Gideon's Justice (OOC)

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MinusInnocence
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OK, guys. I need:

1. three Spellcraft checks from Dalvar.

2. one Constitution check (to which Endurance applies) from everyone except Dalvar and Raphael.

3. one Fortitude save from everyone except Dalvar.

4. and finally, one Fortitude save from Jugg against poison.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Cronono
Cronono's picture

Toughing it out

Fort
I rolled 1d20+3, the result is 17, 3 = 20.
Talanall
Talanall's picture

Does the specialist/opposition school bonus/penalty apply to identification checks? I ask because it SEEMS like the rules only apply it against checks to identify spells being cast, to learn new spells, or to prepare them from a borrowed book.

If they don't apply here, then Dalvar will take 10; these things have faint auras, so the DC should only be 20-ish, and he can make a 22 without even trying hard.

If they do apply, then he'll still phone it in for the armor, but he has to roll for the fan.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

drumandfight
drumandfight's picture

Fixxxer wrote:

I, uh.... yeah, I have no excuse. :D

Don't worry. I thought the same thing. I had to go up the IC a couple times to confirm that that was the same one we killed.

I really think this should have been represented IC with Feruq turning and flipping his shit over the already dead centipede. The Thunk reaction would have been priceless.

drumandfight
drumandfight's picture

Do I need to wait for confirmation of Argus' heal check (should he choose to do so) before I roll the fortitude save(s)?

Talanall
Talanall's picture

The primary difference between having it and not is that if Argus makes a successful check, Jugg'r gets a +4 bonus on top of his normal Fort save.

His's Con is fairly high and he's multiclassed in at least two classes that provide a good Fort save, plus he's a dwarf. So he's really unlikely to fail anyway. I think his save bonus vs. poison is . . . what, +8?

So if you roll a save at +8 and we determine that Argus does offer successful treatment for poison, we just add 4 to that, and pretend the save was made at +12 instead.

I suspect that the DC is fairly low, around 13 to 15, so it's basically a difference between having a significantly better than even shot at saving, versus being nearly guaranteed to save if you don't roll a 1.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Talanall
Talanall's picture

It'd technically be better if we had you wait for Argus, because otherwise we can metagame slightly and decide that no, Argus doesn't need to spend an action (and potentially a dose of material from his healer's kit) on Jugg. But we're not in combat, and Argus probably has a high enough Heal modifier to just take 10 on the check even if he doesn't use his kit.

If I were the DM, I wouldn't care about the potential metagaming in this situation, because it's so minor. I might be stickier about it if we were actually in a combat encounter.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

drumandfight
drumandfight's picture

That was what I was really asking, if Argus being allowed to roll after a Jugg failure was permitted. I am down with metagaming slightly. That is the only way to metagame.

OK, I believe you need two saves from Jugg, +6 for standard and +8 vs poison.

Fort saves
I rolled 1d20+6, the result is 2, 6 = 8.
I rolled 1d20+8, the result is 13, 8 = 21.
Fixxxer
Fixxxer's picture

Rolls

Con Check; Fort Save
I rolled 1d20+1, the result is 13, 1 = 14.
I rolled 1d20+4, the result is 16, 4 = 20.
drumandfight
drumandfight's picture

Sorry, forgot the con check.

Con
I rolled 1d20+2, the result is 4, 2 = 6.
deadDMwalking
deadDMwalking's picture

Trying healing. Also Fort saving myself.

Heal (does not include adjustment from healing kit) and Fortitude save
I rolled 1d20+7, the result is 17, 7 = 24.
I rolled 1d20+5, the result is 13, 5 = 18.
MinusInnocence
MinusInnocence's picture

Talanall wrote:

Does the specialist/opposition school bonus/penalty apply to identification checks? I ask because it SEEMS like the rules only apply it against checks to identify spells being cast, to learn new spells, or to prepare them from a borrowed book.

If they don't apply here, then Dalvar will take 10; these things have faint auras, so the DC should only be 20-ish, and he can make a 22 without even trying hard.

If they do apply, then he'll still phone it in for the armor, but he has to roll for the fan.

I couldn't find anywhere that it applies to this situation, either, so we'll assume it does not.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

deadDMwalking wrote:

Trying healing. Also Fort saving myself.

Can you also give me a Constitution check? Apply the +4 bonus from Endurance, please.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

deadDMwalking
deadDMwalking's picture

Constitution

Constitution
I rolled 1d20+5, the result is 12, 5 = 17.
Darker

Thunk rolls and saves

Fort Save; Con Check
I rolled 1d20+9, the result is 8, 9 = 17.
I rolled 1d20+7, the result is 20, 7 = 27.
MinusInnocence
MinusInnocence's picture

All right. Everyone made their saves and checks except for Jugg. He is suffering from heat exhaustion - it's hotter down here than it was outside all afternoon.

Dalvar successfully IDed the three magic items as a suit of full plate +1, a heavy steel shield +1 and a wind fan.

I'll update the XP & GP thread momentarily. But first, an update on everyone's status and conditions.

Jugg (nonlethal damage)
I rolled 1d6, the result is 2 = 2.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

Argus - 100%
Dalvar - 100%
Feruq - 100%
Jugg - 10 damage, 2 Dexterity damage, 2 nonlethal damage, fatigue.
Raphael - 100%
Thunk - 6 damage, 1 Wisdom damage.
Puck - 100%

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Darker

I think our party tank is about to get REALLY tanky. Thunk may want to borrow that armor for his duel with the Orc King though.

MinusInnocence
MinusInnocence's picture

Unfortunately, it doesn't fit either of you.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Talanall
Talanall's picture

Is it like in 3.5 D&D, where you can have it modified to fit a new wearer for 2d4 x 100 gp?

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

MinusInnocence
MinusInnocence's picture

Yessir.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

drumandfight
drumandfight's picture

Well balls. Jugg is hurting. Cronono, you want to whisper something into his butthole to fix him up?

Also, I'm down to become as Tanky as possible.

Cronono
Cronono's picture

I've posted the IC, MI can apply the healing wherever the centipedes crawled.

Of course, we know how healing rolls for Jugg go. CLW.
I rolled 1d8+4, the result is 6, 4 = 10.
MinusInnocence
MinusInnocence's picture

That's enough to remove all his regular damage. The Dex damage and nonlethal damage remain, however, and he is still fatigued; because the only way to recover from heatstroke is to address the primary problem, which is that he is overheating. Getting out of the caverns and back out into the thunderstorm would do the trick, but is probably inadvisable for several other reasons. It also stands to reason that using the ventilation shaft to gain access to the castle's basement will help, since the source of the heat doesn't appear to be the bulky contraption in this room.

The other problem is that by the time the next IC update I make concludes, it will be around 11:30pm and everyone is still making Constitution checks to avoid becoming fatigued from exertion (everyone but Dalvar and Raphael, that is, since they spent several hours earlier just lounging around while everyone else tried to make Survival checks to pick up the trail again after losing it over and over).

The only remedy for that is a good night's rest for everyone involved, but that probably isn't going to happen until the party treats Gideon to a short drop and sudden stop.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

All right, so, aside from the loot you just found, it now comes down to divvying up the grenade-like weapons so the guy carrying all the anti-swarm stuff doesn't get attacked by himself out in front of the party again.

Jugg began the combat with three flasks of alchemist's fire, but he used one, so if he gives one each to Argus and Feruq he'll be out. That's ok, because he also has seven flasks of acid, but I just want to make sure, because there were IC and OOC posts to the effect of, "Jugg thinks this is really important and doesn't want to be caught without any if he needs it again."

There are also four flasks of regular oil, which can be ignited (as some of it was during the extermination of the rat swarm in the Redwood) or used to, y'know. Light lanterns. Argus and Jugg each have a lantern, but neither of them have any spare oil. Jugg also has a lantern of his own.

My recommendations for dividing these items is as follows.

Argus: alchemist's fire (1), oil (1), acid (1)
Dalvar: oil (1), acid (2)
Feruq: none
Jugg: oil (2), acid (2), alchemist's fire (1)
Thunk: none
Raphael: acid (2)

My reasoning is that Thunk, while always eager to help carry anything whatsoever, doesn't actually carry anything at all except for his weapons, armor and a waterskin. He would likely forget anything else. If the merits of throwing a flask of acid over using his crossbow in a specific, narrowly-defined scenario were explained to him, he might agree; but that doesn't mean he would necessarily commit to such a strategy when that exact sequence of events actually transpired. Feruq doesn't need any grenades because he's carrying the necklace of fireballs you found when you killed all of the rats.

The acid is dispersed fairly evenly among the other characters, with Jugg keeping a lot of it because he A) Can carry it without it affecting his movement speed, B) Likes having lots of options for different scenarios that might pop up, and C) Was already carrying it to begin with. He has flint and steel and a blanket, so converting the spare flask of oil into a Molotov cocktail shouldn't be beyond his abilities, given several moments of advance notice.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

drumandfight
drumandfight's picture

Healed up and tired as fuck. And yeah, Mike, I want Jugg to have alchemist's fire on him JIC. I am OK with how you divvied that up.

Fixxxer
Fixxxer's picture

Wait, Feruq is carrying that? I thought Dalvar was carrying it. Huh. I have a sudden mental picture of Feruq as a fireball-throwing oni all of a sudden.

MinusInnocence
MinusInnocence's picture

Actually, now that we're talking about it, I can't see it on anyone's equipment lists in the copies of your sheets I keep. But I remember it was the only item of import everyone agreed should be kept rather than liquidated with Tauster, so someone definitely has it.

If Dalvar is carrying it, that makes a certain kind of sense; he isn't really swimming in area effect solutions. But he already has both magical and psionic solutions to many conceivable scenarios, and without the necklace Feruq can only beat people up.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Talanall
Talanall's picture

Dalvar is the one who suggested Feruq should carry it. Argus is a bowman, Jugg'r is a dedicated melee specialist, Dalvar has his own arrangements for area attacks (but is the "obvious" choice to carry something like this), and Thunk is not only a melee specialist but also too pants-shittingly unpredictable to be entrusted with explosives.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Darker

Thunk may be paranoid but he feels like sometimes he isn't trusted with important things. Or explodey things. And no one will let him fill his glass to the top like he wants. He won't spill it, he promises.

Talanall
Talanall's picture

Thunk should find a way to convince people that when he gets so drunk that he's technically not even sentient anymore and can't remember being shot in the face with a crossbow, it represents a freak exception, rather than a profound insight into who he is as a person.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Fixxxer
Fixxxer's picture

Darker wrote:

Thunk may be paranoid but he feels like sometimes he isn't trusted with important things. Or explodey things. And no one will let him fill his glass to the top like he wants. He won't spill it, he promises.

https://www.youtube.com/watch?v=_jzyKlznF_w

Fixxxer
Fixxxer's picture

Feruq is cool with carrying it, I just thought Dalvar had it. I'll add it to his sheet. For the sake of completeness, it has all three orbs present?

Darker

I'm assuming this is a 1d20 check of some type, I just don't know what to add to it. If it fails the first time, Thunk will get mad, rage and attempt it again. These two rolls should represent that.

Hit it, get mad, hit it again.
I rolled 1d20, the result is 5 = 5.
I rolled 1d20, the result is 7 = 7.
Darker

Well, Thunk is still feeling a bit off apparently.

Talanall
Talanall's picture

Usually when you want to break something open, you have a choice between a Str check or melee attacks. For Str, you usually can take 20 if you're not in danger or under a deadline.

Via melee attacks, inanimate objects have an AC equal to 10 + size modifier - 7, and you can auto-hit with a full-round action. When you hit, you roll damage normally (applying any special modifiers that apply to your attacks versus objects), and apply the object's hardness.

Energy attacks do half damage before applying hardness against them. Not that Thunk appears to have any energy attacks, but it would be an argument against trying to blow the ventilator open with a fireball.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

drumandfight
drumandfight's picture

Thunk, turning shields into impromptu shields since 2017.

Darker

Well, it sounds like I can forgo rolls and just do it then.... right?

Talanall
Talanall's picture

If Thunk is able to reliably deal at least 11 points of damage, it's a foregone conclusion that if he keeps at it long enough, he'll break through (unless Mike has decided that this contraption's metal parts have hardness greater than 10, anyway)

I think he's got Power Attack. Unless there's a level of something other than fighter or barbarian hiding in there someplace, his BAB is +4. Wielding a weapon two-handed puts him at +8 damage. Figure at least 1 point of guaranteed damage from the weapon itself, even if it's a shitty improvised job that deals 1d4 or 1d6 points per attack.

And then 1.5 times his Strength mod, which I think is probably +4 or +5. So . . . yeah, if he hits this thing long enough, he's going to break through. He's got to be dishing up a minimum of 15 or 16 points per attack.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

MinusInnocence
MinusInnocence's picture

Yeah, given time, Thunk shouldn't have any trouble with this. The ventilation unit's exterior surface is already badly corroded due to the moisture in the air down here. That lowered its hardness as well as its hit points, meaning most of the heavy lifting here was actually done by the lava. Don't worry, though: the ceiling is high enough in this chamber that the smoke from the burning bodies and stuff isn't too serious.

Ventilation Shaft
I rolled 1d20+3, the result is 15, 3 = 18.
I rolled 1d4, the result is 2 = 2.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Darker

Thunk kills it then. He murders that machine.

MinusInnocence
MinusInnocence's picture

Done and done. I need a Fortitude save from Thunk. He took a single point of damage during the exercise, thanks to his damage reduction.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Darker

Thunk not happy camper.

Fort Save
I rolled 1d20+9, the result is 4, 9 = 13.
Darker

+2 if Thunk was mad at the time.

MinusInnocence
MinusInnocence's picture

Nope, he's still only expended one round of rage today.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

drumandfight
drumandfight's picture

Mike, explain the interior of this shaft to me. Once inside of it we can stand, meaning there is a floor where we are. From there does it just go straight up? Are there hand holds in it?

Darker

drumandfight wrote:

Mike, explain the interior of this shaft to me. Once inside of it we can stand, meaning there is a floor where we are. From there does it just go straight up? Are there hand holds in it?


PHRASING!
MinusInnocence
MinusInnocence's picture

Not deliberate ones, no. It doesn't look like the need for routine or even occasional maintenance was ever considered during construction. However, peeking up the hole, even without the benefit of a light source Jugg and Thunk can see both the occasional hand- or foot-hold as well as obvious places to affix pitons. What's more, the condition of the metal further up the hole appears to be significantly better than down here in this room. There is little risk anyone will cut themselves like Thunk did earlier.

The first branch in the vertical tunnel is an opening (Jugg is uncertain how wide) close to 20' up.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

Talanall
Talanall's picture

Is it narrow enough to count as a chimney for the -10 DC to checks to climb it, per http://paizo.com/pathfinderRPG/prd/coreRulebook/skills/climb.html#climb?

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

MinusInnocence
MinusInnocence's picture

It's just wide enough to make that a real challenge for pretty much everyone but Thunk, and even he would find it more awkward than just climbing up like normal.

But if someone - like Feruq - could climb up ahead of the party and drop down a knotted rope for everyone else, the DC drops to 0.

"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and begin slitting throats." - H.L. Mencken

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