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Posted: Fri Apr 23, 2010 11:34 pm
by Nvlutz
RPGguy wrote:[out of game]

Ok, a few questions for the DM as a learner...

1. I am the type of player that doesn't want to just walk past a magic sword without noticing it. Should I be specifying that my character does a search (and provide a d20 roll) each time my character enters a new area? How is ths aspect of the game typically handled.

2. I am a rogue with Trapfinding sense. How is that implemented by you as DM. Again, I'd like to think that Rahg'nuul won't bumble onto obvious traps. So how am I (as a player) supposed to address this kind of game mechanic.

3. Knowledge checks. I have dungeoneering knowledge and obviously, I'm always interested in learned as much about my environment as I can. But at the same time, I can't be doing d20 checks every 20 feet I walk. So how do you prefer to handle Knowledge checks.

Just looking for guidance so that I am not bogging down, slowing down the game while...at the same time...not operating my character as a dolt by failing to make certain checks when they are in order. What is the protocol here?

Thanks in advance
No problem,
The key to alot of this is that there is alot of rolling going on "Under the hood", every time you enter a room I immediately make spot checks, engineering checks, dwarven stonework checks, trapchecks (if there is a trap), ect. If there is no such thing as a trap or the what not, then I'll not roll or mention it.
Let's say there is a trap though, I'll roll, it it's low I'll completely gloss over it, since if I mentioned that you failed a trap sense then you as a player know your character missed something and will even doing "Take 20", rolling until you get a 20 to change the fact.
If there's a trap and you get a moderate roll I'll mention the object and that it looks suspicious, but keep in mind I'll also mention other features as "Red Herrings".
If you roll fantastically, then I'll show that you've done a trap sense roll, where the trap is, what it is, ect.
Everything in the middle of the 3 ranges gets various degrees of success.
Only exception to this currently is the spot checks for looking in the other room. You'll know whether or not you are seeing anything in the next room or not.

Without further ado your questions:

1.Spot checks when entering a room are what your character does naturally when entering a room, you notice debris, a chest set off in the corner, ect.
You basically never have to actively roll a spot check.

A Search check however is something you would have to specify, generally only one search check on a room unless you do a take 20, but beware this takes up a huge chunk of time in your day 20-25 minutes. This is a thorough search of a room from end to end.
If you want to only search a specific item such as the weapon rack you get a +2 circumstance bonus, which I have been doing behind the scenes as reduce the challenge DC by 2. It's the same effect.

2. I kind of explained this, but behind the scenes for the acid trap you failed to notice the trap for several reason.
You are in an dangling position from a rope upside down, penality.
You are trying to avoid sunlight , really minor penality since you are in the shade of the vault.
Add in your roll of an 8 (I believe) and your character pretty much missed out on the acid trap.

3.Dungeoneering knowledge is knowledge your character would know when in a dungeon, this can range from small things such as knowing not to drink water in a dungeon unless it's in a magic fountain meant to be drunken from, even then might be dangerous, but generally the fountain has a purpose and here's what you think it is... to there's a puddle of water on the ceiling? It's probably a Grey ooze, you can kill those with fire, but you should do so while keeping a safe distance.
An example of your architecture knowledge can be seen when you investigated the first room, you noticed that the central disc tile was different and was separate from the rest of the tiling, it wasn't a trap door but you know that it's meant to move.

I sometimes update really slow because I'm busy, but other times it's because I make these hidden rolls and draw out these crazy maps.

Final note, now that you are aware that the entire dungeon feels like it can shift you can now actively make balance checks to maintain footing, had you tried running towards the room I'd probably would have done it for you.

Update: Syb has a +10 in typing really fast. lol.

Khannon

You collect the papers, one of them is coated in blood and you go in the corner to read them... The script is borderline illegible but you try your best with the first 2...

Decipher Script (untrained):18+1=19 possible + success
Decipher Script (untrained):9+1=10 impossible without skill

You manage to make out the first paper fairly easily.
"Day 14, Month of the Dragon 42 CA

Just when you think you can no longer be marvelled by the magic of old Mandrake wows us again. Amongst the many things that Mandrake the mad has set up in this vault are the statues. Most of them are harmless, but some of them turn from flesh to stone before our very eyes! The creatures we've encountered tend to not be of the friendly variety so we've made it our duty to destroy any of them that we come across our way before they get nasty.

But there are other statues such as statues that don't transform but take on a more exotic trap variety. The only statue that we've taken great care to avoid is the minotaur golem. It is far beyond our capabilities, thankfully the stupid construct simply lumbers around one room, and tends to be very slow. Didn't stop one of my drow enslavers from getting an stone axe through his skull. Fairly nasty business.

Well, Off to figure out a way to the next floor. Once I've recovered the artifact, I'll be rich, and I can join my sweet sweet Katarina for the festival.

All my love,
Randall Fleetfingers"


The third one is coated with blood making it even harder to read, you could try cleaning it off, but you might risk washing the ink off depending on how you go about it...
While you ponder this you look around the room again. In the south there now a metal wall made of a flat steel. So now it looks like the blood just leads up to the metal wall.
To your east you examine the wall where the passage way once lay...
Search (Stone):18+2+1=21
You find that the stone is only about 5 ft thick, and on the other side there is a room! Perhaps you can get back to Rhag'nuul. The brick looks fairly sturdy though, you may want to find some sort of way of getting rid of the wall aside from using your fists. They've suffered enough abuse from the marble wall outside that to use them to break down a door might just ruin them for good.


Rhag'nuul
After recollecting yourself you look at your new surroundings. To your right there is a metal Wall, flat steel you go to inspect it... and notice a small jolt of electricity jump from the metal wall for a split second. It might be a trap.
Next you look at the stair to see if you can still retreat. Your heart sinks when you see the top of the stairs that should lead up to the marble room is now been replaced with a flat stone dead-end. You're trapped!
The path to the west seems like it hasn't changed at all.


Jarrackt
You and Frederick try to sneak up closer to the battle but only you know that. Everyone else seeing you just sees two armoured warriors strolling in gallantly into the thick of a battle, it is glorious. So Glorious that the orcs and even the Ogre stop for a split second to try and figure out what the two of you are doing... Before going back to clobbering at eachother.

Roll for initiative if you wish to fight regularly,
or
You can wait after a certain person has made there attack to interject in the battle,
or
Make preparations.

Posted: Fri Apr 23, 2010 11:45 pm
by Siberys
I head south towards the blood, keeping light on my feet-

Hide-
1d20+6
12+6 = 18
Move Silently-
1d20+6
10+6 = 16

Posted: Fri Apr 23, 2010 11:47 pm
by Shaggypichu
Nvlutz wrote: Jarrackt
You and Frederick try to sneak up closer to the battle but only you know that. Everyone else seeing you just sees two armoured warriors strolling in gallantly into the thick of a battle, it is glorious. So Glorious that the orcs and even the Ogre stop for a split second to try and figure out what the two of you are doing... Before going back to clobbering at eachother.

Roll for initiative if you wish to fight regularly,
or
You can wait after a certain person has made there attack to interject in the battle,
or
Make preparations.
out of game: lol. That is epic. Great detail. :)

As it seems they have spotted us. I will make a quick preperation with Frederick. "I will try to get his attention and you get him from behind when you get the chance. If I start to get myself into trouble jump right in, but till then lets try to make sure this doesnt go on too much longer." I take a breath and begin to wonder what the heck im getting myself into. Clear my mind of the orcs around and try to stay focused on the orge. I make a most horryfing yell as i start to charge the orge.

initiative roll 11+2 DEX=13

Posted: Sat Apr 24, 2010 12:01 am
by RPGguy
ToDM: thank you for the detailed response. Knowing that you automatically do 'spot', 'knowledge' checks for us when we enter certain areas is tremendously helpful. I though the burden was on me to do this at each new area and I was getting stressed out, thinking I was missing basic scans. Also was not aware that 'searching' took so much time. Will use it more judiciously going forward.
Rhag'nuul
After recollecting yourself you look at your new surroundings. To your right there is a metal Wall, flat steel you go to inspect it... and notice a small jolt of electricity jump from the metal wall for a split second. It might be a trap.
Next you look at the stair to see if you can still retreat. Your heart sinks when you see the top of the stairs that should lead up to the marble room is now been replaced with a flat stone dead-end. You're trapped!
The path to the east seems like it hasn't changed at all.
ToDM: please keep your directions straight. You said "the path to the east" but you should have said "west". The diagrams help tremendously. Keep 'em coming please. I'll wait for them.

[Rahg'nuul screams through the brick that has formed where the door used to be]

"Khannon!!! Can you hear me??? I am going to take the west passage as I have no other choice in the matter. Find the artifact and escape if you can!"

[not certain whether he can hear me, I walk towards the west exit from the armory. After a moment of contemplation, I decide to turn south]

Posted: Sat Apr 24, 2010 7:32 am
by kozeph
I rest to regain the spells I had used last night, then I wander around the lower decks till I find a place to settle. if I see a sailor I ask" does the ship has a resident cat?"

Posted: Sat Apr 24, 2010 4:30 pm
by Nvlutz
Khannon

You follow the blood trail being careful to not to make any loud noises and make yourself as inconspicuous with the surrounding so as to not alert anyone to your presence. The blood trail leads to the metal wall.
This metal wall seems to be flat steel with no visible way of being openings or ways of being opened.


Jarrackt

Frederick nods and readies himself, as you get ready to charge in.

Jarrackt=13
Orc (Greataxe)=16+0=16
Orc (Wounded, Sheild and cleaver)=2+0=2
Ogre=14-1=13
Frederick=17+1=18

Frederick is ready to charge into battle, but sticks to the plan and postpones any immediate action.
The Orc with his mighty greataxe lets out a war cry before swinging at the ogre's stumpy leg.


Orc's attack: 11+4=15
vs
Ogre AC:16

...The Ogre moves is leg back just in time just to get a small nick in it's thick leathery hide from the orc's weapon.


Since both you and the ogre rolled up 13 result, you must both roll initiative again to see which of the two of you goes first.
Ogre's second initiative: 10-1=9
Also look at the battle map to be able to figure out strategically what's going on. Each square represents 5 ft.
1.You
2.Frederick
3.Axe Orc
4.Wounded Shield Orc
5.Ogre
RPGguy wrote: [not certain whether he can hear me, I walk towards the west exit from the armory. After a moment of contemplation, I decide to turn south]
Quick question are you turning south in the armory, or did you go to the eastern room and then look south once you are at the crossroad?

Brauer
After refreshing your mind with your spells you begin looking for a crew member to tell you whether or not the boat has any cats on board.
Gather information: 8+0=8
Most of the crew either seems to busy to talk or is avoiding talking with anyone from the guild at the moment, the one crew member that you could talk to says "Haha I wish, been having a few mice sneaking through the ships food's storages lately, that might put an end to them once and for all."

Posted: Sat Apr 24, 2010 4:40 pm
by RPGguy
Quick question are you turning south in the armory, or did you go to the eastern room and then look south once you are at the crossroad?
ug, now my brain is starting to hurt. In the last map you prepared, Khannon is in the east room, I remained in the armory. We were separated when the complex began to shiift. Correct?

You then told me all exits from the armory were sealed off except the one to the west (not east, west as in LEFT side of the armory).

So my character was walked west (LEFT) to where he hits a 'T'. At this point, he can either go north (up on your map) or south (down). He's chosen the south tunnel.

Maybe I've misunderstood something, which is entirely possible.

Posted: Sat Apr 24, 2010 5:50 pm
by Nvlutz
RPGguy wrote:ug, now my brain is starting to hurt. In the last map you prepared, Khannon is in the east room, I remained in the armory. We were separated when the complex began to shiift. Correct?

You then told me all exits from the armory were sealed off except the one to the west (not east, west as in LEFT side of the armory).

So my character was walked west (LEFT) to where he hits a 'T'. At this point, he can either go north (up on your map) or south (down). He's chosen the south tunnel.

Maybe I've misunderstood something, which is entirely possible.
No that's fine, that's just what I wanted to clarify since you said you were going east, but then you said you stopped... So I wanted to make sure you had still gone into the east room rather than changing your mind while in the armoury...

You begin going South and spot a pathway going further West, a small encasement in the northwest, but can't see around the corner to what's there.
Finally there is a large wide entrance in the south with a pool of blood beginning at the archway and leading into the room south.


Or check the map, since that'll be 20x clearer, especially for this room. Black tiles represent any area you haven't explored and where there might be rooms.

Posted: Sat Apr 24, 2010 6:02 pm
by RPGguy
Nvlutz wrote:You begin going South and spot a pathway going further east,


Nicolas, is north on your map at the bottom? If north on your map is at the top (as you said earlier), then "east" is to the right and WEST is to the left.
.........N
..........l
..........l
W<-------->E
..........l
..........l
.........S

I really want to get on the same page with you here before I proceed. You keep referring to left as "east"

Posted: Sat Apr 24, 2010 6:54 pm
by Siberys
I search around the walls and the floors for any loose bricks or triggering methods to open the metal wall, if such a thing exists. I take my time, taking 20.

20+3=23

Posted: Sat Apr 24, 2010 6:55 pm
by Nvlutz
RPGguy wrote:Nicolas, is north on your map at the bottom? If north on your map is at the top (as you said earlier), then "east" is to the right and WEST is to the left.
.........N
..........l
..........l
W<-------->E
..........l
..........l
.........S

I really want to get on the same page with you here before I proceed. You keep referring to left as "east"
Sorry Yes left is West, sorry. I'm just really tired half the time when I update these things.

Posted: Sat Apr 24, 2010 7:27 pm
by Shaggypichu
My Roll is a 18+2dex=20

From where i am i will move 20 ft foward.

ToDM: i belive my speed is 20 ft with scale mail.

Posted: Sat Apr 24, 2010 7:29 pm
by RPGguy
Okay, thanks Nicolas. I know how hard you are working on this. I appreciate it bud.

[back in game]

Hide: 11+11=22
Move Silently: 17+11=28

Rahg'nuul moves 20 feet (2 squares) to the WEST and then peers south around the corner. I am surveying the blood to see if I can pinpoint the source. I am also trying to see what room(s) or additional hallways lay/run around that corner to the south.

Posted: Sun Apr 25, 2010 6:57 am
by kozeph
DM:well atleast youll have a break from me ;) I didnt manage to change the modem, Ill have to wait about a week, so I will only be posting once a day at best.

"thanks my goodman" I walk away, "listen brim, go to the storage rooms of the ship(food,equipment ect ect) and check for black clothing and a pair or more of this sticks" (I show him my wand) "avoid everyone if someone tries to catch you then run away and get back to me, if you cant find me then find Soloman and stay with him till I find you"

once brim is off, I try to find out how the crew and the guildsmen are feeling and any rumors or suspisions they have. (gather information 1d20=20= holy balls of a balor:laugh :)

Posted: Sun Apr 25, 2010 9:09 pm
by Nvlutz
Okay guys, I'm really sorry to do this but as you may have noticed I haven't been updating as much as I have in the past, this isn't because I've lost interest in this game, it's simply because I'm in college and these past few weeks have been the cram weeks.

This is my final week and I'm going to postpone updates until this friday.
More than ever do I want to let you guys know what's going on since everything is really ramping up and getting exciting and I hate to let the team down, but I'm going to be pulling a ton of all nighters so I can get final projects in, study for exams, and move to my new place.

If I did try to update they'd be half-arsed at best, But trust me after this week we'll be back in the clear and I'll be able to update as per usual. Sorry for the inconvenience.

Posted: Sun Apr 25, 2010 9:18 pm
by RPGguy
That's okay. You can give us all Gauntlets of Dexterity and Boots of Speed when you get back, if you're still feeling guilty about it :D

kozeph is offline as well, so maybe it's for the best.

Posted: Sun Apr 25, 2010 9:19 pm
by Shaggypichu
No problem at all. Best of luck this last week of college and on your move! :) Hope it all goes well.

Posted: Mon Apr 26, 2010 12:37 pm
by kozeph
do not worry boss :D

I feel ya, going through a similar situation plus no internet :(

good luck with everything by friday I "Should" have my internet

Posted: Mon Apr 26, 2010 5:55 pm
by Bluestorm
"i can't wait any longer" not even asking i use the door knocker and wait

Posted: Fri Apr 30, 2010 10:52 am
by Nvlutz
Alright Back in business!
Update part 1 of 2

Khannon Radiat
Just so you know since you are "taking 20" (sounds like a band name) you'll have to wait a few of RPGguy's posts so time can stay somewhat "in sync".

You examine the room and the metal wall to great length. From your analysis you've discovered a few things, and can even make a few guesses as to the purposes of the metal wall along with some other elements of your surroundings.
The metal wall appears to be electrically charged. Upon having observed the wall you have seen it shoot the occasional volt of electricity. You also noticed that the wall is mostly a flat metal but with some surface scars which resemble the brickwork of the room. Putting two and two together you figure that the shifting room must scratch up against the metal wall frequently. This makes you believe that while the room you are in can shift, the metal wall acts as a border to make sure the room can not escape a set confined path.
While looking for a lever or trigger to either make the metal wall open or reverse the shifting of the room you begin investigating the western wall. Perhaps the lever is on the other side? Using your innate knowledge of depth and stone work you find a weakness in the western wall leading to the next room. While it is weaker than the rest of the surrounding brickwork it is still quite sturdy and will require a forceful impact to destroy it.


Jarrackt
Shaggypichu wrote:My Roll is a 18+2dex=20
From where i am i will move 20 ft foward.
Actually Kobolds move 30 ft regularly without bonuses or penalties and since you can carry up to 75 lbs. [(STRx10) 75% because of small size] and your equipment weight is nowhere near that (keep in mind all equipment for small characters weighs half as much as listed) you suffer no speed penalties.

So in short you can actually move 30 ft a round, rather than just 20 ft. That said I updated the map (Battle 6B) to show your current location after moving 20ft. Feel free to make another 10 ft.

Rhag'nuul

Spot: 14 + 1= 15

As you begin to walk towards the west you see a stone statue of an nude barbarian axe upheld high in the air mouth open in a silent bellow. The barbarian is set up to be staring at the west. You don't know why the statue is there but it is hard to completely overlook.
You resume your mission of scouting the southern entrance. You silently move ahead and look at the pool of dried blood... it seems to abruptly begin in the next room, as if the blood was cleaned with precision to not enter the room you are in, but was left so simply lay in the other room.
You gaze down the southern and look to the best of your ability without being seen by any monsters in the next room. You see that the next room that the blood continues down south reaching a bloodied stair case. The crimson stair case goes directly up to the ceiling of the room. From what you can make out of the rest of the room it seems oddly... empty.


Brauer Drudoc

Brim gives you a wee nod before scurrying off into the belly of the ship's cargo holds, wherever that may be.
Once Brim has headed off you begin talking to various members of the guild to see how they feel about the situation.
You first find Cid, who had forgotten to lock the door behind him as he began his latest experiment, with poor Byggvir given the task of handling some sort of bizarre wrist mounted contraption. It appears to be some sort of weapon. Byggvir struggles to lift his hand while the device easily weighs his hand down. Byggvir pulls a crank on the device, there is a sudden creak and a snapping of wood.
Cid swears and you get the impression that it didn't do whatever it was supposed to. Cid then notices you and poorly masks his disgust in asking "What do you want?"
You decide to get on Cid's good side by asking about his experiment. Normally, Cid would tell you to mind your own business, but you think today might be different. Your intuition pays off whenever Cid bold begins touting his own horn. "This here device will revolutionize warfare and make the guild house more powerful than the Red whips in military might!" "Maybe if it worked it would.", Byggvir grumbles in the background. Ignoring him Cid continues "My ingenious device is a marriage of the guild signature wrist mounted crossbow and the insidious Drow repeater crossbow. While my mere test subject here...", he indicates with wave of his hand dismissingly at the dwarf behind him, "... struggles to handle it, the guild's doom warrior shall have no problem what so ever putting such a device to use... Now I assume you didn't come to revel in my brilliance, so be out with it so I may return to my studies."
Having gained his favour, for better or worse, you ask about the any suspicions or rumours he might have. Cid walks past you and closes the door making it so it is just the three of you in the room. "I think it's quiet obvious who the culprit is. It's obviously Solomon Winter! The young upstart is probably working for the Sceptres house in an effort to sabotage the entire mission. He has the most to gain if this mission fails, since I wouldn't be surprised if a sceptres galleon was headed towards the island as we speak. And the cut throats we've been entrusted with. I bet they were Soloman's idea. Those brigands are probably going to try killing us off one by one if we get to close to the truth. But I'll be ready for them, I may not know magic, but I have plenty of spells at my disposal...", says Cid opening up a drawer with 5 wands.
After this discovery Cid scoots you out of the room and locks the door behind you. You then decide to talk to Soloman and get his suspicions on the culprit. When you arrive at Soloman's quarter's he is just finished sending off his raven Edgar with a note tied in the bird's talons. Soloman hears you enter and looks out the window. "I just sent Edgar off to inform the headmaster the change of fates. With any luck we'll still arrive on location as per usual. But hopefully when I get a response they can give me information on any students that we might have to keep an eye on."
You ask Soloman if he has any suspicions. Soloman sits down in his chair and looks at you, "Now, don't get me wrong I hate to judge a book by it's cover and I'll trust the guild's assessment of the members they choose to enroll. But between you and me I think it's the drowess. She's been acting suspiciously since she got on the ship. There is a possibility she may still be working for her overlords of the underdark in an effort to destabilize Morderhiem's magic research. But I'll wait and let time tell who the real culprit is."
You try to find the drowess' room but find it to be locked and even after knocking there is only silence as a reply.