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At the Adventurers' Table

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Dannigan said:
@Wolf Rawrrr On a related note, I am still looking forward to seeing what you do with the cosmic ore; there are damned good reasons even dragons like Koshianth come a'running when it shows itself. =)
We'll get Bronze to make us some shiny new weapons, of course. What else is ore good for but refinement into objects that bring death? *howl*


I forgot how big it is though. Think we can make just one item with it?
 
Well Wolf, I'm taking the whole approach of find out what can melt the stuff, then refine, bar, and alloy the stuff. Did some of this is RL. My friend Jim and I got tired of spending a stupid amount of money on Meteoric Iron and it shattering, so we smelt and refine and alloy the stuff now. Kinda neat. Pretty too.


 
Hey Dannigan, do you and the group mind if I do some partial storytelling? I'm thinking of what Bronze might be doing since he's not there.
 
But surely Bronze has a general idea on how many items we could make given the size of the ore. Would a single sword require the entire ore? I mean, the blade probably isn't made out of 100% meteor, but rather a mix of iron and meteor. So maybe we could potentially make two weapons, even? *woof*


If anyone has another use for it aside weapons, bark up.
 



  • @Wolf Rawrrr More than one, but only in the hands of someone like Bronze. A lesser smith will definitely be less efficient (or outright wasteful). =)


    @Captain Hesperus who sez,

    I hate these dice
    See "Rollin'" tab.


    Sometimes I can't stand them too. I swear I roll ones more than any other number in Sherwood's Robotech game. These dice don't like you much better in that game, too and it's nobody's fault, but jeez-Louise already!


    Feeling this way opens up another option. Cap'n, do you want me to roll your attack dice? I mean here, at my computer? Just choose a color and I'll provide the number. You roll damage? Or I can roll both or none. Up to you.


    You have written some of the coolest attack descriptions only to consistently have dice hate at the end of it... Maybe it's a half-elf thing. Perhaps I should offer one of my two-toned dice? =)


    @killfire Not at all! Remember that Kaerri (as Kitrin) offered to do some side-gaming with Bronze, too. =) In fact, I just realized I owe you a post. Bronze just trained (and asked Travis's Trainers about the cosmic ore). Would you mind tossing another Crafting roll here? I'd like to know something before I post it.





 
@Wolf Rawrrr To be more specific (and from what Leonard might know about weapon-making, given that he is a "fighter-type"), it looks like a chunk that size might outfit half the party depending on how it is used. Then again, we are talking about a clearly magical ore here that goes beyond most typical ores (like mithril or adamantine). Most of the results will depend on the one doing the forging and the tools involved.
 
Dannigan said:
Feeling this way opens up another option. Cap'n, do you want me to roll your attack dice? I mean here, at my computer? Just choose a color and I'll provide the number. You roll damage? Or I can roll both or none. Up to you.


You have written some of the coolest attack descriptions only to consistently have dice hate at the end of it... Maybe it's a half-elf thing. Perhaps I should offer one of my two-toned dice? =)
Blue would be okay. Seriously, I think I have played far too much Exalted with all the lyrical attack descriptions.


Captain Hesperus
 
Just attack dice would be okay. I can live with damage dice not being super spectacular.


Captain Hesperus
 
@Captain Hesperus Re: Exalted. Well, the descriptions are appreciated here, too (and lend toward more RP point reward as they clearly add flavor to the game). Re: Dice. Attack dice it is. Now that I know, would you please provide an Acrobatics roll for Otoirin's miss?


EDIT: Changed "Attack" dice from "Damage" dice. I knew what I meant. =)


@Wolf Rawrrr Re: Dice colors. It makes no difference whatsoever, really. I'm just a big fan of players rolling their own, and if they have me do it, I prefer they pick the dice I'm rolling for them. I feel the more "fate" left in a player's hands, the better (especially when the RP Nation dice gank you once too often! =) ).


@killfire Good total! =)
 
Acrobatics roll with a +8 total (+4 Dex mod, +1 Rank, +3 Class bonus)


Captain Hesperus


[dice]5023[/dice]
 
Cap'n sez,

For: Acrobatics (Don't fail dammit)
Ha ha! =) Otiorin's roll succeeds.
@All Re: Falling. In case you're not certain why I asked, here are some falling damage rules (for future falls).

Falling


Creatures that fall take 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Creatures that take lethal damage from a fall land in a prone position.


If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A DC 15 Acrobatics check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumps, he takes 1d6 points of nonlethal damage and 2d6 points of lethal damage. And if the character leaps down with a successful Acrobatics check, he takes only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge.


Falls onto yielding surfaces (soft ground, mud) also convert the first 1d6 of damage to nonlethal damage. This reduction is cumulative with reduced damage due to deliberate jumps and the Acrobatics skill.


A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a concentration check with a DC equal to 20 + the spell's level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface.


Falling into Water: Falls into water are handled somewhat differently. If the water is at least 10 feet deep, the first 20 feet of falling do no damage. The next 20 feet do nonlethal damage (1d3 per 10-foot increment). Beyond that, falling damage is lethal damage (1d6 per additional 10-foot increment).


Characters who deliberately dive into water take no damage on a successful DC 15 Swim check or DC 15 Acrobatics check, so long as the water is at least 10 feet deep for every 30 feet fallen. The DC of the check, however, increases by 5 for every 50 feet of the dive.


In our table-top game, I've effectively doubled the damage (1d6 for every 5, not 10, feet). Why? Because I have fallen enough times in real life to think this isn't enough damage. =) I've been up in the air (see what I did there?) about adding this House Rule to our game, though. What do you think, folks?


 
@Wolf Rawrrr Re: Improved Initiative. This is a passive ability and need not be invoked to operate. =)


 
Otiorin takes 5 points of lethal damage and 5 points of non-lethal damage (total: 10).
 
@Dannigan I can get behind the altered Falling rules. I too have had my fair share of tussles against gravity and the outcome was both inevitable and painful.


Captain Hesperus
 
Well, if you do, I hope that you'll also use them to advantage. Nothing like Bren using his Knockback Signature Ability to blast a bad guy off of a bridge or Otiorin tricking a guy to slip down the castle stairs. =)


 
Combat initiative order:


24 - Bria
(Nothing in hand. Cast Cure Light Wounds on Otiorin.)


20 - Powerpaw (using large-sized Maul +2. Using Power Attack feat on remaining minotaur.)


19 - Bren (using Battle axe +2 and heavy metal shield)


18 - Otiorin (using Moonlit Edge +2)


9 - Wolf (using Longbow +2 Pecker status: Alert, sitting in a tree in cover, watching the battle).


8 - Luna (Sparkle status: Alert, cloaked, and grinning on Luna's shoulder. Mage Armor active (2 hours left). Using Light Crossbow of Illumination +2)


4 - Ambushed Minotaur (Badly wounded. Holding large-sized composite longbow, but not for long...)


Situation: The Wanderers have successfully lured and surprised both Bloodland Minotaurs, and killed one outright. The second, however, has no intention of dying so easily, at least without shouting a warning. Luna, Wolf, and Bria are acting from the grassy ledge 30 feet above the ambush. Otiorin, Bren, and Powerpaw are in melee distance (5 feet) of the remaining minotaur).


 
@killfire I hope to have something fun for you by this evening (depends on how Real Life goes) or Monday at the latest. =)
 
Ha ha, we totally nailed that guy. Coordinated fire FTW! *howl*


This is so much better than the last time we were up against minotaurs ( :P )
 
We should drop this guy before his action and keep him from shouting off an alarm. After that, we go into the cave!
 
Aye, that's what I'm thinking too *rawrrr*


And if we're fortunate, we'll get the drop on the ones inside too. Hell, if they didn't have hostages Luna could simply turn the cave into an inferno and we'd all camp outside with grill sticks so we can shish kebab those that make it out *rawrrr intensifies*
 
And you wonder why Luna loves you so much, then you make statements like that and make her feel all warm and fuzzy inside.


 
I just learned that my wife's sister has passed away earlier today. We don't have any details yet, but depending on what is going on, I may be a little less frequent in my posting for the next few days.
 
Son of a gun. Sherwood, I'm sorry to hear that, bud. If there is anything I can do (even just listen), you let me know. God be with you and yours.


Honor and love,


Dann
 
You know it. =)


 
@Captain Hesperus Otiorin has been healed for 10 points of damage. I'm certain that's obvious from the in-game post; I just want things to be as clear and as accurate as I can make them.


Wolf sez,

Ha ha, we totally nailed that guy. Coordinated fire FTW! *howl*
This is so much better than the last time we were up against minotaurs ( :P )
Isn't it? This sort of thing makes the difference between successful adventuring teams and the... well... not-so-successful adventuring teams. Go Wanderers! =)
 
Lets not get cocky; we still have one more to take down and the cave to clear out still.


But, yeah, we do kick ass!
 
Sorry to hear that, Sherwood. Prayers to you and yours.


Regarding dice colors: it's really just tabletop superstition, up there with "These dice don't like me today, I'm switching to these other ones."
 
@All. A note on overkill. All Wanderers are welcome to target one baddie in the hopes of killing him. Should that baddie remain, then all damage goes to him, but if he falls, and it is still someone else's turn (especially in a surprise round), I will automatically place the next attack and damage rolls toward the next opponent. =)
 
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