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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Feb 11, 2012 2:42 am 
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IC: I'll stay watch with ya. Maybe do a little star gazin too while I'm at it. Always kind of been kind of a night owl myself. It also makes better telling for ghost stories.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Feb 11, 2012 11:00 am 
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Location: Somewhere between law and chaos.
Laerik von Stromgarde has been created.
I might have done something wrong, so if I have don't hesitate to tell me. The spots I left blank are either because they don't apply or because I didn't know what to put there (Spell saves, for instance).

Also, I added a Dual Personality mechanic to him, I hope that's alright (it's explained in his Powers/Spells section).

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Feb 11, 2012 12:06 pm 
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Location: N...nowhere, really. Just passing through.
You may need to look over the wizard section again, especially where spells are concerned.

It looks like you selected your "spells known" from the "spells per day" table. "Spells known" represents the total variety of magic you know (written in your spellbook), whereas "spells per day" is a lesser amount that you can cast per day from the list of spells you know. Look up page 57 to find the "Spellbooks" section for information on how "spells known" works, and don't forget that you get bonus spells per day for having a high intelligence. ( Table 1-1, page 8 )

Some spells have a saving throw DC that allow their victims a chance at resisting some or all of its effects; some, like Magic Missile, are a direct fire-and-forget sort of thing. A saving throw against your spell has a DC of 10 + the level of the spell + your bonus for the relevant ability (Intelligence for a wizard), so if you were to cast a 1st-level spell your target would have to roll a (10+1+4)=15 on his save to resist its effects. There are also some miscellaneous bonuses to that from feats and specializations, so pay attention to those if you select them.

A note about your encumbrence: the Scholar's Outfit is among those included in the beginning character's packages, so it doesn't cost anything and isn't counted in the amount of weight you can carry.

It also looks like you wrote your base saves ( fortitude, reflex, will ) in the misc section. It's not a huge deal right now, but you would probably want to move those to the base column so you don't get mixed up. It also doesn't look like you applied the skill bonuses from your Persuasive and Magical Aptitude feats. Again it's not a big deal but it does help keeping track of things.

As a general rule it's a good idea to jot down what feats, spells, racial benefits, and special abilities do on your character sheet if they're easy to forget or overlook since it's much easier than having to look them up in the rulebook every time.

Don't forget that a +1 magic weapon gives +1 to both accuracy and damage.

OT: By "taking a watch" I mean "I'll keep an eye on things tonight, whether all night or split up with someone else." My booty if I'm never sleeping at all over the course of the campaign.

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Last edited by Otherwise on Sat Feb 11, 2012 2:00 pm, edited 2 times in total.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Feb 11, 2012 1:20 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
I guess the first question is, how did you get 4 str? The only way I see it is old age bringing you down to 4 after applying a minus 6 penalty due to age, which means you str would start at 10, your dex and con 16, your int 15, wis 12, and cha 11, which would come out to 37 point buy. Altertnatively, you decreased your str for no reason and no old age bonuses/penalties, it's 4/10/10/18/15/14, or 32 points, still over the 28 point buy.

Next assuming that is all legal, your item list is missing a spell book that weighs at least 3 lbs, which would leave you at 22 lbs (with your bow), way over the 4str encumberance line. Your gold adds another 18 lbs, so you are at 40 lbs, the very maximum someone with 4 str can hold, and also bringing you down to heavy encumberance. You also have no food of your own, though it would weigh you down even more. A mule could help but you'd still have clothes, weapon, pouch and book at the very least, for 15 lbs. You will never be unencumbered. Unless you go naked but this isn't that kind of game. This whole paragraph may be a moot point after fixing your stats.

Then there's this dual personality thing at the bottom, I don't even know where that's from. And I don't even want to see if what Otherwise said about spell selection was true.


I'll get to updating the adventure later, but it seems as though Bardgal and Rogueguy (I forgot your names) are keepin' watch, maybe Krom getting lucky and waking up as soon as anything goes down. Being the only sleeping one of you with points in listen (I think) I do not doubt it.
The rest of you decide not to see what the DM meant by "a liiiiiiitle penalty over the long run" for insomniacs. Unless you post otherwise by the time I next post but I don't have all day and I don't want things going too slow.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Feb 11, 2012 1:37 pm 
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:psyduck: :psyduck: :psyduck:
Well I guess I fucked up completely then. Thought I knew what I was doing, but I suppose not. Time to roll a different character, I guess.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Feb 11, 2012 1:45 pm 
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Location: N...nowhere, really. Just passing through.
If you still want to run the wizard you could just tweak your stats so it's legal via the pointbuy. It's not the best class for new-ish players though.

Guy: PHB says the first set of clothing from a given list of outfits doesn't count towards encumbrence, unless you're deciding to make it a house rule.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Feb 11, 2012 3:48 pm 
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Location: over there *points*
OOC: from my understanding making your stat less than 8 actually increases your available points. so a STR of 4 is about a +2 to spend else where. and I have no idea where the personality thing came from, but it seems like an interesting mechanic, if I could see the source. I'm sure Krom would like the other personalty :P and I can share some wight on a mule Or Kamek can, just tell us what needs loaded. well mark it down and you should mark it down as on our mules.
Also I may have screwed up my skills a bit, messed up marking Class skills, going to modify a bit.

Krom will sleep by the animals. Because Krom is the animal guy.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Feb 11, 2012 4:16 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Ah, just saw that edit to your post Otherwise. No I don't expect you to never sleep for the whole adventure but if you do, that's when I strike. And I'm only counting clothing penalties if you have no armor or the clothing manages to be heavier, because I'm pretty much just factoring in the clothes weight as part of the armor weight. Really, 40 lb chainmail? Some of that has to be your clothes.
I'll have fun when you need deep winter clothing.



Saying this now, everyone asleep failed every chance to be woken. Not that that's a bad thing.
Anyway, Semli and Ayalea stay on watch for the night. Semli manages to hear a small sound, but upon looking sees nothing. Closer inspection reveals nothing, Ayalea finds even less. Hours later, you hear a clinging sound near the mules, specifically the loot they're carrying (though technically not loot since it was always yours). Failed spot check means you can't tell what it is without closer inspection. Well, there's no way you're gonna let the loot get stolen on the very first night of adventuring! With those ranks of hide and move silently, you easily creep up without whatever it is noticing. The only thing in you and this creature seeing each other seeing each other is a sleeping mule in your ways. Curse your small stature! Upon turning the corner of this meaty beast, you find a Kobold, ripe for sneaking up on. What do you do?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Feb 11, 2012 6:14 pm 
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I'm concerned there may be more of them, so I'll wait for a couple rounds trying to hear or spot anything else conspicuous. If nothing comes up I'll draw a dart, sneak up until I've got line of sight and am within 20 feet then chuck it at him.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Feb 11, 2012 7:27 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
The Kobold continues to pilfer, taking a ration in both hands and taking one last failed look around. He heads back to the trees, slowly and silently. You don't notice other kobolds, and while I won't bring this up at future spot checks, failing to see any, via absence or eyesight, doesn't mean they aren't there possibly maybe. Just some paranoia fuel.

Kobold (1?) AC flat footed (it is) 12 You don't need to know ref/fort/will

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Feb 11, 2012 7:32 pm 
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Location: N...nowhere, really. Just passing through.
Oh, I know. Same with traps.

I rolled a 16 to hit, with 3 damage plus 6 for the sneak attack.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Feb 11, 2012 7:46 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
Unless those were non-lethal, the guy's dead. Well, no, rules say -10 is death, but he most likely won't make it. Upon searching his corpse for loot, you find 10 gold and 2 rations, all of which was Krom's.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Feb 11, 2012 8:29 pm 
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Location: N...nowhere, really. Just passing through.
Was Krom's...if it wasn't the first day out, with no loot yet of appreciable value, and I wasn't so close to encumbered that it'd probably just go right back on the mule anyway. I'll retrieve my dart and Krom's goodies then let Miss Stargazer in on what happened, let her decide if she wants to stabilize it. Assuming we haven't been ambushed by then I'll do some searching for signs of others around, just to be on the safe side and since I'm not ridiculously busy.

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Feb 11, 2012 8:45 pm 
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Location: over there *points*
OOC: You jerk. :shakefist:
No, I understand, your playing the rouge. :lol: anyways, I think the rules generally state that a monster (not NPC) dies at 0 HP, and doesn't get to go to -10?

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 Post subject: Re: D&D: Dungeons and Deathtraps
PostPosted: Sat Feb 11, 2012 9:44 pm 
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Location: Himawari will never give up, never hide, never be defeated, never accept evil
My monsters go to -10 and if left alive have a chance of coming for vengeance... if they can find you/get well soon enough, and if they really want to get you. Just a heads up.


During your discussion you don't hear the sounds of dragging, needless to say the body is gone when you go back to it. You can find no signs of anything else that night and nothing gets stolen.

Morning comes and all are well rested. You know, except you two. You pull out breakfast, part of a ration. Consisting of dry uncooked rice, fish jerky, and a hunk of cheese, you better start getting used to this. Not all rations are of this good quality. That's not to say there aren't better, but these are cheap and work. You all take 1/3 of your rations and nom them, whether you take an entire cheese or eat equal bits of all 3 items.

No bandits show up because dammit just get to the city already, and you do in the afternoon after eating lunch. The forest near the city has been cleared, so as to prevent people climbing a tree over the walls or something, at least a mile around. Most stumps remain, growing mushrooms of questionable origin on them, but closer and closer the stumps have been pulled. The guards let you through no problem. I would make you roll a check for finding the noble's place but you're pretty sure it's the large mansion in the center of town, and it is.
You can rest at an inn for 20 gold each (outrageous I know). The inns have stables and your rooms are ground floor, multiple occupants allowed in a room but they aren't very big. Sleeping in the stables also cost 20 gold each unless you can get yourself legally declared as luggage or work animals, a simple forgery check should you choose to make it and lose all your dignity.
There are shops and GASP magic items forges! Unless you pool your cheddar together you probably won't get nothin', upgrading a lvl1 magic weapon/armor is 2000 plus a 300 gold service charge. Upgrading a masterwork to level 1 is 1100. None of your current magic weapons glow either, and they charge 200 extra to add it. Is it a ripoff? Maybe.
The mansion is there for any of you to enter. You don't all have to go in, and if you don't say you're going in you're staying outside with the mules/whoever is shopping.
Finally, any option I haven't thought of, or have but thought it would trainwreck the game, is always open.

To the west the forest gets thinner on the way to Odessa. North the forest is still thick and there's no real path, and it's all uphill. East is where you came from. South is a bunch of cities I haven't bothered to name and the rest of civilized lands, i.e. no dragons/other equally dangerous things, but you wouldn't go there, especially as it's already the afternoon.

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