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754 No. 754 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

The Books: http://www.mediafire.com/?7g2v42d2xdy7f
Expand all images
>> No. 759 edit
Hmm, I can't really do much with perception or dungeoneering myself here, nor arcana, so up to those with the appropriate skill I guess.
>> No. 760 edit
I'm gonna try a perception check, let's see what happens.
>> No. 761 edit
>>760
You could also make a dungeoneering check.
>> No. 763 edit
Well, why not. We are not on initiative yet.
>> No. 765 edit
Should we ask to Sariel to investigate the area as well? George's apparently not around.
>> No. 766 edit
>>765
Probably.
>> No. 769 edit
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769
By the way, this is what I have for everyone's HP after spending surges. Tell me if it's off anywhere.

Players
Myn Nthelsyr (George): 38/38 HP Darkspiral Aura 6
Michael Silversteel (Hideyoshi): 35/35 HP
"Bernkastel" (Bernkastel): 36/38 HP
Torinn Tormine (Astaroth): 42/44 HP, Light
Sariel (Liliane): 29/30 HP
Sureiya (Anonkun): 40/40 HP
Spirit Companion (Bernkastel):
Elemental Spirit (Bernkastel): Grants adjacent allies +1 to all defenses
Roth (Sariel): (Passive Mode)
>> No. 771 edit
>>769
That looks about right.
>> No. 774 edit
>>771
You mean, THE HEART
>> No. 775 edit
>>774
...No, I mean the fifth elephant that holds the world up.
>> No. 777 edit
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777
>>775
Is that a book? Well i thought they were only four elephants, ne.
>> No. 778 edit
>>777
Correct. Legend had it that the fifth one fell off... Somewhere and became buried in the Disc's crust. That's why the dwarves have fat mines.
>> No. 779 edit
;_; poor elephant
>> No. 793 edit
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793
I haven't listed any options for skills, but you could search the new area with Perception or try to see what's down the tunnel or whatever.

Alternately, you could use a dungeoneering check to try and determine what's going on with the dwarf face there.
>> No. 819 edit
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819
Torinn, when you feel the gem for a few moments, you can clearly sense that this is what it does:

Fiery Guardian Summoning Stone Level 5
This small, red gem contains the spirit of a fiery guardian knight, clad in burning armor and armed with a flaming lash, who will be released upon cracking the gem open.
Gem 50gp
Power (Consumable * Fire, Summoning): Standard action. You summon a Medium fiery guardian in an an unoccupied square within 5 squares. It has speed 5 and resist 5 fire. You can give the guardian the following special command. On the turn you summon the guardian, you give that command as part of using this power.
------Standard Action: Close blast 3; targets each creature in blast; Primary ability modifier + 3 vs. Reflex, 1d8 fire damage and ongoing 5 fire damage (save ends).
Instinctive Action: If you haven't given the guardian any commands by the end of your turn, it makes its attack against at least one enemy, targeting as many enemies as possible. If it can't do that, it moves its speed to a square adjacent to an enemy.
Special: Using this gem counts as the use of a magical item daily power.
>> No. 829 edit
I'm okay with us moving ahead, if you're waiting on my input or something
>> No. 831 edit
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831
If it's athletics, Sureiya is about the only one who can pass it, and he has a climber's kit as well. Michael and I might be able to aid him effectively if we stow our shields and weapons, and we could use a length of rope to help guide everybody.


...Come to think of it, couldn't we use one of those pitons included in the climber's kit to secure a rope somewhere and just slide down the length of said rope? Or is it far too long a passage for that to be a viable solution?
>> No. 832 edit
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832
>>831
You could certainly get a bonus for using the tools contained in a climber's kit intelligently.
>> No. 833 edit
>>831
For the record, my atheltics is only 2 points worse than his.
>> No. 834 edit
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834
>>832
...Fair enough.

Why's the ground slick, though? Is it wet?
>> No. 836 edit
>>834
Probably the moisture in the cave combined with the fungus mentioned earlier, maybe.
>> No. 837 edit
What should we do now?
>> No. 838 edit
>>837
well Rin mentioned in her spoiler text a "lead climber" or using an item to help. All I can think of is using the rope to grab onto something sturdy to help us maybe keep balance on our way down, or a climbers kit or something.
>> No. 839 edit
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839
>>838
What I mean is, the "lead climber" is the one who mechanically makes the check. In character, he's the one who is "leading" the group in their climb.

Everyone else is doing their best to remain steady. They can either:
(A) Aid another using Atheltics or Acrobatics.
(B) Use items they have on them to help.
Depending on how well everyone describes their actions, I may give bonuses to the lead climber.
>> No. 840 edit
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840
>>839
>Depending on how well everyone describes their actions, I may give bonuses to the lead climber.
>> No. 841 edit
>>839
oh, I see. That's much more helpful. Sureiya and I being one of the people leading the climb I assume, I wouldn't know much about the item part and describing how to do so well enough, though.
>> No. 842 edit
>>841
Don't forget to put away your shield, though. That thing puts a -2 penalty on such checks.
>> No. 843 edit
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843
Actually, could I request a better description of where we currently are? I'm having a difficult time visualizing the corridor and how it slants.
>> No. 844 edit
>>842
Ah, yeah. That should put me on par with his.
>> No. 845 edit
>>844
...But it does cost a Standard to equip or remove a shield if I end up getting in combat...
>> No. 846 edit
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846
>try dungeoneering check
>roll a 3
>why didn't I take 10
Anyways, let's hope Shion gives us some information about the problem. I didn't understood from reading it...
>> No. 847 edit
>>845
Then put it back on after we finish the climb. I'm not asking you to leave it off.
>> No. 849 edit
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849
>>846
You're in a narrow tunnel, trying to climb down. The ground is suddenly not very stable nor sturdy (it is slippery, with water or some other liquid that doesn't give off any particular color or smell), so you think it would be best to proceed with caution. Since there's very little to grab onto should you slip and start to fall, you'd be best off using some sort of climbing aids.
>> No. 850 edit
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850
>>849
Down? Like straight down?
>> No. 851 edit
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851
>>850
Not straight down, it's just inclined.
>> No. 852 edit
>>851
Is it steep enough that you risk slipping even by standing still?
>> No. 853 edit
Hmm, Could always have one person leading and the other at the back or staying back to make sure the rope or whatever is being used is held in place. (I'll probably put away my shield to help with the check) Up to you guys whether to have Sureiya lead on and me stay back and hold the rope or something.
>> No. 854 edit
>>853
We don't need to have somebody hold the rope. That's what the pitons are for.
>> No. 855 edit
>>852
Inclination + Slippery floor, probably.
>> No. 856 edit
>>855
But how steep is it?
>> No. 857 edit
>>854
Yeah but you could think of it as maybe helping those towards the back or something with my Athleticism
>> No. 858 edit
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858
If we were to construct something like this would be awesome.
Explanation:
Find a really big stone or near wall, reforce one side of the rope. Either Hideling or me get to the other side and reforce the other side on a wall, object or even the floor, making sure the rope is tense. We use tense rope to help the others get down.
>> No. 859 edit
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859
>>853
Tying yourselves together or having someone strong hold a rope for the others to hold onto seems like the best ideas.

>>856
What, you want me to give you an angle? It's nothing so complicated, it's just a steep, slightly slippery incline. Completely normal in a cave.

>>858
None of your ropes are long enough to reach all the way to the top.
>> No. 860 edit
>>859
Hmm, are you upset or something?
What about using two or three ropes?
>> No. 861 edit
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861
>>858
Actually, I have an even better idea: build a zipline.
>> No. 862 edit
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862
>>859
...Sorry. I can figure something out without that information.
>> No. 863 edit
>>860
The problem with using several ropes is that if one of them manages to become untied, the person climbing down will plummet.
>> No. 864 edit
>>858
That's sort of what I was thinking of!
>>859
Ah, a setback then.. Maybe have each of us tied together with the best Athletics at each end.
>> No. 865 edit
>>864
Why "each end", though? Wouldn't the ones with the best athletics check be at the front holding the rope?
>> No. 866 edit
>>865
So that the ones at the middle/back don't end up sliding down into only two said people with Athletics?
>> No. 867 edit
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867
Technically, I think the person LEADING the climb would be the one highest up, holding the rope for the rest of the climbers as they slowly, carefully go down, using the rope to keep themselves steady. The one with the best Athletics and strength is bracing the rest of the group.
>> No. 868 edit
>>867
This is what I meant.
>> No. 869 edit
>>867
That sounds a lot better.
>> No. 870 edit
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870
>>868
>>869
Just keep in mind that the leader is ALSO moving down. They might want to tie the rope around themselves to help keep everyone else steady. This is because, as I have said, the tunnel is too long for a rope to extend all the way down.
>> No. 871 edit
>>870
Astaroth was going to post the plan I think. And it was more that we were confused on how the whole thing was going to work until you told us in knox's stream.
>> No. 872 edit
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872
>>871
It's no big deal, these things happen.
>> No. 873 edit
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873
Just so there's no miscommunication, here's what the plan looks like. Sureiya's the one holding everybody up, we're the ones making checks to see if we make his job easier or harder. We each roll starting from the person at the bottom (Michael) all the way up to the person at the top (Sureiya), reacting to how well the last person's roll went (or not).

At least that's how I picture it. Questions?
>> No. 874 edit
>>873
Sure, I'm fine with it. I should auto pass anyway with my shield put away. (9 Athletics and even a 1 is passing with aid another.)
>> No. 877 edit
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877
Sorry for the monster post, guys. I think I took the mention of describing our actions for extra points a little too far~
>> No. 881 edit
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881
Is there something in particular you're waiting for?
>> No. 882 edit
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882
>>881
Waiting for everybody to give their in-character agreement/disagreement with the plan.

...And maybe an evaluation of my scene.
>> No. 883 edit
Evidently today is the designated GM/DM day. (March 4th)
>> No. 884 edit
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884
>>882
It looks fine to me. I'm just ready to see it all in action.
>> No. 885 edit
>>884
Just waiting for everybody's consent before putting everything in motion.
>> No. 887 edit
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887
Happy Dungeon Master day, Shion.
>> No. 903 edit
Just to humor George and Bern, Shion.. Tell them how bad of an idea burning the Shrooms probably is, if at all possible. And shooting them, or any variation of that. Because from a logical standpoint, that seems like the worst sort of idea. The fumes from the mushrooms, and it's spores, combined with the smoke and fire, and the mossy floor. Smoke/fume mixture rises towards us/the path we came, etc.
>> No. 905 edit
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905
A thought occurs to me.

Anyone remember how in NausicaƤ and the Valley of the Wind (or Kaze no Tani no NausicaƤ if that matters to you) that burning the toxic jungle was bad and that the heroine managed to save the forest by removing what was corrupting it in the first place?

Of course, in the end the plants weren't toxic, so the metaphor kinda falls apart there~

Anyway, the point is that the mushrooms haven't done anything bad to us yet, so let's just leave them be and let them live out their mushroomy lives. They might even revert back to normal if we fix the problem.

There could even be some kind of adorable mutant animals that depend on the mushrooms somehow. And it's faster and less hassle to go through by being cautious and leaving it alone than worrying about a fire or trying to save all the animals (if that's what you decide to do, anyway).

If you still want to go through with it, though, you should ask the relevant characters if they're willing to go through with it.
>> No. 907 edit
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907
>>905
Oh, and Goblin-caps are a type of tree in Dwarf Fortress that grow in moist areas, lending a little more to the jungle-y thing.
>> No. 913 edit
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913
For the record, I'm having quite a bit of fun with this opportunity to write out longer, more detailed responses.
>> No. 914 edit
Nice, we have +4 already, that's +14.
>> No. 915 edit
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915
>>907
No, actually, I specifically looked to Dwarf Fortress when trying to think up a name for these mushrooms. I knew they had a bunch of different kinds of underground mushrooms.

>>903
Shooting the mushrooms is a very bad idea. Even if it didn't directly harm you, it could leave lingering clouds of the poison, which would be even harder to navigate than the mushrooms.

To answer questions raised in the thread,
Hide: I'm not against it, but it's not breathing in the secretions that anon-kun is really scared of, rather, it's contact with your skin and armor.
Bern: You don't see any footprints, or any indication that another creature has passed through recently.
>> No. 916 edit
>>915
I see, good to know. Thanks Rin. The mental imagery I thought of when you described the Mushrooms are those in EPL or in the plague wing of Naxxramas.
>> No. 917 edit
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917
>>915
>no footprints
...Is there a clearing with the moss bundled around the edges? Or some stems that got knocked over?
>> No. 918 edit
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918
>>917
Nothing so obvious. I would've mentioned such a thing.
>> No. 919 edit
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919
>>918
So it's either not a dragon, the dragon has excellent flight control to head down that corridor like that without hitting the ceiling, they took off from somewhere nearby where there was no moss to scatter... Or spidragons.

Or we picked the "wrong" path.

Or the people crossing are just so darn good they don't leave impressions in the spongy moss when they walk across. Please tell me if I got the "spongy moss" thing wrong in my post.
>> No. 922 edit
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922
...Did I do good?
>> No. 927 edit
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927
>>922
Very, very complicated. It's not overpowered or anything, but I'd try to find a way to make it simpler myself.
>> No. 928 edit
>>927
I tried, but if it made an attack roll directly against him, then I'd have to add a bunch of clauses about specific stuff that would not trigger on a hit.
>> No. 935 edit
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935
Let's try this again, all nice and sorted out.
>> No. 937 edit
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937
>>935
Third time's the charm.
>> No. 940 edit
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940
>>937
It's good. Quite good. Still, most utilities from paragon paths aren't quite that good, I don't think. ...It's very creative, but I'm afraid if you take the baseline Cavalier paragon path, you'll have to take the current utility~
>> No. 943 edit
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943
>>940
Fair enough.
>> No. 946 edit
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946
Now that you're all rested up, are you ready to proceed down the web-filled tunnel?

Mechanics-wise, web-filled squares are difficult terrain. RP-wise, you can slash through the heaviest clumps to enter the tunnel just like the moss, but you don't actually need to roll attacks since there's no chance of dangerous mushroom dislodging for slashing through them.
>> No. 947 edit
There's any knowlogement check we can do to get information of the spiderweb? Ideally the best would be to cut it, but it could be a trap, ne.
>> No. 948 edit
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948
>>947
Nature, or dungeoneering would be appropriate.
>> No. 949 edit
>>947
Or burn it, but that may backfire, like making passage even harder to go through depending on how long it takes for the blaze to extinguish.
>> No. 951 edit
My guess is than if we destroy it some big horrible spider could react. But if we don't we could start an encounter with difficult terrain.
By the way, I'm not sure if 19 is the best dc check that spiderweb have, so feel free to roll again.
>> No. 953 edit
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953
Giant Cave Spider imminent
>> No. 954 edit
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954
>>951
>>953
If we fail enough skill checks, maybe. I'm pretty sure combat wasn't listed as something that happened if you didn't botch a skill challenge.
>> No. 956 edit
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956
>>954
>> No. 957 edit
>>956
>it's in the rules.png
>> No. 958 edit
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958
>>956
...Well, if it's not on the level of the last few encounters...
>> No. 959 edit
Incidentally, if we're going to use a torch, we need... A torch, for one. Do we have any torches?
>> No. 960 edit
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960
>>958
That depends on you. You can make it easier if you're a bit less stingy to use your limited resources as you were on the last few encounters.
>> No. 961 edit
>>960
...Right.
>> No. 963 edit
Wait, I'm sort of confused, are burning the webs a bad idea?
>> No. 964 edit
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964
>>961
Well, I'm not trying to scold you or anything, but when I played 4th edition, about half the time I would use a daily power in the first encounter of the day--even at 1st level.

Why? Because other people were way too hesitant to use them. My opinion was that if I can make the monster dead faster, that's less healing surges spent, an easier time for the defenders and controllers to do their thing, and generally the encounter becomes "easier" sooner rather than later. It's an aggressive, proactive approach, and I prefer it over a reactive approach that tries to carefully judge when the best time to use the daily/action point is. It could be a matter of taste, I suppose, but I think my way results in less rests for the party.
>> No. 965 edit
>>959
Ever burning torch? But I'm not sure if it can actually make things burn.
>> No. 966 edit
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966
>>963
Burning the webs is not a bad idea, it's just not particularly more efficient than slashing through them.

Well, unless there are spiders hiding IN the webs you set alight, but they're likely to attack you when you try to burn them if that was the case.
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