with Thunder Bear's Warding, or you can try and RBA it on your turn, and navigating carefully leaves only 1 square of difficult terrain to reach the other end.
>> No. 643 edit
File 12988391278.png - (488.44KB , 888x886 , sak_a11 bothered 1.png )
Using an encounter power on a single minion, though...
>> No. 644 edit
File 129883938822.png - (76.97KB , 224x401 , BUP_0425.png )
Well, that's so she doesn't have to move her spirit companion near enough to it. Anyway, the damage resistance it provides could prove useful against Sureiya's ongoing fire damage, and anyone else who moves through the fire next to Bern's spirit companion (it would reduce the fire damage from 5 to 2).
>> No. 645 edit
One question.
Imagine that bastard fire elemental is preparing a charge (from the distance he was I believe he can't but for this example let's say he does)
Sariel is preparing an attack to that fire elemental.
Let's say I double move to 44-M. What would happen to my move if I triggered the fire elemental charge?
>> No. 646 edit
File 129877987477.png - (78.54KB , 224x401 , BUP_0408.png )
Depending on the fire minion's path, it would make it to M-46 at the most before it triggered Sariel's readied action, which would have to be resolved before its charge could finish.
>> No. 647 edit
I see, then you can actually trigger to triggered actions. I wonder if monsters would understand such a thing~
>> No. 649 edit
Unlimited Rolling 1's on Save works.
>> No. 650 edit
I could make a heal check on my turn if nothing else threatens us before then.
>> No. 651 edit
inb4 on fire throughout boss fight.
>> No. 652 edit
You know, I am also still on fire~
>> No. 654 edit
I was tempted to make a comment about Stop, Drop, and Roll to get rid of the fire if it actually helped, and that it would be hilarious to see half the party go prone and roll around.
>> No. 655 edit
The same idea, huh.
>> No. 657 edit
File 129645226449.jpg - (122.14KB , 493x813 , Healthy Girl.jpg )
Oooo, I can finally reveal "that."
>> No. 658 edit
File 129643373649.png - (30.13KB , 330x444 , kan_majimea3.png )
Trust me, I have wanted to see that evil thing from a long time ago.
>healthy girl.jpg
>> No. 660 edit
... shit just got real
>> No. 666 edit
>tons more save effects
I know what Feat I'm getting next level.
>> No. 667 edit
Resilient focus?
>> No. 668 edit
>not realizing my post was 666
>> No. 670 edit
File 12988633031.jpg - (635.85KB , 1200x1190 , They Should Have Sent a Bard.jpg )
Hmmm, rolling the saving throw for Bernkastel was silly given that it's her turn now anyway. Oh well, I guess she'll be happy anyway since it succeeded.
>> No. 671 edit
File 129467220524.jpg - (156.23KB , 888x1155 , flowers.jpg )
The dice roller sometimes likes to screw with us, so it's nice when something important works.
>> No. 686 edit
File 129893909984.png - (17.27KB , 130x135 , Psycho Stare.png )
All that advancement and repositioning wasted...
>> No. 687 edit
File 129824315826.png - (78.92KB , 224x401 , BUP_0410.png )
Dwarves have it somewhat rough with their slow speed no matter what kind of armor they're wearing, which makes it hard to get into the fray quickly--but other defenders still wish they were dwarves whenever they face forced movement and prone conditions.
>> No. 688 edit
I'm timing my strike for the moment it reduces it's aura again, if I can reach over there in time.
>> No. 689 edit
File 129696219257.jpg - (38.54KB , 129x161 , kinda down.jpg )
I'm more upset that everything elites, solos, and controllers use against me targets my reflex defense, and all the effects they use disable my movement.
>> No. 690 edit
File 129646259018.png - (77.39KB , 224x401 , BUP_0424.png )
Well, THAT attack was against your Fortitude (it was a 19 on the attack roll). I would say a good majority of the attacks that induce forced movement and the prone condition are against Fortitude.
>> No. 691 edit
File 129893997433.jpg - (25.31KB , 88x105 , is this a lie.jpg )
>> No. 703 edit
File 129556592946.jpg - (110.03KB , 493x763 , c469167aae057087d29ad20d8b79e64a_.jpg )
The thing about disruptive strike there is... technically, you probably should be able to use it, but it's a "No Action" attack so I didn't even think about it. On the one hand, it makes sense as the sort of thing you wouldn't be able to respond to since the attack roll is mostly just for convenience more than actually the elemental making an attack, but I can't find anything in the books specifically about how "No Action" attacks are handled, so... I'll have to think about how I want to handle that kind of thing in the future, sorry about this time.
>> No. 706 edit
It's alright, in the end is your own judgement what decide.
>> No. 709 edit
I have to go to class very soon so I probably won't have time for an update, but expect one much later tonight.
>> No. 710 edit
>> No. 711 edit
By the way, you don't need to wait on an update to post if you already take into account Michael's new position~
>> No. 712 edit
George isn't here, though.
>> No. 746 edit
File 129610099479.png - (78.09KB , 208x401 , BUP_0450.png )
One quick reminder: that last encounter marks the 2nd you've done without an extended rest, so it's a milestone. Everyone gets an action point.

Allow me to explain what's coming up. What follows is a skill challenge--but not like the skill challenges you've faced so far. You won't step into the next room, see a puzzle, get a list of skills and DCs to make, and start making a bunch of checks in initiative order.

Rather, this will be a more RP-intensive encounter--I've titled it "Exploring the Cavern." I won't be drawing maps, I'll just be describing the areas you enter via text. You'll be moving through the cavern, examining things, and generally finding out what's going on down here. At times, I'll ask you to make some checks--there could be both primary checks (which directly contribute to the success/failure rate of the skill challenge), or secondary checks, which provide bonuses to the primary checks.

Success in the skill challenge means you have enough lucky breaks to find something useful, some boon. Failure means you could stumble into some sort of deadly trap, or combat. Good luck!
>> No. 747 edit
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A text adventure?
>> No. 748 edit

Sounds fun, ne~
>> No. 749 edit
What Astaroth said. This next one sounds interesting though, nice to not always have it just turn into combat encounters~

Also, should we make a new OOC thread soon?
>> No. 750 edit
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Here's a GM view of the main "maze" area of the last encounter. As you can see, there were various obstacles along each path.

I suppose it's similar to that. I think of it like the classic dungeon-crawling that is part of DnD, besides the combat.
>> No. 751 edit
>Hidden version of me in the wall
>> No. 752 edit
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That's just the petrified token. Sometimes I move things out of player view rather than delete them.
>> No. 753 edit
I see, haha. Still was a nice little thing to notice~
>> No. 755 edit
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A non-combat encounter sounds like a refreshing change of pace, not to mention quite fun. Not to mention it finally gives us a chance to, well, roleplay. I'm rather looking forward to it.
>> No. 756 edit
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New thread.
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