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Author Topic: (3.5e) The Mad Jester's Labyrinth - Always Recruiting  (Read 23409 times)

Heron TSG

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #165 on: March 20, 2012, 10:54:41 pm »

The quarterstaff worked for a moment. Perhaps if we could hire a villager to climb in? (That's ~2 sp, IIRC.)
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Est Sularus Oth Mithas
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Criptfeind

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #166 on: March 20, 2012, 11:43:56 pm »

I don't think many people have the flexibility of Kilgore.
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Grek

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #167 on: March 22, 2012, 01:15:50 pm »

So, I'm thinking grappling hook? Sound good?
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Criptfeind

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #168 on: March 22, 2012, 01:51:10 pm »

How would a grappling hook work?
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Grek

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #169 on: March 22, 2012, 02:26:31 pm »

You throw the grappling hook at the trap until it catches hold of a blade. Then you hold the rope.
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Criptfeind

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #170 on: March 22, 2012, 04:35:16 pm »

Rope is pretty wimpy. A failed throw might mean a sliced rope. Or even be burst apart if we are unlucky (or if we just leave it there eventually it would break.)

That said. Yeah. It would be a lot cheaper, and I would not be the one at risk, so sure, go for it.
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Orangebottle

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #171 on: March 25, 2012, 06:24:03 pm »

Are we still on for tomorrow?
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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #172 on: March 25, 2012, 06:38:57 pm »

Yes, we're still on for tomorrow.  I couldn't do the 4e game today because I was visiting my dad but everything will be sorted out for tomorrow's game.

And I dunno.  Rope is cuttable but pretty strong in the tensile department.  A thick hemp rope would be able to take at least eight or nine hundred pounds of tensile force before it bursts, probably more than a thousand.  The golem can't be that strong.
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Criptfeind

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #173 on: March 25, 2012, 08:33:34 pm »

Well. We already saw a Str check to break the quaterstaff so we know what it can do. I mean. Yeah. It would have to be really lucky roll, but I am pretty sure it can do it. Who knows how long it would take us to decommission it? If we are unlucky the rope will break before we finish, and of course if we just leave it tied up it will eventually break the rope though sheer brute force in number of tries.

Unless of course the inability for it to spin a certain amount of time causes it to break.
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Grek

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #174 on: March 25, 2012, 09:23:05 pm »

I'm pretty confident in our party's ability to destroy that golem once we subdue it. Also, purchases list:

1 Grappling hook - 1gp
50' of hemp rope - 1gp
10 daggers - 20gp - actually, I don't need these.
New quarterstaff - free

E: 5 extra quarterstaffs, to be passed out to everyone in the party - also free

Because seriously, all of you should have a stick to poke things at a distance with.
« Last Edit: March 25, 2012, 10:00:12 pm by Grek »
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Cthulhu

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #175 on: March 25, 2012, 09:26:54 pm »

Well. We already saw a Str check to break the quaterstaff so we know what it can do. I mean. Yeah. It would have to be really lucky roll, but I am pretty sure it can do it. Who knows how long it would take us to decommission it? If we are unlucky the rope will break before we finish, and of course if we just leave it tied up it will eventually break the rope though sheer brute force in number of tries.

Unless of course the inability for it to spin a certain amount of time causes it to break.

It doesn't make multiple attempts as in someone yanking repeatedly, the mutliple attempts represent continued strain.  There's no automatic success there, if it can't roll high enough to break something it never will.
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King_of_the_weasels

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #176 on: March 26, 2012, 03:15:55 pm »

What time are we on exactly? It's 4:15 here.
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Slacker an illustrated story. Actually updated!?

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #177 on: March 26, 2012, 04:04:52 pm »

Right now, I think.  Or in an hour.  Whichever.  server's up either way
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Grek

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #178 on: March 26, 2012, 04:16:57 pm »

Backstory Time:

Azir's youth was spent in Castle Blacktalon, a mouldering old ruin of a castle jutting up out of a snake-filled swamp that had been constructed by his great grandfather, Braxus Blacktalon. The present day Blacktalon estates had been rumoured to contain a black dragon, leading Braxus (who fancied himself something of an adventurer) to buy up the land and seek ought the beast. Although the land had certainly been foul enough to be the lair of a black dragon, it turned out that there was no dragon to be found, at least as far as the family knows. Now the castle is privately refered to as "Braxus's Folly", as the entire building seems to be sinking into the mud day by day, year by year.

Azir spent a great deal of time exploring the wilds of he family estates, searching playfully for the secret home of the dragon, though he too was never successful. He also developed, (much to his parent's dismay) a talent for music, especially on the drums. Many fights were had over his "unrefined" choice of instrument, but an unfortunate accident that occured shortly after lead them to give up on convincing him to give up the drums:

His explorations of the swamp came to an end when he came down with a case of blinding sickness that almost took his life as well as his vision. Although he eventually recovered, Azir's parents refused to allow ant further "adventures" in the swamp for their heir and left him to study music in peace if that would keep him out of the swamps. To this day, he remains somewhat weak and murky-eyed from the event.

It was soon after his recovery that Azir was informed that he was the firstborn son of the clan of Blacktalon, a proud and wealthy lineage dragonborn that claim to be descended from the rulers of the Dragonborn Kingdom in Ashura and to the primordial black dragons themselves. Though the family has fallen from their supposed height of ancient power, they remain as traditional and prideful of their ancestory as ever. The name Blacktalon has gotten a foul reputation for itself over the years, claiming a number of necromancers, blackguards and rogues in their family's storied history.

At first, Azir was proud of his family's great and noble history, he slowly soured on the less noble bits of their history. The bloody tales of thrice-great grand uncle Hothrick's rebellion against the Kingdom of Bael and the kidnapping of his great grandmother's kidnapping-cum-wedding with his great grandfather made him more queasy than anything else. The final straw that made him leave home was at age sixteen, when his parents introduced an incredibily beautiful but malicious witch to be his bride in an arranged marriage.

Although he remains proud of his family, and loves them dearly, Azir could not stomach their evil, hated-filled beliefs and the stifling of his artistic expression. He hopes to prove himself a worthy son in his own way, not by becoming a fearsome necromancer or consort to a wicked witch, but by claiming the apple of discord!


tldr; Azir is the semi-estranged son of a wealthy family of evil black-scaled dragonborn who fled home to escape an arranged marriage to an evil witch.

E:
GLORIOUS SONGSMITHERY:

May Glory come to we mighty men
That win upon this day
We've slain a golem of spinning blades
And continue on our way
Of into this most deadly peril
Into darkness we assay
Bless us with glory and might - glory and might
Oh bless us with glory and great might

And snicker-snap goes a swinging axe
Into the neck swift slays
A bugbear of prodigious size:
A picture of dismay
Painted in blood upon its face
And all where it now lays
Sing of our prowess and strength - prowess and strength
Oh sing of our prowess and great strength!


Important DM rulings for me to remember:
-Dragonborn breath weapons are not weapons for the purposes of badic music and don't get the +1d6 damage.
-Withdraw actions (be they restricted or otherwise) earn the DM's ire and should not be attempted under any circumstances, on pain of javelin-related-death.
« Last Edit: March 26, 2012, 07:21:04 pm by Grek »
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Criptfeind

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #179 on: March 26, 2012, 07:24:32 pm »

The javelin did not kill you.

Wuss.
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