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Arcturus2
Chris
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    The end of the line

    whit10
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    Post  whit10 Sun Jan 18, 2015 11:35 am

    Hearing JT's response, Louis runs for his life down the access tunnel. Gaspard shakes his head slightly.."eeh was always a bit of a coward. I am soldier, I will help you for freeing my mind" (he reloads his rifle with a full stripper clip).

    The dust has settled in the tunnel, you can see that it goes on for roughly 100'. There is only a pin-prick of light at the end.... as you get about 30' feet down the tunnel, JT's Trap Sense serves him well.. the next stone block on the floor is trapped!


    (Gaspard is directly behind JT, I tried to use a similar order from the last tunnel. Please let me know if you prefer to be in a different spot. JT's position marks the extend of "safe" passage)

    The end of the line Tunnel10
    Chris
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    Post  Chris Sun Jan 18, 2015 11:48 am

    JT holds a fist in the air to "stop" the party's advance. JT points to the floor tile in front of him. He carefully removes his tools and begins the delicate work of disarming the trap....

    Disable Device +15 + 3 vs traps (rogue)
    Roll(1d20)+18:
    14,+18
    Total:32
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    Post  whit10 Sun Jan 18, 2015 11:52 am

    lol.. I can't get a trap past you man... it's disarmed. To sort of speed this along, you can tell that the next 25' are trapped at 5' intervals (it appears to be a floor 'scythe' trap, a blade comes up and does bad things to people) you will have four more checks to make.
    Chris
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    Post  Chris Sun Jan 18, 2015 12:03 pm

    whit10 wrote:lol.. I can't get a trap past you man...  it's disarmed.  To sort of speed this along, you can tell that the next 25' are trapped at 5' intervals (it appears to be a floor 'scythe' trap, a blade comes up and does bad things to people)  you will have four more checks to make.

    LOL - that's the point of maxing out the skills, DD is also fairly forgiving, since I can miss by 5 and still reroll without exploding it

    ok, 4 checks

    Roll(1d20)+18:
    19,+18
    Total:37

    Roll(1d20)+18:
    10,+18
    Total:28

    Roll(1d20)+18:
    4,+18
    Total:22

    Roll(1d20)+18:
    12,+18
    Total:30
    whit10
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    Post  whit10 Sun Jan 18, 2015 12:10 pm

    ah! You missed the third one (but you can re-roll as you only missed it by 'that much') Very Happy

    Yeah, the traps Rules leave a bit to be desired as well. Oh well.
    Chris
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    Post  Chris Sun Jan 18, 2015 12:12 pm

    Roll(1d20)+18:
    1,+18
    Total:19

    cheers JT finally blew a roll lol!

    Reflex save vs traps 11+2 (traps)
    Roll(1d20)+13:
    17,+13
    Total:30
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    Post  whit10 Sun Jan 18, 2015 12:22 pm

    ah, ok then... you missed that one and it automatically resets... a blade springs forth, narrowly missing your leg (successful Reflex save)... everyone will have to negotiate that trap as it cannot be disabled.

    I'll still count your roll for the last one.

    Please tell me how each character plans to get past that trap (or just roll your Reflex save)
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    Post  whit10 Sun Jan 18, 2015 12:26 pm

    Gaspard, being a rather brave sort, will just follow you past the blade...

    Reflex Save:

    Roll(1d20)+9:
    15,+9
    Total:24

    He just makes it.
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    Post  Chris Sun Jan 18, 2015 1:07 pm

    whit10 wrote:ah, ok then... you missed that one and it automatically resets... a blade springs forth, narrowly missing your leg (successful Reflex save)... everyone will have to negotiate that trap as it cannot be disabled.


    JT will use his MW Climber kit, which includes

    These crampons, pitons, ropes, and other tools give you a +2 circumstance bonus on Climb checks.

    The end of the line Climbi10


    JT will climb up the wall

    Roll(1d20)+15:
    16,+15
    Total:31

    and hammer 2-3 pitons into the stone ceiling, as needed

    The end of the line Pitons10

    JT will tie a rope between the pitons of enough length to allow the rest of the party to pass over the 5ft tile using the rope like monkey bars.   JT will leave enough slack on either side so they can climb up a couple feet of rope to reach the rope ladder.
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    Post  whit10 Sun Jan 18, 2015 4:23 pm

    Can you give me a Knowledge Engineering check on that please, and then a general Craft check (it will have a rather low DC). I think that takes care of what you're trying to do.
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    Post  Chris Sun Jan 18, 2015 6:06 pm

    whit10 wrote:Can you give me a Knowledge Engineering check on that please, and then a general Craft check (it will have a rather low DC).  I think that takes care of what you're trying to do.

    scratch   HUH?

    ok, sure... even though it has nothing to do with Engineering or Crafting?  That is a basic climbing technique - read the Climbing skill in PF

    Make Your Own Handholds and Footholds: You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 5 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut handholds in an ice wall.

    This is something that the Climb skill specifically allows JT to do.  It should be a DC 15 for the others to cross it with the +2 from the MW Climbing Kit.  That is why I linked the contents of kit, JT has everything he needs already (no crafting)
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    Post  whit10 Sun Jan 18, 2015 6:32 pm

    ah, in that case (thought I had seen that somewhere but forgot where it was...) nevermind the checks.

    So everyone can make Climb checks or Reflex saves to try and get through that one trap.

    navyik
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    Post  navyik Sun Jan 18, 2015 11:04 pm

    Does it look like something CR can tumble through?
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    Post  whit10 Mon Jan 19, 2015 11:12 am

    Possibly but I'd like to keep it to a Climb check or Reflex check. You can't normally use Acrobatics to get around a trap. JT has provided an alternative route, hence the Climb check.
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    Post  Chris Mon Jan 19, 2015 12:08 pm

    navyik wrote:Does it look like something CR can tumble through?

    maybe not through.... but you have a good idea, what about OVER?

    if it is just a pressure plate on a 5 ft tile, would a simple Acrobatics (jump) check also work?

    DC is just 5, the distance to be jumped

    normally Acro doesn't get around traps, because you don't know they are there. is it any different than just jumping over a 5ft hole?
    Arcturus2
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    Post  Arcturus2 Mon Jan 19, 2015 12:46 pm

    JT was kind enough to hang a rope, so Elliot will happily climb over the trap.

    Climb check: 1d20 + 10 (13+10)=23
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    Post  whit10 Mon Jan 19, 2015 1:13 pm

    I would normally agree with Chris but, and I will need to review this to make sure, the Ninja has a very similar power to that which you have described. Light Steps allows you to do something like that but, in this case, I'd still argue that a Reflex save is the proper roll here... though JT has created an alternative.

    Elliot makes his Climb check
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    Post  navyik Mon Jan 19, 2015 7:30 pm

    Climb 13+6=19
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    Post  whit10 Mon Jan 19, 2015 7:54 pm

    CR III makes it over easily.

    Please see my post in the last thread (The Tomb). It is the only retcon I will allow, as it was a mistake on my part.
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    Post  MAS Mon Jan 19, 2015 10:37 pm

    The Colonel climbs as well -

    Result of the throw of dice "1d20 +5" :

    13 + 5 = 18

    Robyo
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    Post  Robyo Tue Jan 20, 2015 8:40 am

    Olivia REFLEX Save: 9 + 6 = 15
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    Post  whit10 Tue Jan 20, 2015 7:37 pm

    I will post the new stuff tonight... last encounter is coming
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    Post  whit10 Tue Jan 20, 2015 10:47 pm

    You are all past the traps... the tunnel ends in 20'.

    Perception checks please.



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    Post  Robyo Wed Jan 21, 2015 8:22 am

    Olivia's Perception check: 11 + 19 = 30  cheers

    Detect Magic
    Detect Undead

    (both spells are still in effect I think)
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    Post  MAS Wed Jan 21, 2015 9:04 am

    Perception

    Result of the throw of dice "1d20 +5" :

    12 + 5 = 17

    19 for unusual stonework
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    Post  whit10 Wed Jan 21, 2015 10:05 am

    Unless something has a duration of 'hours' then it's no longer functioning. You guys were in the other tomb for a while.
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    Post  Chris Wed Jan 21, 2015 1:21 pm

    perception
    Roll(1d20)+17:
    14,+17
    Total:31

    +3 traps
    +2 stone
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    Post  whit10 Wed Jan 21, 2015 1:39 pm

    Will update tonight... no time for it at work
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    Post  Robyo Wed Jan 21, 2015 4:57 pm

    whit10 wrote:Unless something has a duration of 'hours' then it's no longer functioning.  You guys were in the other tomb for a while.

    If we've been in there for hours, then Olivia would have taken a short rest. How many spells can she get back?
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    Post  whit10 Wed Jan 21, 2015 6:52 pm

    While I agree that there should be some sort of way to rest and get things back (and not have it take a full 8 hours rest)... I'm not changing a core rule mid-encounter. Not trying to be mean but it's going to have to be this way for now.

    You guys have only been in the tomb for maybe an hour or so. The spells in question were cast roughly 10 minutes ago. They would have run out by now. That was all I was trying to say.

    I will say this... the system for PF (D&D, etc.) has always been clear on how rest is done but it really does screw up casters. When I pick this campaign up again (which I had planned to) I will have some alternative rules that should alleviate this.

    For now, it's going to have to be by the rules.

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    Post  Robyo Wed Jan 21, 2015 8:21 pm

    The end of the line 5af1800dbd18b30ced7a98fd63f0fe1f411091a0da880f6bf4dcdd967cce8270

    10-4 DM! It's your game pirat
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    Post  whit10 Wed Jan 21, 2015 8:40 pm

    I agree with you... but this requires some thought. Chris has made the same point once or twice too.

    I promise that, when we pick this up again, I will have thought up a solution.
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    Post  MAS Wed Jan 21, 2015 8:59 pm

    There is a really good solution. Its called DnD 5e. Wink
    Seriously, The more I read/use it, the more I am convinced its the smoothest playing rule set out there. Pathfinder is the best version of 3.5 around but that is also its weakness, at heart it is still DnD 3.5.

    But pardon my derailment, back to our regularly scheduled program....


    Also - perfect meme ROB!
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    Post  Chris Wed Jan 21, 2015 9:25 pm

    MAS wrote:There is a really good solution. Its called DnD 5e. Wink
    Seriously, The more I read/use it, the more I am convinced its the smoothest playing rule set out there. Pathfinder is the best version of 3.5 around but that is also its weakness, at heart it is still DnD 3.5.

    But pardon my derailment, back to our regularly scheduled program....
    Also - perfect meme ROB!

    ShadowRun 4e is another great option (maybe not for fantasy, though it could be modified). There are no classes, no levels, no 'spells per day' or any of that nonsense. Cast as much as you can withstand the mental\physical strain (drain). Want low drain checks? cast lots of low powered (force) spells. Need to 'go ham' and nuke the enemy? cast at max force and feel the burn of physical damage drain, but you get the spell off!

    and to piggy back on Matt's comment.... PF is the best 3.5, which was the best 3.X (Radiance, modern, SW, etc), which was the best 2e, which was the best AD&D, which was the best 'red box' original D&D. It has improved over time, but all d20 is still, at its core just a 'better' version of basic D&D. Gygax had some serious hang-ups on class balance, magic, race and core mechanics. Most of those issues are still present in PF, if to a lesser extent.

    back to the tomb!

    whit10
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    Post  whit10 Wed Jan 21, 2015 10:01 pm

    Apparently, some people seemed to have missed my comment from long ago... This particular gamer wants nothing, and I mean NOTHING, to do with WoC anymore.  In my personal opinion, they torpedoed their credibility with 4th edition.  I don't care if there's a 5th.  I don't recognize either of them (just like I don't recognize the JJ Abrahms Star Trek monstrosities or any of the Highlander sequels).

    Shadowrun is a consideration but, as Chris is well aware, I'm not thrilled with it's system at the moment (it has just as many flaws IMO, just different ones).  It will be PF with a couple changes... unless you all don't want me to run this anymore after this encounter.  I won't take it personally, just let me know.

    moving on...

    Olivia and JT can hear faint chanting... (in Demotic Egyptian in anyone cares).... it grows as you get close to the end of the hall.

    If anyone has a standard action that they would like to take, now is the time  (Gaspard looks a bit worried and chambers a round into his rifle).
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    Post  MAS Wed Jan 21, 2015 10:20 pm

    whit10 wrote:Apparently, some people seemed to have missed my comment from long ago... This particular gamer wants nothing, and I mean NOTHING, to do with WoC anymore.  In my personal opinion, they torpedoed their credibility with 4th edition.  I don't care if there's a 5th.  I don't recognize either of them (just like I don't recognize the JJ Abrahms Star Trek monstrosities or any of the Highlander sequels).

    The end of the line 52e196e1_lighten_up_francis





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    Post  whit10 Wed Jan 21, 2015 10:24 pm

    Just stating a fact man... just stating a fact
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    Post  Chris Wed Jan 21, 2015 11:26 pm

    whit10 wrote:A

    Olivia and JT can hear faint chanting... (in Demotic Egyptian in anyone cares).... it grows as you get close to the end of the hall.

    If anyone has a standard action that they would like to take, now is the time  (Gaspard looks a bit worried and chambers a round into his rifle).

    I just need to sort out with Elliot who took what weapons. I suggested giving Elliot the machine gun with the flaming bullets, if JT could use the shocking sword, but it was never settled.

    JT could also fill just his active magazine with the same .45 rounds in his hvy pistol too.

    Settling this would determine what weapons JT is currently wielding.

    pop potions if you got 'em (JT has none)
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    Post  whit10 Wed Jan 21, 2015 11:49 pm

    by all means, get that figured... I'm basically pausing everything here for a sec.
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    Post  MAS Thu Jan 22, 2015 6:59 pm

    Ready, no actions needed.
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    Post  whit10 Thu Jan 22, 2015 10:36 pm

    ok then... I'll give it till tomorrow night at the latest (whenever I get home from work/happy hour) and post the final encounter Twisted Evil

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    Post  navyik Thu Jan 22, 2015 10:46 pm

    So... You will, Josh, refuse to see the new starwars films coming out?
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    Post  whit10 Thu Jan 22, 2015 11:00 pm

    No. I will give them a chance. Robert "I'm an untalented hack" Orci won't be writing it so no issues... Abrahms only gets some of my nerd hate for his ST movies... the writers get more of it. lol
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    Post  Chris Thu Jan 22, 2015 11:59 pm

    if we don't hear from Dan, I will suggest the following gear distribution

    JT takes 1 clip of flaming rounds for his hvy .45 pistol
    Elliot takes the machine gun with the rest of the flaming rounds, as he is primarily a shooter
    JT takes the shocking sword for melee

    if Dan logs in, then I am happy to do whatever he wants too, but if he doesn't then we have a plan to proceed

    JT will be armed with the sword in 1 hand and his hvy pistol in the other.

    JT will begin combat in stealth
    Roll(1d20)+13:
    7,+13
    Total:20
    +2 vs undead
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    Post  MAS Fri Jan 23, 2015 8:41 pm

    Sounds good, I am as armed as I need to be.
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    Post  whit10 Fri Jan 23, 2015 11:50 pm

    Ok... (Dan can chime in with something if it's really important)

    As you near the entrance, the chanting gets louder... though you can now hear clearly "defend your King!"

    You enter the last great chamber of this tomb and you see three decaying mummies finishing pulling themselves out of their cracked and broken tombs.  Two figures (with a dead, rather familiar Frenchman at their feet)  look up at you... one you know as Anak Shep-Sut.  The other is the Pharaoh Thutmose III.  He looks at you with glowing red eyes and fangs dripping blood... it almost looks as though he is still regaining strength.  He holds a wicked looking Khopesh sword in his hands.  The room itself is similar to the last one, except that you can see everything that is in the room.


    In front of you is another ramp that descends about 20'.  There is a small shaft on the ceiling (air vent, access tunnel?) and I have marked where a small amount of moonlight is coming in...

    I placed everyone in accordance to the last comments about position.

    The end of the line Thutmo10

    INITIATIVE!!!
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    Post  Chris Sat Jan 24, 2015 12:02 am

    Initiative
    Roll(1d20)+5:
    19,+5
    Total:24

    JT whispers, "Anyone know if the moonlight is significant.... reflected sunlight maybe?"
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    Post  navyik Sat Jan 24, 2015 8:32 pm

    Initiative 8+4=12 for CR3
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    Post  MAS Sat Jan 24, 2015 10:24 pm

    Chris wrote:Initiative
    Roll(1d20)+5:
    19,+5
    Total:24

    JT whispers, "Anyone know if the moonlight is significant.... reflected sunlight maybe?"

    GM - would a skill check have to occur on my action count at this point? I'd like to roll a know arcana/relegion to attempt an answer to JT's question.







    CJC intiative:
    Result of the throw of dice "1d20 +7" :

    5 + 7 = 12
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    Post  whit10 Sat Jan 24, 2015 11:13 pm

    Go ahead and make the skill check.

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