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navyik
MAS
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    The Tomb

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    Post  MAS Sun Dec 07, 2014 3:01 pm

    I saw the statement "Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object." and assumed it was a simple skill check, because it doesn't say a spell must be cast.

    I do now see the "This skill is also used to identify the properties of magic items in your possession through the use of spells such as detect magic and identify", so I understand your point.

    I don't want to burn a spell slot on every item, so if you are saying that it requires the spell to be cast, I pass on the opportunity.


    Last edited by MAS on Sun Dec 07, 2014 3:07 pm; edited 1 time in total
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    Post  whit10 Sun Dec 07, 2014 3:01 pm

    For now, JT sees nothing.

    CRC (with some help from Olivia?) can spend his time identifying items
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    Post  whit10 Sun Dec 07, 2014 3:04 pm

    It's only 'making mountains out of mole-hills' if you don't want to try and used the items now. If you do, I'd say it's a valuable use of time (you don't have to cast the spell, I'm bending things a bit on that one) just make the skill checks
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    Post  MAS Sun Dec 07, 2014 3:09 pm

    whit10 wrote:It's only 'making mountains out of mole-hills' if you don't want to try and used the items now.  If you do, I'd say it's a valuable use of time (you don't have to cast the spell, I'm bending things a bit on that one)  just make the skill checks

    So, I gave you a roll at the beginning - you want one additional roll per item?
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    Post  whit10 Sun Dec 07, 2014 3:36 pm

    sorry, I wasn't clear.

    Yes please, roll per item
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    Post  MAS Sun Dec 07, 2014 3:47 pm

    Spellcraft, Scroll-

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

    16 + 7 = 23

    Spellcraft, Sword

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

    13 + 7 = 20

    Spellcraft, Ring

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

    14 + 7 = 21

    Spellcraft, Headband

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

    10 + 7 = 17

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    Post  whit10 Sun Dec 07, 2014 4:17 pm

    Actually, I am at fault here and you need to re-roll for all items (since I wasn't specific).

    We'll cut to the chase, they're all magical.

    you have a scroll, a sword, a headband, a ring and a bunch of items buried with the former zombies... worth about 3500 pounds (the gold, items and stuff).

    Please go ahead and roll per item (they have different DCs, actually).. my bad, sorry about that.

    you can also just assign the rolls that you made to each item if you wish
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    Post  MAS Sun Dec 07, 2014 4:27 pm

    whit10 wrote:Actually, I am at fault here and you need to re-roll for all items (since I wasn't specific).

    We'll cut to the chase, they're all magical.

    you have a scroll, a sword, a headband, a ring and a bunch of items buried with the former zombies... worth about 3500 pounds (the gold, items and stuff).

    Please go ahead and roll per item (they have different DCs, actually)..  my bad, sorry about that.

    you can also just assign the rolls that you made to each item if you wish

    lol ! I did that, everything above says "Spellcraft, X".
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    Post  whit10 Sun Dec 07, 2014 5:35 pm

    lol... oops.

    Scroll: Consecrate, Desecrate, Detect Magic, Protection from Energy (3rd level)

    Headband:  Headband of Ki Focus

    Ring: you're sure it helps arcane casters somehow but you're not certain just how.

    The sword is magical, no doubt about it


    The party just needs to let me know what the next move is (and any divvying of loot)


    Last edited by whit10 on Sun Dec 07, 2014 8:22 pm; edited 1 time in total
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    Post  Robyo Sun Dec 07, 2014 7:13 pm

    Dibs on the ring.
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    Post  Chris Sun Dec 07, 2014 8:00 pm

    whit10 wrote:lol... oops.

    Scroll: Consecrate, Desecrate, Detect Magic, Protection from Energy (3rd level)

    Headband:  Headband of Ki Focus

    Ring: you're sure it helps arcane casters somehow but you're certain just how.

    The sword is magical, no doubt about it

    GM - since this was SUCH an issue last time, please give us the value of each item individually in gp, since this party wants to divide everything by gp value and not class\need.  thanks

    seems like CR3 should get the Headband of Ki

    Matt, you certainly don't need to spend a spell per item.  I am not sure where you got that idea from?  scratch

    Detect Magic has a duration of 1 min\level. 1 rd = 6 seconds, 10 rds = min.  1 cast is more than enough time (at 6s-18s per item) to look at a whole mountain of treasure.

    Identify lasts 3rds\lvl and only requires 1 rd per item, so again, plenty of time for multiple items with 1 spell
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    Post  whit10 Sun Dec 07, 2014 8:30 pm

    I will only give the value for the identified items at this point. I have no problem noting it but this shouldn't really be necessary as all of the books and values are online. I haven't put a special object in yet. I will give the gp value for the other items later.

    the Scroll - 400 gp
    Headband - 5400 gp

    the other items are various artifacts (mundane) and items of value made from silver, gold, alabaster, etc. that are in the tombs. the full sum is worth 3500, divide it as you wish (you could keep, sell, or turn in for a reward, I'm not going to be picky)
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    Post  MAS Mon Dec 08, 2014 12:55 pm

    The scroll - looks like divine magic to me. Any one else want it? If not, the Colonel will keep it handy.
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    Post  Arcturus2 Mon Dec 08, 2014 1:28 pm

    Elliot learned better than to ask for any loot last time, but he's willing to carry the weight of the loot if need be. He's wiry but strong, and has plenty of room in his pack.
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    Post  Chris Mon Dec 08, 2014 1:30 pm

    Arcturus2 wrote:Elliot learned better than to ask for any loot last time, but he's willing to carry the weight of the loot if need be. He's wiry but strong, and has plenty of room in his pack.

    lol! JT has a magical melee wpn, so Elliot can have the sword if he wants it.
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    Post  Arcturus2 Mon Dec 08, 2014 2:20 pm

    Lol, Elliot also has a holy melee weapon, so he doesn't really need anything... but he's happy to be the pack mule, unless someone else can top his 14 STR..

    if nobody objects,  he'll gather all the small valuable loot into a bundle and stow it in his pack.

    He also reloads his pistol.

    "I'm sure our new friend Rashid could be persuaded to 'fence' some of these items for us..."


    Last edited by Arcturus2 on Mon Dec 08, 2014 2:22 pm; edited 1 time in total
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    Post  whit10 Mon Dec 08, 2014 2:20 pm

    ok, so, are you proceeding forward?
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    Post  Arcturus2 Mon Dec 08, 2014 2:26 pm

    Elliot is ready, unless we plan on 'releasing' Olivia's zombies from the horrid curse of undeath..

    He takes up his customary position on JT's six o'clock.
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    Post  Chris Mon Dec 08, 2014 2:45 pm

    "right then! let's git moving"

    JT will proceed down the new hallway at his usual cautious pace....

    checking for traps and moving in stealth each turn, just taking 10 for both each turn unless you tell me differently. I just figure this can speed up the pace a bit

    Perception
    27
    29 for just stone (like secret doors)
    31 for traps

    Stealth
    23
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    Post  MAS Mon Dec 08, 2014 4:51 pm

    "Right, then." agrees the Colonel as he takes position at the rear of the column. His hound slips into his customary spot 10 ft behind him.
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    Post  whit10 Mon Dec 08, 2014 5:58 pm

    Ok, you enter another tunnel that is very long and about 5' wide. From what you can see, there are more hieroglyphs on the walls and a torch mount ever ten feet on each side of the tunnel. This one is far more finished than the other were.

    I will post a map tonight.

    Are you checking for traps every 5' again JT?
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    Post  Chris Mon Dec 08, 2014 6:03 pm

    whit10 wrote:
    Are you checking for traps every 5' again JT?

    Chris wrote:"right then! let's git moving"

    JT will proceed down the new hallway at his usual cautious pace....

    checking for traps and moving in stealth each turn, just taking 10 for both each turn unless you tell me differently. I just figure this can speed up the pace a bit

    Perception
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    29 for just stone (like secret doors)
    31 for traps

    Stealth
    23
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    Post  whit10 Mon Dec 08, 2014 6:46 pm

    ah, sorry, you find nothing through the first 60' of hallway. You find a new nasty little trap at the end. I will also need a perception check (a separate one)
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    Post  Chris Mon Dec 08, 2014 6:51 pm

    whit10 wrote:ah, sorry, you find nothing through the first 60' of hallway.  You find a new nasty little trap at the end.  I will also need a perception check (a separate one)

    new perception
    Result of the throw of dice "1d20 +17" :

    8 + 17 = 25
    27 stone or undead
    30 traps

    DD on the trap
    Result of the throw of dice "1d20 +18" :

    2 + 18 = 20

    affraid and the luck runs out....
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    Post  Robyo Mon Dec 08, 2014 6:58 pm

    "If you're unsure the trap is disabled, I'll let one of the zombies move ahead to investigate. Just let me know."
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    Post  Chris Mon Dec 08, 2014 7:02 pm

    Robyo wrote:"If you're unsure the trap is disabled, I'll let one of the zombies move ahead to investigate. Just let me know."

    assuming it doesn't blow up in my face, I will take you up on that offer
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    Post  Robyo Mon Dec 08, 2014 7:12 pm

    "You there, tomb dweller," Olivia points to one of her dominated zombies. "Walk up ahead and see what's up there."
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    Post  whit10 Mon Dec 08, 2014 8:19 pm

    lol... so it's 'juicy' to the rescue eh?

    ... your 'volunteer' shambles up past you as he gets to the last 20'.  Although you (JT) think that you disabled the trap... you are quickly dissuaded of this as the zombie steps onto the second floor panel and he is shot through with electricity... (it occurs to you that, since they wouldn't have had electricity in ancient Egypt, that this is probably a magical trap).

    (not a zombie, but I like this picture)

    The Tomb - Page 8 12816510

    When the zombie goes up (and he pretty much just jiggles for a few seconds and then drops in a smoldering heap... I will allow a Reflex save to avoid the shocking bit and hte disease burst that would normally accompany these guys being taken out)  you hear a scream of anguish come from the room ahead... you actually thought that you could hear hushed voices coming from there as the zombie shambled forward.

    Everyone may have one full action and then I need new initiative rolls please.

    I'm going to post the new map after initiative rolls are made, for now, just imagine an 80' tunnel leading to a larger room that has just a hint of light coming from it.
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    Post  Robyo Mon Dec 08, 2014 8:57 pm

    Olivia,
    Reflex: 10 + 6 = 16

    As her pre-combat action, Olivia summons an eagle to fight for her.

    Initiative: 18 + 4 = 22

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    Post  whit10 Mon Dec 08, 2014 9:54 pm

    Clarification: I only need a Reflex save from JT.. everyone else is out of range
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    Post  Chris Mon Dec 08, 2014 11:12 pm

    Reflex
    Roll(1d20)+11:
    13,+11
    Total:24

    26 vs traps
    28 if poison, spell, SLA
    30 if both (magical trap)

    with Evasion

    initiative
    Roll(1d20)+5:
    13,+5
    Total:18

    I would like to see the map, with all our placements, before I declare my deployment action.  Probably just ready a pistol shot on anything coming into view, but not 100% sure.

    JT pauses in thought at the scream that seems linked to the death of the zombie (nice picture!) "Olivia, perhaps we should try to protect our 1 remaining 'friend'.  Something seems to get distressed at their destruction."
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    Post  whit10 Mon Dec 08, 2014 11:51 pm

    you make your saves JT.. the map is coming when everyone rolls initiative.  I will have everyone where they should be based on last declarations (which I am still waiting for from a few)

    And, since I just now noticed that you missed the roll by more than 5, it should have gone off earlier (though you would not have taken damage as you made your save and have Evasion).  However, you did also notice now that the trap is 'sprung', you can move through safely (dammit, traps are too easy, lol, there's no reset on this one and it's a damned CR 8!)

    If it really matters, we can say that you still have two zombies with you.

    Actually, you could all help me out by confirming something... since it's a 5' wide hallway (single file order through it), I have the order as: JT, Elliot, CRIII, Olivia (and Eagle), then the Colonel at the rear with doggie 10' behind.

    Is that fine for order in the hallway leading to the larger room?
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    Post  whit10 Tue Dec 09, 2014 12:02 am

    ...and for what it's worth, since you have all that underground Knowledge, you have probably dropped another 50' in depth. You figure you have descended at least 100' down so far, maybe 10' more
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    Post  Chris Tue Dec 09, 2014 12:06 am

    I think your order is correct, but we all have a full action, so people might move. That is part of why I want to see the map BEFORE I use my action. I want to see the archway, distance to the room, etc etc.

    I know you are just trying to save yourself from the 2 minutes of having to update the map, but we might all move after we see the map anyways. It sounds like we are 60ft down an 80ft hallway, which would mean we are only 20ft to the doorway.

    JT could move and at least get his eyes inside the room, if not shoot at a target (theoretically) with surprise, while they are flatfooted
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    Post  whit10 Tue Dec 09, 2014 12:12 am

    The Tomb - Page 8 Anak_s11

    good enough?

    you can make out movement beyond the blackness but it's hard to tell in the light at the moment (even with your Darkvision)


    Last edited by whit10 on Tue Dec 09, 2014 12:18 am; edited 1 time in total
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    Post  whit10 Tue Dec 09, 2014 12:13 am

    The room looks massive, held up by large statues (you think you see two more directly in front of you, about 80' away.

    you are just due east of 2107 (the map won't fit everything)

    Everyone will enter from that space, then down the last 10' of tunnel, assuming that's what you all end up doing.
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    Post  Chris Tue Dec 09, 2014 12:27 am

    whit10 wrote:
    good enough?

    you can make out movement beyond the blackness but it's hard to tell in the light at the moment (even with your Darkvision)



    has JT cleared the remaining path to the door or could there still be traps?
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    Post  whit10 Tue Dec 09, 2014 12:40 am

    no traps that you detect
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    Post  whit10 Tue Dec 09, 2014 12:41 am

    you can hear voices but they sound strange.. garbled... another language? You're too far away
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    Post  Chris Tue Dec 09, 2014 10:52 am

    whit10 wrote:
    you can make out movement beyond the blackness but it's hard to tell in the light at the moment (even with your Darkvision)

    whit10 wrote:you can hear voices but they sound strange.. garbled... another language?  You're too far away

    JT motions to the room ahead. He mimics pulling a blanket over his head, then down in front of his face to indicate a shroud of darkness ahead. JT points to his own ears and eyes, while shaking his head back and forth as if to say his senses are not working correctly. JT puts his wrists together with his palms facing upwards, his fingers splayed open like a venus fly trap. He quickly snaps his hands together like a trap-jaw to conclude his threat assessment of the upcoming chamber.

    JT looks inquiringly at Olivia's 2 friends as if to suggest the party follows them into the room. JT is open to other ideas....
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    Post  MAS Tue Dec 09, 2014 1:07 pm

    "Send in those corpse creatures, and see what develops" suggests the Colonel in a hushed whisper.....
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    Post  Robyo Tue Dec 09, 2014 4:30 pm

    "Send in the zombies," Olivia says with a straight face.

    Actually, she would send them in one at a time, testing for traps or ambush.

    GM, can she send one during our free pre-combat action?
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    Post  whit10 Tue Dec 09, 2014 5:56 pm

    you can order him down the hallway... normal movement will still apply.
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    Post  Robyo Wed Dec 10, 2014 8:47 am

    whit10 wrote:you can order him down the hallway... normal movement will still apply.

    She sends the first one down the hallway.
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    Post  whit10 Wed Dec 10, 2014 11:17 am

    ok, still waiting on CR III, the Colonel and Elliot for initiative rolls and partial action (one standard).

    the zombie is moving down the hall towards JT and the larger room
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    Post  Chris Wed Dec 10, 2014 11:36 am

    whit10 wrote:
    Everyone may have one full action and then I need new initiative rolls please.

    whit10 wrote:ok, still waiting on CR III, the Colonel and Elliot for initiative rolls and partial action (one standard).

    the zombie is moving down the hall towards JT and the larger room

    which is it?

    Olivia got to cast summon monster (1 full round) for her action
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    Post  whit10 Wed Dec 10, 2014 12:11 pm

    hmm, good point. Olivia can order the zombie to move down the hallway but it will have to wait for actual initiative order to do so. Speaking is always a free action
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    Post  Chris Wed Dec 10, 2014 12:44 pm

    whit10 wrote:hmm, good point.  Olivia can order the zombie to move down the hallway but it will have to wait for actual initiative order to do so.  Speaking is always a free action

    huh?

    if speaking is free, then Olivia could speak to the zombie and cast the spell, right?

    and you didn't answer the question - do we get the previously stated full round action or now just a partial?

    sorry to pester the GM, but since no one else is posting\playing, this is the only game for the moment Twisted Evil

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    Post  whit10 Wed Dec 10, 2014 12:55 pm

    Speaking is always a free action as per the rules.

    1 Standard action, if I said otherwise, I apologize for the confusion.

    ...and yes, you could talk and cast a spell (no movement though)
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    Post  Chris Wed Dec 10, 2014 1:20 pm

    whit10 wrote:Speaking is always a free action as per the rules.

    1 Standard action, if I said otherwise, I apologize for the confusion.

    ...and yes, you could talk and cast a spell (no movement though)

    unless it is a summon monster spell, they have a casting time of 1 full round. remember? the summoned creature does not come into existence until the start of the following turn. I assume Rob chose that spell b\c you initially said we had a "full action".

    I don't care if he has his summoned birdie, I was just confused by the 2 different statements of available time\action and wanted to clear it up since only 1\5 of us have actually declared what we are doing.

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