A Lapse In Judgment (OOC)

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Talanall
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Let's be real about it. Dalvar is only an adventurer because there's no such thing as an insurance actuary in Damark.

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

Fixxxer
Fixxxer's picture

Feruq likes Dalvar's plan, provided that the survivors can be moved across the river without hurting them further.

While they get ferried, Feruq will take 20 on a Perception check (+10 modifier) to search the bodies of the fallen, looking primarily for items that might be used to identify them or of a personal nature that they might wish returned to loved ones.

deadDMwalking
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I'm okay with taking time. I'd like to get more healing available to address the wounded.

Darker

Thunk is pretty concerned about the delay cutting into dinner time.

MinusInnocence
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The good news is the rest of the party left all the animals made of meat in Thunk's care.

Re: healing the wounded, Argus and Garyld have come to a consensus that their primary problem is likely Dexterity damage. Garyld is willing to set up a clinic out here and tend them by himself, at least until all of them can walk and survive the trip back to town.

Feruq has all the time in the world to loot the corpses. He finds an assortment of personal effects that might give some clue as to the identities of the fallen; one of the dead halflings has what looks to be part of a written agreement with a bargemaster, but it isn't the guy the party did business with back at Kuiper's a few days ago. The other halfling is wearing a silver wedding band and it has a faint inscription on the interior, but the script is very small and appears to be in a language he has never read before. The one with the ring also has a necklace with a very heavy bronze medallion shaped like a cylinder. It is stamped on one face with a butterfly and three stars on the opposite end.

The dead orc had a vial of something in his pocket, maybe a few ounces of liquid in all. It looks like a ruddy brown in color but the glass is pretty dirty so it's hard to be sure. There's also a jumbled necklace of wolf teeth on a leather cord, stuffed into the same pocket; but each of the teeth is finely engraved with orcish runes.

I need a Knowledge (religion) check from Feruq.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Fixxxer
Fixxxer's picture

Rolling

Knowledge (religion)
I rolled 1d20+6, the result is 5, 6 = 11.
MinusInnocence
MinusInnocence's picture

The butterfly and that particular arrangement of three stars are each symbols of Desna, the goddess of travel and luck. Halflings call her "Lady Luck" and she is something of a patron deity for the race as a whole, owing to their innate good fortune and communal lifestyle as nomadic traders. Feruq doesn't know enough about their faith or holy symbols in general to be sure if this is actually a holy symbol or just a fine piece of jewelry.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

Neither the ring nor the amulet are magical, but the wolf fang necklace and the vial the orc had both are. Roll that beautiful bean footage.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Talanall
Talanall's picture

Knowledge (arcana) x2, then Spellcraft x2

I rolled 1d20+13, the result is 13, 13 = 26.
I rolled 1d20+13, the result is 16, 13 = 29.
I rolled 1d20+13, the result is 13, 13 = 26.
I rolled 1d20+13, the result is 8, 13 = 21.

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

MinusInnocence
MinusInnocence's picture

The vial is an [i]elixir of fire breathing[/i] and the necklace's aura is one of moderate evocation. He has seen something similar before in the [i]necklace of fireballs[/i] Feruq wears.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

Anyone in the party is free to make a Sense Motive check and an Intelligence check, and anyone with ranks in Spellcraft can roll that as well.

Deducing the rules of the dice game on your own would likely call for a skill challenge but we're not going to get into that unless someone actually wants to play, in which case they can just ask one of the people already sitting there; but if you managed to finish the challenge with zero failures, I'm inclined to offer a bonus to checks for anyone who wants to jump in.

You're also free to do whatever else you want to do here; bring up plot hooks to find out what anyone around here knows, ask for new plot hooks, inquire after the whereabouts and well-being of various NPC contacts, get into a bar fight, etc.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Talanall
Talanall's picture

Rolls

Sense Motive, Intelligence, Spellcraft
I rolled 1d20+5, the result is 6, 5 = 11.
I rolled 1d20+5, the result is 8, 5 = 13.
I rolled 1d20+13, the result is 20, 13 = 33.

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

MinusInnocence
MinusInnocence's picture

Dalvar knows that unless Tauster's [i]fireball[/i] is wildly different from the kind almost every 5th level wizard in Damark is familiar with, there isn't really any chance of it igniting combustible materials, much less burning down 2/3 of a village. Dalvar has seen the ring of devastation around what used to be Thurmaster and knows it is quite extensive.

So he's either exaggerating, lying, omitting details about the preparations laid by the villagers before the raid he is describing, or sitting on a totally unique and much-sought after version of the spell.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Talanall
Talanall's picture

I'm confused. The PF SRD description of fireball says, "The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does."

Are we amending the core rules?

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

MinusInnocence
MinusInnocence's picture

Huh. You know, I think I have been operating under the assumption that the [i]fireball[/i] for at least the last few version of D&D (including [i]Pathfinder[/i]) did no such thing. I don't know why I thought that. I mean I could have sworn it was the case and that it was something that had come up in multiple gaming groups in the past as a point of confusion, because the description of the spell makes it seem like an actual ball of fire, but that the RAW suggest it isn't present for long enough to actually set anything on fire.

I guess... no, we're not amending the Core Rules. Forget I said anything. His story is totally plausible.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Talanall
Talanall's picture

The rules for 3.5 and Pathfinder alike are a little sketchy at times regarding this stuff, and there seems to be an unwritten rule to the effect that fire effects don't set fire to things unless the spell description so specifies. Many do, but especially in Pathfinder (the PF SRD expands the total number of spells available compared to core 3.5), many don't.

I think that part of the confusion has to do with how you resolve these spells with regard to objects in a creature's actual possession. Over 95% of the time, you just ignore it because it only matters if the spell allows a save and the result is a natural 1. In this last case, then one of the character's items (determined semi-randomly) also gets a saving throw. Which is fair enough, I guess, but it's still weird to think that someone could be just a few feet away from a fireball while holding a vial of oil, or even self-igniting flammable liquid like alchemist's fire, but come away from it with only minor injuries.

But at the same time, the thatched roof overhead is solidly in flames from that same fireball.

Between that, and the relative lack of rules precedents to guide the DM about stuff like how fast a fire grows, or how quickly it destroys a structure, I think it's more than reasonable that people just don't really want to think too hard about this stuff. Fireball is kind of a nuisance to adjudicate unless you're playing in some kind of relatively non-flammable environment like a stone dungeon or some kind of damp or very desertified natural environment.

The amount of damage that could be caused to a city or town by one careless wizard on a windy day is really pretty terrible, and it goes a long way to explain the general fantasy gaming trope to the effect that mages are feared and hated.

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

MinusInnocence
MinusInnocence's picture

Nah, I legit was convinced that since I began my D&D career back in 12th grade [i]fireball[/i] spells didn't behave like normal incendiary events and were in fact explicitly different, as per the spell description. But it turns out the opposite is true: the spell descriptions in v3.5 and [i]Pathfinder[/i] both spell out in layman's terms the effects of combustibles inside a [i]fireball's[/i] area of effect.

This is Mandela Effect, Berenstain Bears-type shit. But while I am tempted to ask Dalvar to enter a personal skill challenge; the successful outcome of which being that a discrepancy between the way the world works and the way he KNOWS the world has always worked is revealed; I have only experimented with time travel and parallel dimensions briefly before and am hesitant to blow my wad here. I'd rather save that flight of whimsy for later in the campaign, if an opportunity presents itself.

So we'll just assume his natural 20 on a Spellcraft check retroactively erased any misgivings I may have had about the way magic works in D&D and leave it at that.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Fixxxer
Fixxxer's picture

MinusInnocence wrote:

This is Mandela Effect, Berenstain Bears-type shit.

Nah, I gotchu, fam. I'd guess there's a reasonable chance that you got that idea from the same place that I did. The rules for catching on fire state "Characters exposed to burning oil, bonfires, and noninstantaneous magic fires such as a wall of fire might find their clothes, hair, or equipment on fire. Spells such as fireball or flame strike don't normally set a character on fire, since the heat and flame from these come and go in a flash."

Fixxxer
Fixxxer's picture

This made the think of Feruq.

[img]https://i.imgur.com/gpKBzIc.jpg[/img]

MinusInnocence
MinusInnocence's picture

February is shaping up to be a big month! I hope to have the foundation laid for some new characters to come aboard by the end of this week. Hold onto your dicks.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Board Rider
Board Rider's picture

Thankfully, I am always holding on to my dick. I mean, well, that is....oh fuck it.

Fixxxer
Fixxxer's picture

I don't have enough hands to secure this dick.

drumandfight
drumandfight's picture

Sup, fucks.

deadDMwalking
deadDMwalking's picture

I don't have enough disks for all of my hands.

drumandfight
drumandfight's picture

Wait, you all got dicks?

Fixxxer
Fixxxer's picture

Not a bunch. Just, like, two or three.

drumandfight
drumandfight's picture

That's SOCIALISM!!

Here I am with my one dick, and it isn't even really that great. Veiny? Sure. Nice to look at? Oh, it's beautiful. Really handsome fella, but he just needs a little more girth, borrow a couple inches from Fix maybe, I don't know.

Wait, wut....

So, Jugg'r is comin' back, boys! On that [b]vein[/b], can someone jog my memory about what system we are actually playing these days? Obviously this is the "2E Extravaganza," but did we make a switch to a different system at some point? Or was it always 3.5 just a 2E adventure series? My current DnD character is 5e and I think I am going to be confusing shit a lot initially. Cheers.

MinusInnocence
MinusInnocence's picture

We're playing Pathfinder 1E. You can find the lion's share of the material we draw from in this campaign [url=https://pathfinder.d20srd.org/]here[/url].

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

MinusInnocence
MinusInnocence's picture

Re: restarting 2EE, I sent you a PM, @Board Rider.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

drumandfight
drumandfight's picture

MinusInnocence wrote:

We're playing Pathfinder 1E. You can find the lion's share of the material we draw from in this campaign here.

ありがとうございます。

Board Rider
Board Rider's picture

drumandfight wrote:
MinusInnocence wrote:

We're playing Pathfinder 1E. You can find the lion's share of the material we draw from in this campaign here.

ありがとうございます。


Show off.
Fixxxer
Fixxxer's picture

Ja, zeig dich!

drumandfight
drumandfight's picture

Haters stare because they care.

MinusInnocence
MinusInnocence's picture

I'm looking for a Sense Motive check from everyone, please. @drumandfight and @Cronono, you guys are here too.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Cronono
Cronono's picture

Sensing of Motives

Motivating the Senses
I rolled 1d20+14, the result is 19, 14 = 33.
Darker

Thunk senses all the motives.

Sense Motive
I rolled 1d20+2, the result is 4, 2 = 6.
Darker

Werner: "There's definitely something up with this crowd."
Thunk: "No, it fine. Everybody good happy. Good magic man say so."
Werner: "But if you just look ..."
Thunk: "NO, ALL FINE! THUNK SMASH BAD MAGIC MAN!"

MinusInnocence
MinusInnocence's picture

Thunk's basically a decent person, which is worth a lot. But not so much in this scenario. However, Werner doesn't appear to be anywhere nearby - I declined to mention until now that we're introducing a new character here in a few minutes.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Cronono
Cronono's picture

There would be a certain level of comedy from Thunk just continuing to refer to any character I play as Werner.

Talanall
Talanall's picture

It sounds like Kuiper's place has practically turned into an inn.

Sense Motive
I rolled 1d20+5, the result is 6, 5 = 11.

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

MinusInnocence
MinusInnocence's picture

The demographics have definitely changed a lot since the campaign began. Violent weather, supernatural flooding, death cultists and more have disrupted the rhythm and flow for the people of Haranshire and a lot of people are moving from one place to another. So any place that can accommodate a sudden influx of new bodies must necessarily do so, and Kuiper's standing policy is that nobody is ever turned away (especially if they can work).

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Fixxxer
Fixxxer's picture

Sense Motive

Sense Motive
I rolled 1d20+9, the result is 3, 9 = 12.
drumandfight
drumandfight's picture

Sense Motive

Edit: Wellllllllll fuck my ass, would'ye look at that.

I THINK sense motive is WIS. Been a while.
I rolled 1d20+1, the result is 20, 1 = 21.
deadDMwalking
deadDMwalking's picture

No ranks. +1 Wisdom. Argus has:

Sense Motive
I rolled 1d20+1, the result is 8, 1 = 9.
MinusInnocence
MinusInnocence's picture

I knew I could count on you guys.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

drumandfight
drumandfight's picture

I am catching up on grading that I put off all weekend. My goal this week is to catch up on the Cultural Spotlight, Refresh on the Evils of Haranshire, Important Stuff, and Setting threads, and then jump back into the IC.

MinusInnocence
MinusInnocence's picture

[b]Introduction[/b]

The bar fight will be resolved as a skill challenge among any characters interested in putting a stop to it. Wading into the thick of it presents its own path to victory here, so pursuing that option won’t disrupt the party’s chance of success. Like other skill challenges, this one will be won or lost based on whether the party can accrue a target number of successes before racking up too many failed rolls.

[b]The Basics[/b]

Below you will find a number of potential skills or actions that may be used in the context of this encounter but I’m open to creative applications of other skills or actions. Primary skills are those that will move the needle one way or the other, affording successful characters one point toward the target number they need to win or risking defeat. Secondary skills, whether the check succeeds or fails, does not contribute toward the party’s total number of successes or failures in the context of winning or losing the encounter; but they do provide a bonus on the next primary skill check taken either by that character or another in the party. For example, if Jugg uses Sense Motive to suss out something relevant about one of the brawlers, until after his next turn the first PC to claim the +2 bonus can apply that toward any primary skill check they want.

This means that a number of characters can accumulate successes using secondary skill checks until someone in the initiative count decides to cash in some or all of the +2 bonuses on a primary skill check. It is a relatively risk-free way to bide time and let characters with higher modifiers in the relevant skills try to score an easy win each round, but if too much time passes the challenge will be failed. It is also worth mentioning that some potential actions taken during the challenge aren’t skill checks at all, but other actions a character can take during a normal combat round that might prove useful here (including just beating people up).

[b]Primary Skills[/b]

Bluff, Diplomacy or Intimidate: These options represent a PC’s ability to make some kind of persuasive argument that it is not in the brawlers’ best interests to continue. There are different DCs for each of the above skills and those DCs are subject to change, dependent on either the party’s progress through the skill challenge or how much time it’s taking them to complete it.

Attack Rolls: This is self-explanatory: if you beat up enough of the brawlers, not only are they not able to continue raising a ruckus but others in the crowd are discouraged as well. Success here, however, doesn’t just mean meeting the target AC, but also dealing 5 points of damage.

[b]Secondary Skills[/b]

Acrobatics or Athletics: These options represent a PC maneuvering to a new position on the battlefield to set up a future attack. If successful, the +2 bonus can only be applied to an attack roll OR an action using the Legerdemain skill or the Disarm or Steal special combat actions. If a PC applies the +2 bonus to one of these secondary actions, success on that roll means a total of +4 applied to the next primary skill attempt. For example, if Jugg succeeds on an Athletics check, he or another party member can apply +2 to the next attack roll made to subdue one of the brawlers; alternatively, they may use it on a Disarm or Steal action or a Legerdemain skill check. If that roll is a success, the +4 bonus can be applied to an attack roll or another primary skill attempt (not just an attack roll).

Legerdemain, Disarm or Steal: These options represent depriving a brawler of the weapons they need to more effectively defeat their opponents. The +2 bonus from succeeding here can be applied either to attack rolls or a primary skill check (losing a weapon makes a combatant more vulnerable and also more receptive to walking away without bloodshed).

Perception or Sense Motive: These options represent a PC trying to figure out what to do next. As seen above, success here means a +2 bonus can be applied to an attack roll or primary skill check.

[b]Success or Failure[/b]

The party must accrue 10 successes before failing 3 primary skill checks or attack rolls. However, Leon has already achieved 3 successes before the skill challenge began, owing to his astronomical success on a Sense Motive check. Rolling 3 failures will mean the skill challenge has failed and the party must roll initiative again, this time for a conventional combat encounter (escaping the common room of Kuiper’s homestead or beating everyone into submission to quell the bar fight becomes the new goal).

So now that you know what’s going on, it’s time to roll initiative. We’re not technically in combat yet, but this will help determine the order in which actions are resolved.

"Men are the only animals that devote themselves, day in and day out, to making one another unhappy. It is an art like any other. Its virtuosi are called altruists." - H.L. Mencken

Cronono
Cronono's picture

Init

Iative
I rolled 1d20+6, the result is 12, 6 = 18.
Fixxxer
Fixxxer's picture

Quote:
Success here, however, doesn’t just mean meeting the target AC, but also dealing 5 points of damage.

Asking for clarification: Is this 5 points of damage total for the attempt, or for each attack rolled? For example, if someone gets two attacks per round will a full action and rolls a 4 for damage with the first and a 2 for damage with the second against the same opponent, does that succeed? Alternately, if the same PC rolls damage 5 against two separate opponents, does that succeed twice?

Init
I rolled 1d20+2, the result is 2, 2 = 4.
Darker

Thunk sees an opportunity for great fun and bonding ahead during this traditional bar room game. There is nothing more fun than beating everyone bloody while they try to beat you at the same time. With a huge smile on his face, Thunk throws himself into the thick of it with glee. He'll even politely use his non-spiked fist to minimize unintentional fatalities.

Question -- does Thunk's cleave feat give him an advantage on skill checks? It would normally allow him to subdue two brawlers who are engaged with each other (hitting both, as they would be adjacent to each other while they were brawling).

Init
I rolled 1d20+3, the result is 15, 3 = 18.

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