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GAL Q 10: Scents and Sensibility
Posted: Sat Aug 15, 2015 8:25 am
by ChuckDaRighteous
The five Goblins set out together in seek of the Spider cave. After quite a bit of travel, they reach the mountain. As they get close to the opening to the cave 2 spiders crawl out to greet them, a nasty hissing noise emanating from their mouths. They do not sound too friendly. As they Approach the goblins hear the same noise echoed behind them and turn to see 2 more spiders closing in from behind. They are surrounded and there will be a fight.
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Since GMs all work differently I enlighten you on to how IÔÇÖm running things for my game so there is no confusion:
Each attack is calculated separately against defense. So if two of you did 5atk against 4 def, it would be (5 - 4 & 5 ÔÇô 4), not (5 + 5 -4)
Rather than complicated turn orders, it is All Players, then everything else, rinse, and repeat
IÔÇÖd like to try to get updates out about every 24 hours, but IÔÇÖll give at least 48 to wait for people if necessary. With maybe a little more time on weekends if people need it. If there is a lot of RP/discussion/etc I will hold off longer. If you miss an update IÔÇÖll autopilot you, but your actions will pretty much only be go with the group/keep attacking/etc (basic stuff).
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Name: Tells Bad Jokes
Color:#804000
Gender: Male
HP: 5/5
Def: 2 (+1 vs animals)
Atk: 2 (3 in water)
Special: Mudhoney curse - if he drinks or touches mudhoney he will turn into a badger until the curse is removed.
Face: Crystal Mask (stealth bonus in natural environments)
Body: Leather Armor (+1def)
Back: Druids Cloak (+1 def vs animals)
Rings: Ring of sanctuary (If you haven't attacked in a current combat, you have a 50% chance to avoid enemy aggression as long as other opponents are available)
Both Hands: Harpoon (2H, +1 atk, additional +1 atkif attacking something in the water)
- Backpack
- 50ft Rope
- pen and ink
- biscuits
- water flask
- dagger (+1 att)
- 2 alchemist fire bottles.(1 use only +4 Attack)
- Red Sphere Ioun Stone (+2 Dex)
- Torch
- Satchel
*Special note: BCotB (note to myself, I know what it means)
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Name: Laughs Creepily
Color:#004040
Gender: Male
HP: 5/5
Def: 3
Atk: 4
Face: Fake Beard
Head/Body/Legs/Feet: Ninja outfit (+2 def)
Neck: Preserved Human Ear Necklace
Both Hands: Lance of Terror (+3 ATT, 2H. A lance of such terrifying appearance it cannot be looked at without causing all those around to quake in fear of the bearer. This lance is intimidating and may cause weaker enemies to flee.)
- Healing Salve (+2d3 Hp)
- Samurai Sword (2H, +3 Attack) (on loan)
- 2x Throwing Axe
- Healing Salve (+2d3 Hp)
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Name: Forges for Food
Color:#FFFF00
Highlight: #000000
Gender: Male
HP: 6/6
Def: 4
Atk: 3
Head: Circlet of Accuracy (improved accuracy with ranged weapons)
Body: Leather Jerkin (+1 Def)
Back: A sharp looking Man-purse (backpack)
Rings: Gold Ruby Ring (minor fire resistance)
Main Hand: Mace (1h, +2 atk)
Off Hand: Iron shield (+2 def)
- Rope
- Human bones
- Preserved Human Ear Necklace
- 1 healing potion
- 2 important looking letters
- Black Wand of Mischievous Consequences (Chance for victim to temporarily become: blind, deaf, silenced, confused, asleep, berserk, etc. Effects last 1d2 turns.
- 2 books of Evil Badness
- Damaged Trap Tool Kit
- Torch
- 3 Elixir of Brittleskin (-3 Def on a hit, -1 on a splash/save, -1 Def permanently if crit)
- Potion of Recovery,
- Human finger bone with two amethysts (Description can be found HERE)
- Elixir of Healing (recovers 1d6+3 HP)
- 2 Bandages (Heals 2-3 HP)
- Bone dice
- Satchel
- Mouse ChefÔÇÖs Grand Restorative Potion of some sort that should be decent
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Name: Walks With The Wind
Color:#008000
Gender: Female
HP: 6/6
Def: 4
Atk: 3
Back: Wolfskin Cloak: +1 DEF. Very fine quality, provides protection against the cold.
Neck: Silver Necklace (+1 Hp)
Rings: Ring of Deathshielding - (25% to protect wearer from Deathblow)
Main Hand: Knock-Back Axe (+2 atk, 1h, Chance to knock an enemy prone (must spend a move to stand back up)
Off Hand: Iron Shield (1h, +2 DEF)
- Shortbow (ranged)
- Arrows (x10, +1 ATT)
- Torch (extinguished): +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
- Skull
- Length of Rope
- Bandage (Heals 2 - 3 HP)
- 1 Medicated Bandage (Heals 4 HP)
- Trap Tool Kit
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Name: Zaks (Dark Seed)
Colour: #80BF00
Gender: Male
HP: 5/5
Def: 3
Atk: 4
Body: Bark Armor (+2 Def, Vulnerable to fire)
Both hands: Samurai Sword (2H, +3 Attack) (on loan from spider)
Double tipped Spear (2h, +2atk)
Simple axe (1h, +1atk)
*Let me know if there are any mistakes with inventories. @Gathers: I assumed everything on your trash/trade list went to storage but let me know if you want it to be otherwise. @Badge I assumed that you didn't want the component items from the failed combo (skull mask/magical component's bag) but again let me know if that is wrong.
Re: GAL Q 10: Scents and Sensibility
Posted: Sat Aug 15, 2015 9:54 am
by Patdragon
Everything in my inventory looks fine. just need to add the +2 shield when i've confirm the buy.
Re: GAL Q 10: Scents and Sensibility
Posted: Sun Aug 16, 2015 6:32 am
by spiderwrangler
((If Badge doesn't take the skull mask, I'd like to wear it to add to Laughs' creepiness.))
Trusting that everyone... except maybe the new guy... is aware of his lance and its effect, and that goblin adventurers are made of sterner stuff than a few spiders, Laughs brandishes his Lance of Terror above his head, cackling maniacally.
*Teeeeehhhhhheeeeeehhhhheeeeeeee Whaaaahaaahhhaaaaaa*
Re: GAL Q 10: Scents and Sensibility
Posted: Mon Aug 17, 2015 12:47 am
by GathersIngredients
@ GM: Walks always takes the skull with her for trap testing, distracting enemies and whatnot. Iirc, she hasn't used it that way yet, but that's the idea of dragging it along. So I'd be grateful, if you put it back into her inventory. Likewise with the cloth sack, we might find some small items/powders/??? that would otherwise be tedious to carry. Since she has no belt, she can just tie it around her waist with the Leather Tie Cord, if need may be, so she still has her hands free (not sure if you use hammerspace for inventories.)
Also, I still need to get the mystery healing potion from the mouse cook, not sure if that's still do-able before this here kicks off. Depending on what it does, I might or might not want to take it along, even.
And last, but not least a question about the torch: will re-lighting it be a major action, minor action or free action? Will it work every time without fail, or will there be only a percentage of success?
Action:
Walks raises her shield to block the mandibles of the closest spider, which she will face and whacks at it with her knock-back axe. She carefully maneuvers to make sure she has no other spider immediately behind her and tries to keep an overview of the general situation (e.g. where are goblins, where are spiders, how's the fight going,...) during the fight.
Re: GAL Q 10: Scents and Sensibility
Posted: Mon Aug 17, 2015 6:22 am
by ChuckDaRighteous
GathersIngredients wrote:@ GM: Walks always takes the skull with her for trap testing, distracting enemies and whatnot. Iirc, she hasn't used it that way yet, but that's the idea of dragging it along. So I'd be grateful, if you put it back into her inventory. Likewise with the cloth sack, we might find some small items/powders/??? that would otherwise be tedious to carry. Since she has no belt, she can just tie it around her waist with the Leather Tie Cord, if need may be, so she still has her hands free (not sure if you use hammerspace for inventories.)
I will use hammerspace. I see the GAL as casual and I'm not going to be dickish about inventories and what you can carry. I'll make the changes but I can tell you unless you do something really crazy and interesting (which by all means go ahead and try) a carrying sack won't be necessary.
Also, I still need to get the mystery healing potion from the mouse cook, not sure if that's still do-able before this here kicks off. Depending on what it does, I might or might not want to take it along, even.
I'll just say its something done before you leave. Check with TL but for the moment I'll just give you the same thing as Pat and change it later if necessary. Hopefully it shouldn't be needed the first couple turns. If so you have bigger problems.
And last, but not least a question about the torch: will re-lighting it be a major action, minor action or free action? Will it work every time without fail, or will there be only a percentage of success?
In combat I'd say full round action. Out of combat its a minor. You're not in the cave yet so you can wait till you dispatch these spiders without having to worry about light and shadow. Even if you don't use a torch I'm not going to screw you on vision, though there may be some advantages to using a torch (not going to say more than that at the moment). It will stay lit so long as someone holds it (1h). Lighting it is always successful though you need some reasonable way to light it.
Re: GAL Q 10: Scents and Sensibility
Posted: Mon Aug 17, 2015 6:37 am
by spiderwrangler
((Torch will be handy for burning through webs, spider silk doesn't stand up to fire well (though typically isn't arranged close enough together to give a prolonged burn)... Also, Chuck and others, I'll try to be a good RPer in this spider killing quest, but I may occasionally need to unburden spider facts on you... I'll put them in spoilers...
)
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Spiders don't have mandibles, there is no movable "chewing" jaw at the bottom of their mouth. They have a sucking hole, and some species have a toothed, fixed plate that they can use to physically break apart their prey for external digestion. The movable pair of appendages located above their mouth that have the fangs at the tip are chelicerae, the subphylum Chelicerata includes spiders and the rest of the arachnids (ticks, mites, scorpions, etc.) along with horseshoe crabs. So horseshoe crabs are more closely related to spiders than they are to real crabs.
Also, before it comes up, I know that D&D uses poison for everything, but spiders are venomous, not poisonous. If something bites, stings, or otherwise doses you with a toxin, it is a venom. If you EAT it and become ill from toxins, then its poisonous.
Re: GAL Q 10: Scents and Sensibility
Posted: Mon Aug 17, 2015 7:17 am
by ChuckDaRighteous
lol, well of course spider would pick up on the hidden use. I don't mind the spider facts at all. Just keep in mind these are not normal spiders, so they may not do what you expect and may have features you wouldn't normally deal with...
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Yeah there is a difference but its just easier to lump both poison and venom into the same category since they are so mechanically similar. Despite knowing the difference I'm just going to call it poison anyway. Hopefully that's not an OCD tick of yours.
Also, so far I only have 2 actions. Get your actions in people, I plan on updating tonight.
Re: GAL Q 10: Scents and Sensibility
Posted: Mon Aug 17, 2015 7:23 am
by spiderwrangler
ChuckDaRighteous wrote:lol, well of course spider would pick up on the hidden use. I don't mind the spider facts at all. Just keep in mind these are not normal spiders, so they may not do what you expect and may have features you wouldn't normally deal with...
If I keep telling myself they are fantasy spiders, and I'm a goblin, I should be ok.
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Yeah there is a difference but its just easier to lump both poison and venom into the same category since they are so mechanically similar. Despite knowing the difference I'm just going to call it poison anyway. Hopefully that's not an OCD tick of yours.
In real life it would irk me, but as you say, it's how D&D handles them, lumped under one name.
Also, so far I only have 2 actions. Get your actions in people, I plan on updating tonight.
Was there an actual link posted in the GAL? I didn't see one, I found it because I regularly check the active topics... There may be people who don't know we've started.
Re: GAL Q 10: Scents and Sensibility
Posted: Mon Aug 17, 2015 7:30 am
by thinkslogically
Yeah, I also didn't know you were starting today... I guess you need another GAL update then!
Re: GAL Q 10: Scents and Sensibility
Posted: Mon Aug 17, 2015 7:42 am
by ChuckDaRighteous
Well, I sorta started things on Saturday. But yeah thinking about it I should have linked it in the GAL, but brain-farted that bit.
Re: GAL Q 10: Scents and Sensibility
Posted: Mon Aug 17, 2015 8:00 am
by BadgeAddict
► Show Spoiler
spiderwrangler wrote:((If Badge doesn't take the skull mask, I'd like to wear it to add to Laughs' creepiness.))
Trusting that everyone... except maybe the new guy... is aware of his lance and its effect, and that goblin adventurers are made of sterner stuff than a few spiders, Laughs brandishes his Lance of Terror above his head, cackling maniacally.
*Teeeeehhhhhheeeeeehhhhheeeeeeee Whaaaahaaahhhaaaaaa*
It's yours buddy.
Zaks, readies his sword, and backs up slowly into the center of the group.
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(Can I ready an action, so that when a spider closes with me I can take an attack?)
Re: GAL Q 10: Scents and Sensibility
Posted: Mon Aug 17, 2015 9:24 am
by Patdragon
Forges joins forces with walks and attacks the same spider (if still alive if not a different one) using his mace and shield.
Re: GAL Q 10: Scents and Sensibility
Posted: Mon Aug 17, 2015 2:21 pm
by Nolandking
Tells stay in one place hoping to became invisible (with the use of his Crystal Mask) so as to prepare to strike when one the spider least expect it.
Re: GAL Q 10: Scents and Sensibility
Posted: Mon Aug 17, 2015 3:27 pm
by ChuckDaRighteous
The Goblins ready themselves for the Assault of the spiders:
Laughs Creepily brandishes his weapon above his head and laughs in that all too creepy way he does. The spiders in front tentatively diminish their charge to a slow crawl for a moment before bounding forward again at his companions instead attempting to avoid him. Perhaps he was too far away for the spiders to feel the full effect?
Tells Bad Jokes hides and lets the rear spiders go right past him. They donÔÇÖt seem to see him. He could probably sneak up on them next turn.
Forges for Food and
Walks With The Wind team up to smash one of the spiders from the front. It turns out it has a rather hard carapace. They still do damage but these things are tough. Luckily the spider feels the force of
Walks With The WindÔÇÖs axe and tumbles backward. It spends the rest of the turn getting back up and hisses at Walks angrily.
Zaks readies his sword for the impending assault. One of the rear spiders goes for him, so he lands a vicious slice on it.
The spiders attempt to hit back in force. While the one attacking
Walks With The Wind is temporarily out of commission. Both a rear and forward spider go for
Forges for Food. While he is able to block the bite from the forward spider, he canÔÇÖt get his shield around fast enough to block the bite from the rear spider. He takes 1 damage. Additionally he feels a surge of venom enter his bloodstream.
Forges for Food is now poisoned. (The spider rolled 100 on the chance to poison, so +1 duration, really bad luck starting out there.) Finally the spider attacking
Zaks ends up biting bark. It doesnÔÇÖt like the taste and hisses in protest, but luckily isnÔÇÖt able to get through the defense.
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Name: Tells Bad Jokes
Color:#804000
Gender: Male
HP: 5/5
Def: 2 (+1 vs animals)
Atk: 2 (3 in water)
Special: Mudhoney curse - if he drinks or touches mudhoney he will turn into a badger until the curse is removed.
Face: Crystal Mask (stealth bonus in natural environments)
Body: Leather Armor (+1def)
Back: Druids Cloak (+1 def vs animals)
Rings: Ring of sanctuary (If you haven't attacked in a current combat, you have a 50% chance to avoid enemy aggression as long as other opponents are available)
Both Hands: Harpoon (2H, +1 atk, additional +1 atk if attacking something in the water)
- Backpack
- 50ft Rope
- pen and ink
- biscuits
- water flask
- dagger (+1 att)
- 2 alchemist fire bottles.(1 use only +4 Attack)
- Red Sphere Ioun Stone (+2 Dex)
- Torch
- Satchel
*Special note: BCotB (note to myself, I know what it means)
► Show Spoiler
Name: Laughs Creepily
Color:#004040
Gender: Male
HP: 5/5
Def: 3
Atk: 4
Face: Skull Mask
Head/Body/Legs/Feet: Ninja outfit (+2 def)
Neck: Preserved Human Ear Necklace
Both Hands: Lance of Terror (+3 ATT, 2H. A lance of such terrifying appearance it cannot be looked at without causing all those around to quake in fear of the bearer. This lance is intimidating and may cause weaker enemies to flee.)
- Fake Beard
- Healing Salve (+2d3 Hp)
- Samurai Sword (2H, +3 Attack) (on loan)
- 2x Throwing Axe
- Healing Salve (+2d3 Hp)
► Show Spoiler
Name: Forges for Food
Color:#FFFF00
Highlight: #000000
Gender: Male
HP: 5/6
Def: 4
Atk: 3
Status: Poisoned: 1 damage per turn for 4 turns
Head: Circlet of Accuracy (improved accuracy with ranged weapons)
Body: Leather Jerkin (+1 Def)
Back: A sharp looking Man-purse (backpack)
Rings: Gold Ruby Ring (minor fire resistance)
Main Hand: Mace (1h, +2 atk)
Off Hand: Iron shield (+2 def)
- Rope
- Human bones
- Preserved Human Ear Necklace
- 1 healing potion
- 2 important looking letters
- Black Wand of Mischievous Consequences (Chance for victim to temporarily become: blind, deaf, silenced, confused, asleep, berserk, etc. Effects last 1d2 turns.
- 2 books of Evil Badness
- Damaged Trap Tool Kit
- Torch
- 3 Elixir of Brittleskin (-3 Def on a hit, -1 on a splash/save, -1 Def permanently if crit)
- Potion of Recovery,
- Human finger bone with two amethysts (Description can be found HERE)
- Elixir of Healing (recovers 1d6+3 HP)
- 2 Bandages (Heals 2-3 HP)
- Bone dice
- Satchel
- Mouse ChefÔÇÖs Grand Restorative Potion of some sort that should be decent
► Show Spoiler
Name: Walks With The Wind
Color:#008000
Gender: Female
HP: 6/6
Def: 4
Atk: 3
Back: Wolfskin Cloak: +1 DEF. Very fine quality, provides protection against the cold.
Neck: Silver Necklace (+1 Hp)
Waist: Leather Tie Cord
Rings: Ring of Deathshielding - (25% to protect wearer from Deathblow)
Main Hand: Knock-Back Axe (+2 atk, 1h, Chance to knock an enemy prone (must spend a move to stand back up)
Off Hand: Iron Shield (1h, +2 DEF)
- Shortbow (ranged)
- Arrows (x10, +1 ATT)
- Torch (extinguished): +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
- Skull
- Length of Rope
- Bandage (Heals 2 - 3 HP)
- 1 Medicated Bandage (Heals 4 HP)
- Trap Tool Kit
- Cloth Sack
- Skull
- Potion from Mouse Chef (waiting on TL for specifics)
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Name: Zaks (Dark Seed)
Color: #80BF00
Gender: Male
HP: 5/5
Def: 3
Atk: 4
Body: Bark Armor (+2 Def, Vulnerable to fire)
Both hands: Samurai Sword (2H, +3 Attack) (on loan from spider)
Double tipped Spear (2h, +2atk)
Simple axe (1h, +1atk)
*Let me know if there are any mistakes with inventories. I think I fixed everything that has been brought up but I do make mistakes.
*Until one of the Admins gets around to giving me GM status, I can't use highlight, so your name is gonna be kinda funky until then pat.
Re: GAL Q 10: Scents and Sensibility
Posted: Mon Aug 17, 2015 4:29 pm
by Patdragon
Heart pumping and anger spreading along with the poison venom coursing through his veins Forges shouts out.
"god damn frickin spider bit me already "
Forges tries to attack the one that bit him while also trying to position himself so his shield protect from both his attackers.
occ: I'd guess from your description and your first GM style post that shields will have a kind of have a facing bonus if i stopped one but not the other one from behind? Plus no worries on highlight. It was originally added as his body colour was hard to read.
Re: GAL Q 10: Scents and Sensibility
Posted: Mon Aug 17, 2015 5:05 pm
by spiderwrangler
Pissed that one of the spiders bit his formerly fellow wooden eared companion, Laughs cackles as he slams his LoT (Lance of Terror) down into the spider that bit Forges. If that one is already dead, he'll attack the first one to attack Forges.
Re: GAL Q 10: Scents and Sensibility
Posted: Mon Aug 17, 2015 5:11 pm
by ChuckDaRighteous
► Show Spoiler
Patdragon wrote:occ: I'd guess from your description and your first GM style post that shields will have a kind of have a facing bonus if i stopped one but not the other one from behind?
Yeah, sorry I didn't mention that, but explaining every nuance would have gotten lengthy in the first post. Shields will not work against flanking opponents or sneak attacks. In general 1st opp: shield, 2nd: no shield, 3rd: shield, 4th: no shield, etc. There are exceptions like you could block all of a bunch of clustered ranged opponents or if you specifically wanted to block 1 bigger enemy but ignore multiple smaller ones, but those situations shouldn't come up in this quest. There might be a couple other situational or strategic exceptions...
Re: GAL Q 10: Scents and Sensibility
Posted: Tue Aug 18, 2015 6:21 am
by Nolandking
Tells in hiding make a stealth attack against the one that Zaks fighting.
Re: GAL Q 10: Scents and Sensibility
Posted: Tue Aug 18, 2015 7:00 am
by BadgeAddict
Zaks raises an eyebrow at the creepy goblin who had laughed maniacally and as he held up the lance he felt a chill run down his spine causing him nearly to wet himself. Ripping his eyes from the weapon, Zaks brought his focus back to the spider that had attacked him, focusing on the eyes and mouth of the beast he attacked. After attacking, he takes a moment to take a 5' step backwards.
Re: GAL Q 10: Scents and Sensibility
Posted: Tue Aug 18, 2015 8:34 am
by GathersIngredients
Walks can feel the hair in her neck stand on its end from the weapon Laughs is using, but since she has experienced the effects before, she grits her teeth and mentally steels her resolve against it. Cussing under her breath because one of her companions got bitten, she moves in an attempt to protect herself from any bites with the shield and positioning and attacks the closest spider (might be a different one, due to the knockback effect) with the axe. If more than one are equally close, she'll attack the one most badly wounded (and thusly most likely to be killed by the attack).
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Thanks for the info on the spiders. Always happy to learn, though I might not be able to memorize it.
Please be lenient on your surprise test.
Re: GAL Q 10: Scents and Sensibility
Posted: Tue Aug 18, 2015 9:35 am
by ChuckDaRighteous
Forges for Food shouts out a curse as he turns to pummel the spider that attacked him with a swing of his mace. He takes a point of damage from the poison.
Walks With The Wind considers between the two spiders attacking
Forges for Food but decides to again gang up and attack the same spider. She connects with a swing from her axe.
Feeling protective of his companion,
Laughs Creepily also stabs at his companionÔÇÖs attacker with an enraged cackle on his lips. As the lance pierces his side the spider lets out a terrified shriek and skitters back away from the fight a short ways. It doesnÔÇÖt retreat but he does lick his wounds this round while eyeing
Laughs Creepily with a look of hatred (you think, its hard to tell with spider eyes, cue Spider's random facts). HeÔÇÖs looking pretty battered. It shouldnÔÇÖt take much more to kill him.
Meanwhile on the other side of the fight
Zaks takes another swipe at the spider attacking him and backs away.
Tells Bad Jokes sneaks up on the same spider and tries to bury his harpoon in its backside. Its carapace is pretty thick but since it wasnÔÇÖt paying attention
Tells Bad Jokes manages to find a weak gap in one of its leg joints to wedge the tip between. The spider is looking like it doesnÔÇÖt have much left. It shouldnÔÇÖt take much more to drop it.
With the spider who bit him out of commission this round,
Forges for Food is able to whip his shield around and block the attack from the spider that bit him. Unfortunately the spider that attacked
Walks With The Wind last round decides it doesnÔÇÖt want to take another tumble going against her and attacks him too.
Forges for Food takes 1 damage. Its fangs sink in deep enough to deliver its venom but since heÔÇÖs already poisoned it has no effect. (Normally it will refresh the effect but because of the critical 100 last turn, +1 duration from last turn means it refreshes to the same number. Lucky(?) you.) Finally the spider attacking
Zaks is not happy about taking it from behind and twirls around to attack
Tells Bad Jokes instead. Luckily
Tells Bad Jokes knows how to deal with animals and avoids its bite.
► Show Spoiler
Name: Tells Bad Jokes
Color:#804000
Gender: Male
HP: 5/5
Def: 2 (+1 vs animals)
Atk: 2 (3 in water)
Special: Mudhoney curse - if he drinks or touches mudhoney he will turn into a badger until the curse is removed.
Face: Crystal Mask (stealth bonus in natural environments)
Body: Leather Armor (+1def)
Back: Druids Cloak (+1 def vs animals)
Rings: Ring of sanctuary (If you haven't attacked in a current combat, you have a 50% chance to avoid enemy aggression as long as other opponents are available)
Both Hands: Harpoon (2H, +1 atk, additional +1 atk if attacking something in the water)
- Backpack
- 50ft Rope
- pen and ink
- biscuits
- water flask
- dagger (+1 att)
- 2 alchemist fire bottles.(1 use only +4 Attack)
- Red Sphere Ioun Stone (+2 Dex)
- Torch
- Satchel
*Special note: BCotB (note to myself, I know what it means)
► Show Spoiler
Name: Laughs Creepily
Color:#004040
Gender: Male
HP: 5/5
Def: 3
Atk: 4
Face: Skull Mask
Head/Body/Legs/Feet: Ninja outfit (+2 def)
Neck: Preserved Human Ear Necklace
Both Hands: Lance of Terror (+3 ATT, 2H. A lance of such terrifying appearance it cannot be looked at without causing all those around to quake in fear of the bearer. This lance is intimidating and may cause weaker enemies to flee.)
- Fake Beard
- Healing Salve (+2d3 Hp)
- Samurai Sword (2H, +3 Attack) (on loan)
- 2x Throwing Axe
- Healing Salve (+2d3 Hp)
► Show Spoiler
Name: Forges for Food
Color:#FFFF00
Highlight: #000000
Gender: Male
HP: 3/6
Def: 4
Atk: 3
Status: Poisoned: 1 damage per turn for 3 turns
Head: Circlet of Accuracy (improved accuracy with ranged weapons)
Body: Leather Jerkin (+1 Def)
Back: A sharp looking Man-purse (backpack)
Rings: Gold Ruby Ring (minor fire resistance)
Main Hand: Mace (1h, +2 atk)
Off Hand: Iron shield (+2 def)
- Rope
- Human bones
- Preserved Human Ear Necklace
- 1 healing potion
- 2 important looking letters
- Black Wand of Mischievous Consequences (Chance for victim to temporarily become: blind, deaf, silenced, confused, asleep, berserk, etc. Effects last 1d2 turns.
- 2 books of Evil Badness
- Damaged Trap Tool Kit
- Torch
- 3 Elixir of Brittleskin (-3 Def on a hit, -1 on a splash/save, -1 Def permanently if crit)
- Potion of Recovery,
- Human finger bone with two amethysts (Description can be found HERE)
- Elixir of Healing (recovers 1d6+3 HP)
- 2 Bandages (Heals 2-3 HP)
- Bone dice
- Satchel
- Mouse ChefÔÇÖs Grand Restorative Potion of some sort that should be decent
► Show Spoiler
Name: Walks With The Wind
Color:#008000
Gender: Female
HP: 6/6
Def: 4
Atk: 3
Back: Wolfskin Cloak: +1 DEF. Very fine quality, provides protection against the cold.
Neck: Silver Necklace (+1 Hp)
Waist: Leather Tie Cord
Rings: Ring of Deathshielding - (25% to protect wearer from Deathblow)
Main Hand: Knock-Back Axe (+2 atk, 1h, Chance to knock an enemy prone (must spend a move to stand back up)
Off Hand: Iron Shield (1h, +2 DEF)
- Shortbow (ranged)
- Arrows (x10, +1 ATT)
- Torch (extinguished): +1 ATT if used as weapon; 5% chance of setting an enemy on fire; 10% chance of breaking.
- Skull
- Length of Rope
- Bandage (Heals 2 - 3 HP)
- 1 Medicated Bandage (Heals 4 HP)
- Trap Tool Kit
- Cloth Sack
- Skull
- Potion from Mouse Chef (waiting on TL for specifics)
► Show Spoiler
Name: Zaks (Dark Seed)
Color: #80BF00
Gender: Male
HP: 5/5
Def: 3
Atk: 4
Body: Bark Armor (+2 Def, Vulnerable to fire)
Both hands: Samurai Sword (2H, +3 Attack) (on loan from spider)
- Double tipped Spear (2h, +2atk)
- Simple axe (1h, +1atk)
*I really do like you Pat. My dice don't feel the same way.
Re: GAL Q 10: Scents and Sensibility
Posted: Tue Aug 18, 2015 10:12 am
by Patdragon
OOC: I'm thankful for the better shield or i would have dies next round already then, so i'm not sure if the shield is curse or what
"Whaaff duuh fuush is going on...do ayee smell off friggin ffly! Wooah Im slurring guys, fink i've bin possion"
Forges doesn't feel his lips go a bit numb but the resulting speech is begin to be obvious. Being surrounded he doesn't dare draw out a potion to deal with it yet so carries on attacking the most damage spider within his reach again trying to move into a better position so two can't get him at once.
Re: GAL Q 10: Scents and Sensibility
Posted: Tue Aug 18, 2015 10:34 am
by spiderwrangler
Laughs chortles gleefully, flips off the spider he'd stabbed, and then attacks the other one going after his friend Forges.
► Show Spoiler
BadgeAddict wrote:Zaks raises an eyebrow at the creepy goblin who had laughed maniacally
You mean his new best friend, Laughs? The guy who gave your his samurai sword to borrow for this quest, and who Zaks TOTALLY bonded at the bar with over all kinds of creepy dark things. Laughs would have retroactively proudly displayed his ear necklace and recounted the story of collecting the wizard's ears...
► Show Spoiler
Licking his wounds is of course metaphorical, as spiders don't have tongues.
(pretty sure it was intended as such)
And while spiders don't have eyebrows to give hateful glares, and their eyes are mostly just black hemispheres, I can tell when a spider is pissed off, they typically raise the front one or two pairs of legs up and rear back, displaying their fangs. Many may have bold patterns as part of this threat display, so the 'look of hatred' is less in the eyes and more in the body posture.
Re: GAL Q 10: Scents and Sensibility
Posted: Tue Aug 18, 2015 10:47 am
by BadgeAddict
Zaks lips curl up into a snarl as he attacks the spider that turned its back on him.
Re: GAL Q 10: Scents and Sensibility
Posted: Tue Aug 18, 2015 11:01 am
by ChuckDaRighteous
Patdragon wrote:OOC: I'm thankful for the better shield or i would have dies next round already then, so i'm not sure if the shield is curse or what
Actually the spiders only do 3 damage. So you would have been fine with a lesser shield in this fight... But don't you worry, there are tougher fights ahead where that shield can prove its worth.