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Head Gamemaker Tanner 
Saturday December 6th, 2014 11:04:00 PM

The darkness that clouded your eyes and befuddled your mind clears as a bright spear of light pierces your vision. As your eyes focus and you shake the confusion from your thoughts, you find yourself standing in an open field. Behind you, a shimmer of translucent blue energy forms a wall from the ground and extending up high into the sky. Ahead, the grasses grow and thicken, until they obstruct your view. The only sounds are the wind and the chatter of small birds.

Mithril Tapestry Map

John Dirt (Cayzle)  d20+21=31 ; d20+21=23 ; d20+21=28 ; d20+21=31 ; d20+23=32 ; d20+23=33 ; d20+23=31 ; d20+23=36 ; d20+34=44 ; d20+34=37 ; d20+34=51 ; d20+34=54 ;
Sunday December 7th, 2014 12:18:23 AM

OOC: OOH! OOH! Still time for a Saturday Evening Post! Note that I fear my strategy will play havoc with your system of making Stealth checks to start encounters, seeing as "It's impossible to use Stealth while attacking, running, or charging."

John Dirt casts his Longstrider spell. His speed is now 70, and he cannot be tracked in his favored terrain. He also has Woodland Stride, so he can run free ... so he starts a-running!

"You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action."

John's checks to keep running are at +7 (+3 Con, +4 Endurance). On average, he should be able to run about 17 rounds and then have to rest (walk at one move action per round) for ten rounds. That's 17x280 + 10x70 = 5426 ft per 17 rounds.

He plans to explore by looping back and forth in semicircles from his starting point. He goes to 36B, 37B, 37C, 37D, 37E, 36E, 35E, 34E, 33E, 33D, 33C, 33B, 32B, 31B, 31C, 31D, 31E, 31F, 31G, 32G, 33G, 34G, 35G, 36G, 37G, 38G, 38G, 39F, 39E, 39D, 39C, etc.

That gets us going!

Perception checks as needed while running at base 15 +6 favored terrain = +21
Rolls ... 31, 23, 28, 31

Perception checks while walking during rest periods. For these ten round periods, John spends a move action walking each round and a move action for his Plains Mastery power to boost himself by +2.

Perception checks as needed while walking at base 15 +6 favored terrain +2 plains mastery = +23
Rolls ... 32, 33, 31, 36

Stealth checks while running: impossible

Stealth checks while walking: base 26 +6 favored terrain +2 plains mastery = +34
Rolls ... 44, 37, 51, 54

Head Gamemaker Tanner 
Sunday December 7th, 2014 11:04:57 AM

OOC: "On average, he should be able to run about 17 rounds and then have to rest (walk at one move action per round) for ten rounds. That's 17x280 + 10x70 = 5426 ft per 17 rounds."

Should that be 5426 feet per 27 rounds? That would be 200.99 feet per round on average. For simplicity's sake (because I have six boards to track), let's say you can travel 7 squares per travel post using your method. As long as you have your spell active, you are running, have no difficult terrain, and you are not in combat, don't worry about endurance checks. I will update maps a little after noon.

John Dirt (Cayzle) 
Sunday December 7th, 2014 1:38:20 PM

"5426 feet per 27 rounds"

Oh yeah! of course! Sorry, too tired when I posted that.

But -- just to offer a random idea ... on any encounter, you might want to roll a d27. On a 1-10, I'm in a resting period, which means I'm making stealth checks and can only move 70 ft with one move action per round. On a 11-27, I'm running, no stealth, and can move freely.

Or just do not even worry about it. I'm good with whatever.

Thanks Tanner.

Head Gamemaker Tanner 
Sunday December 7th, 2014 1:44:07 PM

You have entered a forest. Temperate woodlands filled with a mix of old-growth deciduous and evergreen trees, thick foliage, and crisscrossing animal paths. You see no tributes or monsters.

Mithril Tapestry Map

John Dirt (Cayzle) 
Sunday December 7th, 2014 2:12:31 PM


OOC: Per email and for the record, accidently loaded the Gold Tap. Saw nothing. :-(

OOC: Huh! Coulda sworn 35C was a plains square initially ...


John Dirt loped through the forest, very glad he had found a woodlands so quickly. He kept his eyes open for oak. He needed oak more than magic items, allies, or enemies. Oak leaves let him cast his spells. Oak wood could be fashioned into cudgels, into a holy symbol, into other useful items.

When he finds one, he stocks up on leaves, so that he will be set for casting. He puts pinches of dirt in his pockets for Longstrider spells.

Then he gets to his crafting. He looks for solid and healthy oak wood, and then he casts two Wood Shape spells, making a wooden holy symbol and an oversized oaken club. The holy symbol is in the shape of a book.

He says a quick prayer of thanks to Bryson, god of walking in the woods, and he continues on his route.

==========

DM Sanity Info

Cleric Spells (3, 2+1; CL1)
Lvl 0: Light, Detect Poison, Mending
Lvl 1: Cure Light Wounds, Endure Elements, Obs Mist

Druid Spells (4, 3+1, 2+1; CL5)
Lvl 0: Light, Detect Poison, Mending
Lvl 1: Shillelagh, Shillelagh, Longstrider, Enlarge Person
Lvl 2: Wood Shape, Wood Shape, Barkskin

Healing Domain Rebuke Death used 0 of 5
Travel Domain Agile Feet used 0 of 5
Growth Subdomain Enlarge used 0 of 5
Channel Energy used 0 of 3
Rage used 0 of 13

John Dirt (Cayzle) 
Sunday December 7th, 2014 7:54:53 PM

If my path looks like it will miss 35D, I'll duck in and then back to scout it.

Head Gamemaker Tanner 
Sunday December 7th, 2014 11:17:37 PM

ooc: I'm going to rule that you require time to forage for oak leaves and a suitable branch, then craft them to your needs. That would be at least 10 minutes even for such simple items. No movement this post.

Mithril Tapestry Map

John Dirt (Cayzle) 
Monday December 8th, 2014 12:18:34 AM

No prob! Thanks Tanner! I'm just glad to be able to make my own weapon and holy symbol(s).

John Dirt finishes stowing his leaves, symbol, oversized club, and a few pinches of dirt. He sets off again, scouting as he did before, with his ground-covering gait, running, walking, running walking.

From 35F to 34F to 34E to 34D to 33D to 33C to 32C to 31C.

Oh, and if he sees a good rock, John will pick it up. He needs something to use in grinding his buckle down to iron powder.

Head Gamemaker Tanner 
Monday December 8th, 2014 2:00:15 PM

The forest continues northward, hugging the wall of energy at the boundary of the gamezone. You see no monsters or tributes.

Mithril Tapestry Map

John Dirt (Cayzle)  d20+15=25 ; d20+26=31 ;
Monday December 8th, 2014 4:44:34 PM


John keeps on keeping on.

From 31C to 31D to 31E to 31F to 31G to 32G to 32H to 32I.

Ten minutes per move turn, oh kindly DM? Tracking my longstrider spell.

Perception as needed: 25 +6 favored terrain +2 forest mastery ... up to 33.
Stealth as needed: 31 +6 favored terrain +2 forest mastery ... up to 39.

Head Gamemaker Tanner 
Monday December 8th, 2014 11:18:00 PM

There is a sward of grasslands separating two expanses of forest as you continue eastward. You see no monsters or tributes.

Mithril Tapestry Map

ooc: Your longstrider spell has been in effect for 40 minutes.

John Dirt (Cayzle) 
Monday December 8th, 2014 11:30:20 PM


Keeping on!

32H to 32I to 33I to ... 38I

Head Gamemaker Tanner 
Tuesday December 9th, 2014 12:36:54 PM

You see a tribute! To your west, flying about 60 feet in the air, is a half-elf male. He appears to be covered in some sort of armor. He sees you.

You are I38. He is G38. If you wish to engage in combat, you need to roll for initiative. If you desire communication, you will need to occupy the same square.

Mithril Tapestry Map

John Dirt (Cayzle)  d20+9=18 ; d20+26=41 ; d20+15=29 ;
Tuesday December 9th, 2014 1:13:42 PM


John's Initiative is 1d20 +3 dex +6 favored terrain. Roll is an 18. Distance from the other tribute is?

Looking into the sky, John swears softly but colorfully. "A flier! Just what I don't want to hit first."

If John is not in a "rest period," Deciding discretion is the better part, John turns on his heels and flees. He runs full out, 280 ft per round, directly away from the other tribute.

If John IS in a "rest period," and cannot run, John casts his Obscuring Mist and hides within the mist, not at the center of the spell. His plan is to sneak away, using stealth at -5 and moving at 65 per round, under the concealment of the trees and using his Forest Mastery for an extra +2.

=====

Stealth check as needed (at base +26) 41 ... then -5 for moving, +6 for favored terrain, +2 for forest mastery.

Perception check as needed (at base +15) 29 ... then +6 for favored terrain, +2 for forest mastery if not running.

Head Gamemaker Tanner  d100=78 ;
Tuesday December 9th, 2014 1:28:38 PM

ooc: The other tribute is about 6000' away (1 travel post before combat can be initiated, barring some ridiculous spell ranges). The "Encounter Distance" listed on the map key is when two tributes are in the same space, but he is flying up in the air and much more visible. You are not in a rest period. I will have you flee eastward, away from the tribute and the wall.

John Dirt (Cayzle) 
Tuesday December 9th, 2014 2:03:56 PM

Sweet, thanks!

That's what happens when both tributes are not even trying to be stealthy! :-)

John Dirt (Cayzle) 
Tuesday December 9th, 2014 8:04:59 PM

Update ... John is not going to just run straight away. More like 38J, 38K, 38L, 37L, 36L, 35L, 34L.

Thanks!

Head Gamemaker Tanner 
Tuesday December 9th, 2014 11:02:47 PM

Despite your prodigious speed, the other tribute is simply far faster. He catches up to you within minutes, and dives to attack you with an eagle-like claw!

ooc: Post one combat post for tomorrow. The other tribute is attacking, and has beaten your initiative.

Mithril Tapestry Map

John Dirt (Cayzle) 
Wednesday December 10th, 2014 1:30:40 AM


Huh!

Okay, how fast was this person moving? Is it a humanoid or a bird? How does it have a claw?!

My AC is 18, so we'll see if he hits me.

Does he stop moving after the attack, or is he still moving past, like with Fly By Attack?

Head Gamemaker Tanner 
Wednesday December 10th, 2014 7:51:22 AM

ooc: Judging by how quickly he overcomes you, you estimate his flying base speed is 120ft per round.

He is a humanoid, covered from head to toe in a suit of nightmarish armor. The claw seems to form naturally from the armor he wears. He has a glowing rune in the middle of his forehead.

He stops moving when he attacks, so you are free to enter melee with him until he takes off again.


John Dirt (Cayzle) 
Wednesday December 10th, 2014 11:02:43 AM

Thanks Tanner! We'll see how his attack on me goes, and then I'll respond. However, right now my plan is ...

Rage as a free action. Enlarge as a swift action. Five ft step back to get out of his medium-size reach ... but he should still be in my 10 ft reach as a large biped. Grapple as a standard action. That's a base 1d20 +8 BAB +6 Str +1 size = 1d20+15. [Note that I have neither my bow nor my club in hand.]

Grapple provokes an AoO when I initiate it, but seeing as I am out of his reach, I'm hoping he cannot make one.

My hope is that his CMD is no higher than 23 to 28, which should mean I grapple him on a nat roll of 8 to 13. Maybe a 50-50 chance. My grapple damage as a large creature is 1d4+6. Once I try it and know his CMD, I'll have a better idea of what he is. And if I succeed and he does not break free, my +5 to maintaint he grapple will help!

HEY WAIT A MINUTE! He has a glowing rune on his head! This is an EFFING eidolon! Gosh darn it! Probably maxed out on Str, since he's a biped. Likely BAB is +8. Str is 20 minimum. Dex is 16 minimum. CMD is 10+8+6+3 = 27 or more. 28 if he is hasted. He may have the reach evolution. I need a 12 to grapple, minimum. This is not a fight I want. The summoner is still out there somewhere (though likely a bit away since he can't match this guy's speed). Ugh.

Well, we'll see how much I take on the claw attack. I'm guessing 1d4+8, most likely. Ugh.

Well, if he is charging me, using the charge action, then he HAS to attack as soon as he can. So if he has reach with that claw, then he has to stop at distance 10 and attack. What are the odds, given that he was chasing me, that he was able to catch up with just a move action and then a standard action to attack?

I'll try to tell if he was charging.

My own CMD is 10+8+6+3+1 = 28.

Ugh.

John Dirt (Cayzle) 
Wednesday December 10th, 2014 11:20:44 AM

Tanner, I'm trying to wrap my head around this encounter.

We're both running, say. He's running/flying at 120x4=480. I'm running at 70x4=280.

While we are running, we cannot attack.

So say he catches up to me while he is running. Say he is right over me, distance zero, and his move is done. He cannot attack because he is running.

Then it is my turn. I run 280 ft. Now we are 280 ft apart.

He can run and catch up easily, but since he is running he cannot attack.

He can charge, but only 120x2=240 ft, and he is still 40 ft away.

He can move and make a standard attack, but he can only move 120 ft, and is still 160 ft away.

If he were shooting something, that would work.

What should happen is that he runs right up next to me (distance zero), and then when I run, he gets an AoO because I am leaving his threatened space.

Every round, I can run, and every round he can catch up, but when I run, he gets that AoO.

If he has a 10 ft reach, he might get TWO AoOs (if he has combat reflexes) since I'll be travelling through two threatened squares. Right?

My only recourse is to enlarge myself before he arrives, and then as he approaches, I get an AoO of my own if my reach is longer than his.

OR the other option is to start rolling endurance checks to see who has to stop running first.

Hmmmm ...

Head Gamemaker Tanner  d20+15=17 ;
Wednesday December 10th, 2014 12:51:55 PM

ooc: Last night I posted, "He catches up to you within minutes, and dives to attack you with an eagle-like claw!" The other tribute had to spend one travel post to reach you, and me stating that he "dives to attack you" is my way of letting you know that combat has been initiated. Today, for his one combat post, he is diving/charging at you. Also, he won the initiative, and the Encounter Distance in a forest square is only 200ft. He can easily reach you with a charge. There is a bit of abstraction involved, so travel/chase is simultaneous until two tributes occupy the same space. Then they are at the listed Encounter Distance, and initiative takes over from there.

The tribute cries out haughtily, "I never seen a Half-Orc chicken out of a fight! Let's give the spectators what they expect to get!!" He lances you with a clawed talon [Hit AC 30, Damage 10]. You take a step back, growing in size and strength, and attempt to grapple [CMB total 17]. You are unsuccessful, but have some space between the two of you.

ooc: Next combat post is tomorrow. He has the initiative.

John Dirt (AC14, raging, enlarged; HP 103 of 113) (Cayzle)  d20+21=32 ; d20+7=21 ;
Wednesday December 10th, 2014 1:25:57 PM


Last round I had a move action I did not use. I note that I currently threaten no squares, seeing as I am unarmed and do not have a natural weapon or improved unarmed attack. So I'll draw my oversized club with my move action from last round ... if that is okay.

Okay, the encounter distance and all is fine. Thanks for explaining that, Tanner.

I thought I would get to know what happened before I committed to the grapple. So what you are saying is that my combat action comes after his, but I have to decide what to do before he acts? OK. Winning initiative is key!

I rolled an 18 for my initiative. What is his initiative?

Do I also get to know his CMD, please?

Do I get a sense of his reach, since he was charging?

When is my next combat action due?

My AC is base 10 -1 size +2 dex +5 armor -2 raging = 14.
My CMD is base 10 +1 size +8 BAB +6 str +2 dex = 27

Do I think he can charge through trees flying in the forest? I can do that with Nature Stride. But if a tree is in the way, does that block his charge?

If he is above the treetops, then surely he can both run and charge, but can he charge a target on the ground among the trees?

What would it take for me to gain total cover/concealment in the forest, so that I can start using stealth?

And you said he was a half-elf? Do I think an eidolon would look like a half-elf? Rules say that eidolons look "The eidolon's physical appearance is up to the summoner, but it always appears as some sort of fantastical creature." A half-eld is not a fantastical creature. I'll use perception to beat his disguise check.

Perception (with +6 in favored terrain) 32

That's also to detect other creatures (summoner, summoned creatures) sneaking up. Or roll as many checks as you need.

I'll use Knowledge to tell what the heck this is. Natural? Half-elf? Etc. Know Nature check 21.

Head Gamemaker Tanner 
Wednesday December 10th, 2014 3:28:15 PM

ooc: Sure, you draw your greatclub.

Yes, winning initiative is key. If you are not sure about committing to an action, you might want to post two different actions and establish a contingency for which one to use. "I try to grapple him, unless he does [X], in which case I will blahblahblah..."

His initiative is 25.

His CMD is 28.

His reach is 5' right now.

Your next combat post is due tomorrow.

If you specifically state that you are going to duck behind a tree, then he would be unable to charge you. However, if you are just running, then he can follow the same path. There are no movement penalties in this forest, so your nature stride is not actually necessary.

While diagonal movement from a flying charge would requirement more movement, he was 200' away and can charge 240', so I judged he was fine in making a charge.

He is a half-elf. As I said, he is "covered head to toe in nightmarish armor." So how can he plainly be a half-elf, yet have a glowing rune on his forehead?

Synthesist Summoner



John Dirt (AC14, raging, enlarged; HP 103 of 113) (Cayzle) 
Wednesday December 10th, 2014 4:31:27 PM

Oh I get it now!

"A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor."

"Translucent," as in, I can see the summoner through the armor. Got it.

John Dirt (AC14, raging, enlarged; HP 103 of 113) (Cayzle)  d20+36=45 ; d20+10=16 ;
Wednesday December 10th, 2014 4:51:49 PM


Yeah, I deduce this is a fight I cannot win. He has half again my raging hp, I'm guessing, with a godawful AC. I suspect I put out more damage on a hit, but he'll hit more often. My best bet is to use my stealth and get out. Live to fight another day. Maybe come back with allies.

So if he closes and attacks with a full attack, I'll eat the damage.

Then the enlarge ends (it only lasts a round). Large, I occupy four squares; back to medium, I choose to shrink down into a square more distant from him. That should put me out of reach. Then I cast Obscuring Mist. And then I use a move action to move away into the woods 35 ft away in a random direction, using stealth and trees for cover.

Stealth check base 10 ranks +3 class +2 dex +6 feat +4 forest mastery +6 favored terrain +5 forest bonus moving at half speed. = +36. ROLLS 45

I think everyone has a -5 on perception checks in the forest, you mentioned?

My perception is base 10 +3 class +2 wis -5 penalty = +10 ROLLS 16



Head Gamemaker Tanner  2d8=9 ;
Wednesday December 10th, 2014 5:07:07 PM

Roll dice.

John Dirt (AC14, raging, enlarged; HP 103 of 113) (Cayzle)  d20+15=35 ;
Wednesday December 10th, 2014 7:26:13 PM

Revised Plan!

So the enemy likely closes and attacks with a full attack, I'll eat the damage. Or he does something else, I'll do the same no matter.

My turn starts. The enlarge ends (it only lasts a round). Large, I occupy four squares; back to medium, I choose to shrink down into a square more distant from him. That should put me out of reach. Then I cast Obscuring Mist.

Then, with stealth, I move five feet away and climb 10 ft up a tree! If I'm lucky, I'll stay undetected in the canopy, using branches for cover.

Stealth check base 10 ranks +3 class +2 dex +6 feat +4 forest mastery +6 favored terrain +5 forest bonus moving at half speed. = +36. ROLLS 45

My perception is base 10 +3 class +2 wis -5 penalty = +10 ROLLS 16

I need to roll a Climb check, at +15 ... ROLLS 35! Sweet!

Now, maybe he'll evo surge himself some blindsight and +8 on perception, but who knows? Maybe the cover of the trees plus total concealment plus the penalty on perception in forest plus my great roll will be enough to keep me unseen anyway. And a kindly DM might even give me a bonus for thinking of hiding up a tree! After all, that's what she did in the movie! :-)

With any luck, my own perception will give me a clue as to where he moves next round. And then I can stealth away 115 ft and get to better cover!

Head Gamemaker Tanner 
Thursday December 11th, 2014 1:26:36 PM

Combat post tonight.

John Dirt (AC14, raging, enlarged; HP 103 of 113) (Cayzle) 
Thursday December 11th, 2014 10:15:50 PM

Thursday Post.

(hate those red Xs in the posting table)

Head Gamemaker Tanner 
Friday December 12th, 2014 12:09:37 AM

He closes to you and swings his claws twice. The first time hits [10 damage] and the second time misses. You shrink down to medium size, cast your spell, and clamber up a nearby tree. You do your best to blend in and disappear.

John Dirt: 20 damage

Head Gamemaker Tanner 
Friday December 12th, 2014 9:09:51 AM

OOC: The +5 bonus to Stealth checks while moving at half speed through a forest is only while traveling. The forest is not dense enough to provide such a bonus at such a short distance. Sorry. Your total check is 40.

Head Gamemaker Tanner 
Friday December 12th, 2014 9:18:28 AM

Aaaaaand he rolled a 40 on his Perception check. He rolled a 19 with a +21 modifier. He sees you. Luckily, your Perception check is good enough to see him, and tree branches will keep him from being able to charge.

John Dirt (AC16, raging only; HP 93 of 113) (Cayzle) 
Friday December 12th, 2014 11:56:51 AM

Tanner, the mist provides total concealment more than 5 ft away. So he is five feet away in the mist when he saw me? Or did he dispel/blow away the mist? You said I see him, so one of those two has to be true, right?

Also, either he moved or he cast or both? Does my perception allow me to know?

Also, in your rules you said, "Forest (dark green) - Temperate woodlands filled with a mix of old-growth deciduous and evergreen trees, thick foliage, and criss-crossing animal paths. Perception: -5 penalty on ALL checks."

Did you factor that -5 in his check to percieve me?

John Dirt (AC16, raging only; HP 93 of 113) (Cayzle) 
Friday December 12th, 2014 12:18:59 PM

You said he can't charge, but charging is a full round action that requires, what, a 10 ft space to charge through? But if he would like to charge, he would have to have to see me, right? But 10 ft through the mist gives total cover. Unless he has blindsense, but then I could not see him, and you said I could ... so ... confused.

Unless he dispelled the mist as a quickened spell ... then saw me, and then wanted to charge ... ??

Head Gamemaker Tanner 
Friday December 12th, 2014 12:21:06 PM

ooc: Sorry, there was some communication difficulty with the other tribute. The Perception penalty, just like the Stealth bonus, only apply during travel posts for the purpose of initially locating a tribute or monster.

You cannot see the other tribute. He cannot see you. However, you get the feeling he might have heard you.


John Dirt (AC16, raging only; HP 93 of 113) (Cayzle)  d20+28=36 ;
Friday December 12th, 2014 12:35:35 PM


Okay, thanks Tanner! Really appreciate it.

John's action for this round ...

Stealthily climb down from this tree (using 20 ft of move), stealthily hustle 110 ft away into woods, look for a good place to hide.

Moving at that speed gives a -5 on stealth checks. Therefore check is at +32-5=+28.

If in this travel John gets within 5 ft in the mist, then note that he still has concelament, and thus a 20% miss chance. Hopefully that AoO will not stop John from his move away.

The all important Stealth check: a 36. With his +21, he'll need a raw 15 to beat that.

Please do note the standard -1 per 10 ft distance rule for perception. That might have kept him from sensing me last round, come to think of it! :-)

Thanks Tanner!



John Dirt (AC16, raging only; HP 93 of 113) (Cayzle)  d20+15=21 ;
Friday December 12th, 2014 1:00:37 PM

oh, climb check to descend ... 21.

Head Gamemaker Tanner 
Friday December 12th, 2014 2:34:57 PM

Combat post tonight.

John Dirt (AC16, raging only; HP 93 of 113) (Cayzle) 
Saturday December 13th, 2014 2:03:26 AM

The suspense is killing me!

:-)

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