Author Topic: Campaign Thread VIII: In Which we learn MMIII has shitty balance issues...  (Read 152541 times)

Offline RobbyPants

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OOC: does anyone have Trap Finding/Disable Device or do we have to get creative? Mustave was just letting Pat handle this, at this point. Otherwise, Mustave is fine sending summoned things forward, rolling barrels, or whatever.
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Offline oslecamo

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Pat buddy? Please don't tell me you knew how to find the traps but not how to disable them?

(Can Morte just teleport over the traps to the next safe location now that she knows where they are? If yes then she'll do so and take any willing allies. If teleport is not an option, Morte will try to Alter Self into a Xill and burrow around the traps)

Offline Vladeshi

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Pat buddy? Please don't tell me you knew how to find the traps but not how to disable them?

"I can disable them. It will however take a fair amount of time to get through them all safely."

OOC: Bhu, would you want a separate Disable Device check for each one or just one roll? 
The following explanation has been removed due to time constraints, character limits on posts, and the DC 30 Spellcraft checks to understand large portions of it.

Offline bhu

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Up to you.  It's your PC after all  :P

Offline Vladeshi

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OOC: All at once then, just so I don't have several dozen rolls.

Disable Device check
Rolled 1d20+19 : 8 + 19, total 27


It will take
Rolled 2d4 : 1, 2, total 3
rounds per trap to finish.
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Offline bhu

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reflex save plz

Offline Vladeshi

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Reflex Save:
Rolled 1d20+10 : 6 + 10, total 16
The following explanation has been removed due to time constraints, character limits on posts, and the DC 30 Spellcraft checks to understand large portions of it.

Offline Vladeshi

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Please ignore the reflex save, I forgot about one of Pat's items.
Pat activates Chronocharm of the Laughing Rogue allowing him to re-roll his Disable Device check.
Rolled 1d20+19 : 14 + 19, total 33
The following explanation has been removed due to time constraints, character limits on posts, and the DC 30 Spellcraft checks to understand large portions of it.

Offline bhu

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ooc: disable device wasnt the problem.  Your trapfinding roll didnt quite get everything, but the new disable device shuts down everything you did fiind. 

Fortunately the lightning bolt you missed only does half damage (you succeeded in your saave) 
Rolled 5d6 : 3, 2, 6, 4, 6, total 21

Offline bhu

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so 10 points of electricity

Offline bhu

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Is Pat continuing on after the zappening?

Offline Vladeshi

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"Son of a bitch, that stings!... Hopefully that should be all of the traps... Should.
I would recommend one the the skellies lead the way from here. Or I could just make periodic checks when we reach the edge of my current search area."
The following explanation has been removed due to time constraints, character limits on posts, and the DC 30 Spellcraft checks to understand large portions of it.

Offline bhu

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I should note the zap occurs about 10 traps into the 32 you are aware of....

Offline oslecamo

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(are there any extra bodies around that Morte could turn into extra skeletons for trap testing?)

Offline bhu

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sure
Rolled 2d6 : 4, 6, total 10

Offline oslecamo

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Morte has her dolls gather the corpses in a neat pile and then waves her scythe in an authorative manner.

Okay, break time's over, get up and get to work!

Morte channels her necromantic energies, making the skin and flesh slowly turn to dust that falls off the bones underneath, the exposed skeletons then rising, which she organizes in a line pointing at the trap-filled area.

Okay, this is simple. First of you advances forward. Hold a 10 feet pole and poke everything in front of you just in case. When they get blown up or shocked or something and stop moving, the next one in line advances. Repeat until there are only five of you left just in case.

Offline bhu

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I presume Pat is relaying to you what he knows to maximize effectiveness.

Offline oslecamo

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Yes, Morte will glady accept any advice from the resident trap specialist.

Offline bhu

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reflex save from skelly in lead (he has +1)

Offline oslecamo

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Reflex
Rolled 1d20+1 : 9 + 1, total 10