[Gaming] D&D Jay's Game - She's Dead Jim

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rathkor

Well, it is a test, if i finish early enough, i may be able to play. so assume i won't be there, but there is a tiny chance i might still be. plus i can take my laptop and try to log on late from campus, if possible.
 

doomdragon6

Staff member
Even though it made Falagar look amazing, I did wanna give some feedback on the skill challenge--

I did not agree with this one at all. This wasn't a, "If you don't convince the goblins, you can't pass," this was a, "If you can't, you die."

You said yourself you thought it would take about 15 minutes and we'd be done, but instead it was about an hour of the closest we've all come to death. Why? Because there were only 2 skills-- maybe one-- that actually got anything done. All we found was Thievery-- I have no idea what your other method was.

So all 5 of us, fucking with this chain that we had to perceive to begin with, either making it better or worse, was our only chance for survival. It was very little RP (unlike where we had to chase the guy down), it was "Roll Thievery. Did I roll high enough? No? Fuck." "Roll Thievery. Make the number? Nope." "Roll Thievery. High enough? Oh! I got one!" "Roll Thievery. Oh, I rolled so low I reset it. We're dying soon."

I just don't really agree with it. I understand we need to disarm traps to avoid perils, but to make a skill challenge basically "roll thievery over and over and see if you get out" doesn't seem right.

I'm not sure what I'd do differently, but I just thought I'd let you know.

Maybe more skills being helpful, or maybe making it more like a puzzle than a random rolling game. For example, draw out the levers, and we can figure out what we're doing, as opposed to "rolling and see if our characters gets it".

Just my 18 cents.
 
There was more than one way out of the room :

- Small levers attached to rusted chains hidden in the muck inside the room. Hard DC.
- A small trap door on the roof that led the group to another part of the dungeon. Easy DC.
- The possibility to jam the walls from being able to come in and crush the group. Normal DC.

What the group resorted to was :

- Failing almost collectively the first turn miserably setting an amusing panic as the walls start closing in very quickly.
- Everyone trying to do the same thing when quite frankly they aren't built to do that specific thing thus not aiding their cause.
- A lot of hesitation in their turns forcing me to adapt the skill challenge to rear the group to make logical choices for their characters.

What I learned was :

- Different skill challenges will appeal to different characters, especially those who limited their skills to specific functions.
- Thievery is an important skill to have and will continue to use things like it to cause a lot of anguish for the group due to it causing encounters to be harder and impede them from getting treasure caches.
- People panic... quickly and it amuses me. :)

Overall :

- You guys need to look at everyone character sheet and figure out the balance of the group. No one trained in thievery? That's fine. Expect things to be a LOT harder because of it. Your +1 or +3 won't help you much if I set things at DCs at 20 or 25. As a classic type of gamer, I don't like the concept of fighters being able to lockpick complex locks without the help of a lockpick. In fact, I may even incorporate a rule that to pick a lock, you need to pick it with something. A locking kit would be ideal. A bonus to thievery and roleplaying. I like.

- In skill challenges (read up on it when you have a chance) you'll have primary skill checks and secondary ones. Being able to notice chains in the group won't really help you out of the room but will allow you and your team to come up with an answer. Figuring how to work them can be a multitude of skills, such as knowledge, insight or thievery. Other characters could perform their turns in a variety of ways. Finding other ways out of the room, finding ways to slow down the progress of the walls. Every character needs to use their strengths. A bunch of people doing a Falagar sandwich trying to fumble with chains and levers having them snap in their hands?

I call that entertainment.
 
Thanks Darryl!

Once the loot has been given out, kindly resend me your character sheet by Wednesday, I'd like to keep track on who's got what. Thank you.

This week's session will be epic.
Added at: 10:08
Thanks Darryl!

Once the loot has been given out, kindly resend me your character sheet by Wednesday, I'd like to keep track on who's got what. Thank you.

This week's session will be epic.
 
Thanks Darryl!

Once the loot has been given out, kindly resend me your character sheet by Wednesday, I'd like to keep track on who's got what. Thank you.

This week's session will be epic.
 
Thanks Darryl!

Once the loot has been given out, kindly resend me your character sheet by Wednesday, I'd like to keep track on who's got what. Thank you.

This week's session will be epic.
 
My Item Suggestions

Boots of Jaunting (minor: teleport one square) Falagar
Gauntlets of Blood (+2 DMG to bloodied foes) Helga or Sylvaria, though Doom makes a good point about his no misses
Gravespawn Potion I kinda want this one, if no one else wants it. Please tell me if no one does so I can add it to inventory.
Goodnight Tincture (can be dissolved in food/drink and knock someone unconscious) We'll end up making Falagar use it eventually anyway.
Potion of Mimicry (spend surge, gain no HP, but as an illusion, take on the guise of a humanoid creature, speech mimics, lasts 5 minutes or until dismissed; gain +5 Bluff to pass as this creature) Again, We'll end up making Falagar use it eventually anyway.
Lifesaving Broach (+1 to Fort, Reflex, Will; allies gain +5 to Heal checks to aid wearer)(possible claim by Tyrdin) I almost demand it be Tyrdin
Hedgewizard's Gloves (wearer can do Mage Hand, Presdigitation as at-wills)(stuck to Falagar's hands) well, I don't think we get a choice in this one. lol
Added at: 02:47
also Gusto, I'll get a summarry posted soon.
Reposting this from previous page so people can see all the items and what Rathkor thinks of them.

Julie and Gusto aren't interested in the items offered. So it seems Tyrdin will get the Lifesaving Broach, Rathkor will get the Gravespawn Potion, and Falagar gets everything else.

EDIT: Updated character sheet sent.
 
As far as magic items go I'd much rather have people find uses for it rather than selling it.

Even if you remotely think it may help you out somehow, someday you should be holding onto the items I have provided for the party for just that. More importantly NEVER take into consideration of what the item claims it's value is because I'll honestly state, it's worth far less than what is written.

Lastly, not every special item written in the manual will be available in game. After all, you can't expect to walk into any town and find that "special item" you're looking for and the prices written in the book. (some stores are far more expensive this far north) However, you can always ask what they on special, you'll never know...
 

doomdragon6

Staff member
Also, a Falagar Retrain!

I guess I'll go ahead and take the Thievery retrain.

RP Reasons: Falagar hasn't gotten to do much fast talking recently, and he was never much good at it anyway. Now that he feels he is surrounded by idiots, he can feel his glib tongue slipping away. However, as the shmucks are too afraid to handle anything themselves, they constantly make Falagar do all the potentially dangerous dirty work. As such, he has gained some insight into the workings of traps and mechanisms. Combined with the stories he's heard about them, he has obtained a rough understanding of the trade.

Falagar : Diplomacy ---> Thievery
 

doomdragon6

Staff member
This new character builder is making it unbelievably difficult to house-rule things to allow stuff. (like Falagar's new gloves)

Also, I'm going to -haaaattte- keeping up with whether a target is bloodied or not.
 
Between you and Rathkor's dragonborn racial, we should start marking bloodied status on the pogs of our enemies. I think Tyrdin gets some kind of racial bonus against bloodied enemies too.
 
Honestly, Doom, I'm supposed to get +1 to my Attack Rolls against Bloodied targets, which should be a +3 with the racial benefit Jay gave me for the day.

And I've not kept track at all. :/ It's not something people tend to think about. That said, most of my misses have been rolls of 2-5, so it probably wouldn't have made a huge difference.
 

doomdragon6

Staff member
We all are. Unfortunately, we're dedicated to RP and Tyrdin will not take a rest until he finds his mother.

So it's kind of fun. You know, knowing we will die before too long.
Added at: 03:26
While it's not as fancy as something Rathy might do, here's a brief summary:

Everyone panics in the encircling-wall trap, and finally someone notices chains in the mud. We fumble with those forever, slowly figuring out how to work the mechanism as the walls come closer. Tyrdin, also fumbling with the chains, manages to break one, severely hindering our progress. The walls close in so that there is only room for the 5 of us, maaaaaybe we could survive if we clambered on top of each other.

Falagar, knowing that the end is nigh, realizes that the thing he wants most in this world is a way out, so he pulls out the Rod of Folly. Everyone in the room sees a chain with a hook. Having a spark of hope, he instantly knows what to do with it and starts working the mechanism until it backs off. Unfortunately, Falagar's feeble mind can't ward off the item's curse, and he laughs a madman's laugh all throughout this. As the group is shaking off this encounter, Falagar feels the effects of the rod slowly wear off, but not before it makes him decide to turn his robes red. (Note: Falagar's robes are now "permanently*" red!) (*About as permanent as the purple, meaning it may change!)

The group carries on and finds a well, at the bottom of which they see a chest. Tyrdin wants nothing to do with it as he wants to find his mother, but Falagar pipes up, "Well.. maybe your mother is in that chest?" This angers Tyrdin, but the seed of doubt is planted, and he consents to getting the chest. Helga lowers Falagar down so that he can tie the rope around the chest. Helga pulls him and the chest back up expertly, but not before the group is attacked by ghoulish undead creatures.

They fight, Tyrdin goes down again, healing surges are used, Tyrdin is .2 inches from dying forever as always. I pop my healing potion into his mouth to revive him.

We open the chest to find the items we listed.

Falagar appears to be the only one who could use the Hedge Wizard's Gloves, which were colored green and orange. Deciding to put them on, they "absorbed" into his hands and colored them, with no discernable way to remove the gloves. (Note: They are +1 to attacks, but I can no longer use Mage Hand or Prestidigitation.)

And I think that's where we left off.
 
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rathkor

sorry about the lack of summary this week. i thought i might get it done, but i have been fighting of a sore throat and studying for tests, which i have one EVERY day this week somehow. yay college.
 
Thanks Doom. Sounds like a harrowing escape. It also sounds like an ingenious solution!

Is the hands of orange and green a veiled reference to the colours and salute of the Miami Hurricanes!?



Who can say!?
 
Still waiting on a summary.

Is the day REALLY still not over? I've got to be out of surges by now.
Do you really want to perform an extended rest inside this place? Really?

I think I got a lich encounter somewhere... mmm....
 
Helga can do what she wants; only death will stop Tyrdin.


...And almost has multiple times.

BTW, I know you guys want me to have that Broach for Heal checks, but since I have zero surges at this point, I don't think it's going to do any good. We'd better hope the remainder of this is really easy.
 
We'd better hope that anyway. Only death will stop Tyrdin and only Tyrdin could stop Helga.

The silver lining is I might get to play my Leader character sooner than I thought! :)
 
R

rathkor

We could always restrain Tyrdin and force him to rest. just saying, we've got the big box. lol
 
R

rathkor

Thats odd, it wont let me select my macros as a file to upload. like, then i click "upload file" and i click on the folder its in, it doesnt show up.
 
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