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Author Topic: (3.5e) The Mad Jester's Labyrinth - Always Recruiting  (Read 23413 times)

Orangebottle

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #150 on: March 19, 2012, 09:19:18 pm »

Interesting thing about the MJL's blade traps. Apparently, the more time you spend standing around near them, the stronger they get.

They also summon spiders.
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Criptfeind

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #151 on: March 19, 2012, 09:22:39 pm »

That was hilarious. I guess I'll roll up a new character, then. Maybe somebody who can actually heal, cause nobody else seems to give a damn about being alive.

Your fine. You survived. A few weeks in town and you will be ready to go back down. Chicks dig scars.

Speaking of... Nothing. Did we get exp? Or did the negative exp we earned fully cancel it out?
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Cthulhu

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #152 on: March 19, 2012, 09:23:12 pm »

I'll get back toyou on that.
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Orangebottle

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #153 on: March 19, 2012, 09:28:22 pm »

That was hilarious. I guess I'll roll up a new character, then. Maybe somebody who can actually heal, cause nobody else seems to give a damn about being alive.

Your fine. You survived. A few weeks in town and you will be ready to go back down. Chicks dig scars.

Speaking of... Nothing. Did we get exp? Or did the negative exp we earned fully cancel it out?
Still good to have a backup plan.
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Quote from: The Binder of Shame: RPGnet Rants
"We're in his toilet. We're in Cthulhu's toilet."

""Hey! No breaking character while breaking character"

Heron TSG

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #154 on: March 19, 2012, 09:56:47 pm »

The first session was...  I wouldn't call it a success.  It was a session.

The adventurers quickly came across a spinning wooden pole with blades sticking out.  They piddled around for like a year, tried to wedge something into it, but it broke.  Eventually everyone stopped giving fucks and just ran for it.  The dwarf didn't fare as well and got carved open.  Went from 12 to -6 in one shot.  They managed to drag him out.  Kilgore ran through, took a total of 9 damage.  Strangely he had 12 hp.  Upon further inspection he had 32 points into attributes (It's not 32 point buy), and spent way more than 100 gold.  He decided the best course of action was to sacrifice himself for the team, climbing into the gearworks and gumming them up with his viscera.  The trap defeated, our heroes returned home to rest and recuperate.

the end
Well gee, I don't recall ordering my character to commit suicide. Nor do I have any idea what you're talking about with the overbudgeting, on stats or abilities.

Gold: 10gp for each kusari-gama, 5gp for a common musical instrument, 10gp for a small steel mirror, the compass is a reference to the spell 'know direction', flint and steel is one gold piece, and marbles are 2sp per bag that can cover 5' squared. That's... 37 gold. I don't know where you're pulling the other 63 gold from. Now that you mention it, though, I can buy a shitload of marbles.

Code: [Select]
Abilities:
14 (costs 6)
15 (costs 8)
14 (costs 6)
08 (costs 0)
08 (costs 0)
12 (costs 4)

Well gee, 6+8+6+4 appears to equal... 24. Imagine that.

All this, and then some random guy comes to my door, missing a thumb, asking me to call 911. I come back, and I'm accused of doing stupid shit, and somehow my character has been mind controlled into suicide. I'm fine with high-lethality campaigns, but what the fuck incurred a case of DM rage? Is it something I said? Was the tuba thing too wacky?
« Last Edit: March 19, 2012, 09:59:04 pm by Barbarossa TSG »
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Est Sularus Oth Mithas
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Cthulhu

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #155 on: March 19, 2012, 10:06:31 pm »

Hm.  So what was the sheet I was reading?

So yes, this is definitely a different sheet than the one we had.  I used the one you linked earlier, did you change it in the intervening time?

The sheet I used had Str 16, Dex 16, Con 14, Int 8, Wis 8, Cha 14.  You had a chainmail, which is 100gp.  You had 12 hp.
« Last Edit: March 19, 2012, 10:11:53 pm by Cthulhu »
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Criptfeind

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #156 on: March 19, 2012, 10:09:19 pm »

The sheet that you linked too in the game has been changed.
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Heron TSG

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #157 on: March 19, 2012, 10:18:13 pm »

Perhaps I linked to it before I finished editing it. (The sheet was previously a gestalt bard/fighter from a different campaign.)
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

Cthulhu

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #158 on: March 19, 2012, 10:21:34 pm »

When did you finish?  Because it was the old sheet when the game ended.
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Grek

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #159 on: March 19, 2012, 10:57:19 pm »

-Ran through a trap while it was frozen instead of helping disable it, abandoning his teammates for certain death.

If I stayed, I would have been dropped within the first round with probability 58.33% and been dead by the second round with probability 97.3. That comes out to a 56.76% chance of dying outright at my health. Even if you had ultimately been dead set on destroying the trap (you weren't), I would have used my bard song to help you, which would have been both safer for me and several times more effective.

So, yeah. Absolutely no guilt about leaving you guys behind.
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Heron TSG

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #160 on: March 19, 2012, 11:34:45 pm »

When did you finish?  Because it was the old sheet when the game ended.
I finished picking spells and everything at about the time we reached the whirling blade golem, but most everything was done before that.
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Est Sularus Oth Mithas
The Artist Formerly Known as Barbarossa TSG

Cthulhu

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #161 on: March 20, 2012, 01:01:11 pm »

Since the new sheet checks out, we'll just undo the climbing into the gears thing and assume misunderstandings were had.  Maybe while you're in town you could try to find a better way to jam the machine, though there are three other entrances so you could always just skip that one, or explore different parts of that floor.

A heavy iron chain could probably hold the spinny in place if you had something sufficiently tough holding the chain in place.
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Grek

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #162 on: March 20, 2012, 02:47:28 pm »

So, time for a bit of brainstorming:

1. Hold the blade trap in place using...
 1a. ...a chain held by Jorn's huge muscles. Total cost 30gp.
 1b. ...a chain held by a mule. Total cost 38gp.
 1c. ...a grappling hook. Total cost 2gp.

2. Block the blade trap with rocks using...
 2a. ...our hands. Potentially risky, but free.
 2b. ...a scroll of Tenser's Floating Disk. Safer, but costs 25gp.

3. Block the blade trap with some non-rock item, such as...
 3a. ...a bobsled. Total cost 20gp.
 3b. ...a cart. Total cost 15gp.
 3c. ...a portable ram. Total cost 10gp.
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Criptfeind

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #163 on: March 20, 2012, 03:33:45 pm »

Two and three sounds like they will not work.
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Orangebottle

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Re: (3.5e) The Mad Jester's Labyrinth - Always Recruiting
« Reply #164 on: March 20, 2012, 08:28:39 pm »

That thing launched a 50lb lead tuba at Killgore's face.
No, jamming stuff in it probably won't work.
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Quote from: The Binder of Shame: RPGnet Rants
"We're in his toilet. We're in Cthulhu's toilet."

""Hey! No breaking character while breaking character"
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