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Old 05-19-2012, 10:45 AM   Top  -  End  -  #151
Reverent-One
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Join Date: Oct 2008
Default Re: Guildmage [OOC]

Personally, since Shadow got a spoiler response to his stuff, I'm waiting for him to say if he has anything relevant.
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Old 05-19-2012, 11:48 AM   Top  -  End  -  #152
NecroRebel
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Default Re: Guildmage [OOC]

Yeah, but aside from skills and that short-ranged flight power, I basically have nothing to contribute outside of battle, and most of my skills are kind of low. I mostly took training in knowledge skills for fluff reasons, but my Int score isn't that high, and I seem to be consistently rolling kinda low on those checks, too.
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Old 05-19-2012, 06:47 PM   Top  -  End  -  #153
Chambers
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Default Re: Guildmage [OOC]

Bypassing a chance for ancient relics that the world hasn't seen for hundreds of years? Okay...
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Old 05-19-2012, 09:02 PM   Top  -  End  -  #154
Reverent-One
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Default Re: Guildmage [OOC]

We're heroes, not graverobbers. Not that they're always much difference in D&D.

I am correct in understanding that there are no doors and such in the room, right?
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Old 05-19-2012, 09:58 PM   Top  -  End  -  #155
Chambers
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Default Re: Guildmage [OOC]

Correct, though there's the stairs going down in the main room (the stone tile slide aside on the floor).
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Old 05-19-2012, 10:49 PM   Top  -  End  -  #156
NecroRebel
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Default Re: Guildmage [OOC]

Look at it this way: the Demon, who is believed to be an ancient Hevian, didn't have the seals on those sarcophagi broken. Either he (or the forces he left in the city) don't know how to remove them, removing them is a bad idea, or whatever's inside isn't valuable enough to warrant the risk. Given that view, leaving the dead where they are is probably the best idea for us, too.
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Old 05-19-2012, 11:11 PM   Top  -  End  -  #157
Chambers
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Default Re: Guildmage [OOC]

Some valid reasoning, no doubt. There may be other reasons why they are still sealed, however.
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Old 05-21-2012, 11:28 PM   Top  -  End  -  #158
Reverent-One
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Default Re: Guildmage [OOC]

fixing the dice-(1d20+6)[16]
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Old 05-25-2012, 01:55 AM   Top  -  End  -  #159
PChubby
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Default Re: Guildmage [OOC]

Forgot to add checking for traps to the spoiler:

Thievery: (1d20+24)[43]
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Old 05-26-2012, 04:46 PM   Top  -  End  -  #160
NecroRebel
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Default Re: Guildmage [OOC]

Fixing my broken Stealth roll...
(1d20+13)[21]
Edit: Should be 25 due to Riley granting 2 +2 bonuses I didn't take into account.

Last edited by NecroRebel : 05-26-2012 at 06:23 PM.
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Old 05-26-2012, 05:21 PM   Top  -  End  -  #161
Reverent-One
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Default Re: Guildmage [OOC]

Remember the +2 stealth bonus from Riley's ritual earlier today, Necro.

Quote:
Originally Posted by PChubby View Post
Riley
...
Riley cast Traveler's Camouflage. [roll0] Nature check for 10hr stealth bonus. And with that crappy roll it's only +2.

The rambling was nothing special just roleplaying the Thieving Crew stealth bonus for everyone. +2 stealth/thievery for everyone withing 5 squares of Riley
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Old 05-26-2012, 05:29 PM   Top  -  End  -  #162
PChubby
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Default Re: Guildmage [OOC]

+4 total for stealth checks.

+2 for the ritual and +2 for anyone within 5 squares of Riley (Thieving Crew, lvl 11 PP feature.)

Sadly, I've been forgetting the Ritual bonus :)

Last edited by PChubby : 05-26-2012 at 05:29 PM.
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Old 05-26-2012, 06:22 PM   Top  -  End  -  #163
NecroRebel
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Default Re: Guildmage [OOC]

Quote:
Originally Posted by Reverent-One View Post
Remember the +2 stealth bonus from Riley's ritual earlier today, Necro.
Quote:
Originally Posted by PChubby View Post
+4 total for stealth checks.

+2 for the ritual and +2 for anyone within 5 squares of Riley (Thieving Crew, lvl 11 PP feature.)

Sadly, I've been forgetting the Ritual bonus :)
Oh, then my roll was a 25. Still not amazing, but pretty decent given that I'm untrained in it.
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Old 05-28-2012, 04:12 PM   Top  -  End  -  #164
Chambers
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Default Re: Guildmage [OOC]

Bump! Anybody going in?
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Old 05-28-2012, 05:22 PM   Top  -  End  -  #165
Reverent-One
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Default Re: Guildmage [OOC]

I'm waiting for one of our scouts to report back.
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Old 05-29-2012, 12:54 AM   Top  -  End  -  #166
NecroRebel
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Default Re: Guildmage [OOC]

I was hoping that my following Riley would encourage everyone else to do the same, thus allowing us to move along. Well, if nobody else posts something that starts the inevitable approaching combat sequence involving that map by tomorrow evening, Elise will do something a bit reckless to do it. The way I've been playing her tactically it probably wouldn't be out of character for her to jump the gun a bit.
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Old 05-29-2012, 10:45 AM   Top  -  End  -  #167
Chambers
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Default Re: Guildmage [OOC]

Just cus there's a map doesn't mean there will be combat. Sometimes I just like maps
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Old 05-29-2012, 11:40 AM   Top  -  End  -  #168
NecroRebel
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Default Re: Guildmage [OOC]

Sure you do. And the (combat-relevant) lore about the patches of fog is there just for your amusement too, right?
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Old 05-29-2012, 01:10 PM   Top  -  End  -  #169
Chambers
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Default Re: Guildmage [OOC]

Maybe....

They could also be useful for non-combat things, like ceremonies or rituals that involve undead.
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Old 05-29-2012, 03:00 PM   Top  -  End  -  #170
PChubby
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Default Re: Guildmage [OOC]

Seems everyone was waiting for everyone else :)

Rolling to know what to report...
Spoiler
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Old 05-29-2012, 03:18 PM   Top  -  End  -  #171
PChubby
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Default Re: Guildmage [OOC]

Not sure if there's an actual mechanic to cleanse the area (arcana checks etc.) or if it's just kill everything undead.
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Old 05-29-2012, 10:04 PM   Top  -  End  -  #172
Scylfing
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Default Re: Guildmage [OOC]

Again, my apologies for going silent for a while, between work and MisCon I was kinda overwhelmed, but I'm still here!

Skill checks:
Arcana: (1d20+18)[24]
Perception: (1d20+7)[12]
Religion: (1d20+13)[17]
Stealth: (1d20+19)[26]
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Old 05-29-2012, 10:23 PM   Top  -  End  -  #173
Reverent-One
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Default Re: Guildmage [OOC]

My own checks:
Religion-(1d20+18)[21]
Perception-(1d20+8)[20]
Arcana-(1d20+18)[24]
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Old 05-30-2012, 11:43 AM   Top  -  End  -  #174
Shadow_Elf
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Puranah, Najmah
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Default Re: Guildmage [OOC]

Flavius' Checks:
Religion: (1d20+15)[19]
Perception: (1d20+11)[16]
Arcana: (1d20+24)[32]
Stealth: (1d20+16)[21] incl. bonuses

EDIT: Was just rolling checks because everyone else was, when I realized that two of the spoilers Flavius could read automatically . Oh well, maybe this set of cruddy rolls will expunge some of the RNG's hatred towards me.
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Old 05-30-2012, 12:11 PM   Top  -  End  -  #175
NecroRebel
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Default Re: Guildmage [OOC]

It's odd that we'd take the west passage; I thought Jarl had indicated the northeast one. We entered from the northwest, so we'd be facing southeast, so to our left would've been northeast It's not like it matters; maybe Jarl turned around to face the rest of us before he picked a route.
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Old 05-30-2012, 12:18 PM   Top  -  End  -  #176
Chambers
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Default Re: Guildmage [OOC]

Whoops. I understood 'left' as if one were looking at the map. Sorry about that.
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Old 05-30-2012, 12:51 PM   Top  -  End  -  #177
NecroRebel
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Default Re: Guildmage [OOC]

Quote:
Originally Posted by Chambers View Post
Whoops. I understood 'left' as if one were looking at the map. Sorry about that.
If you had had us come in from the south, that wouldn't have been a problem for you It's a very easy mistake to make, though, and it probably doesn't really matter anyway. We just kind of chose a passage at random and took it, right? The randomly-chosen passage not being the one I thought it was doesn't make any difference.
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Old 06-05-2012, 02:54 AM   Top  -  End  -  #178
PChubby
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Join Date: Feb 2012
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Default Re: Guildmage [OOC]

BAH forgot to re-paste roll tags after previewing

Perception for Traps: (1d20+15)[20]
Thievery to disable (if found): (1d20+24)[36]
Thievery to open (if locked):(1d20+24)[42]
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Old 06-09-2012, 07:58 PM   Top  -  End  -  #179
Chambers
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Default Re: Guildmage [OOC]

I support this ritual idea.
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"We have sent many to Hell, to smooth our way," said I, "and we are standing yet and holding blades. What more?"
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Old 06-09-2012, 09:08 PM   Top  -  End  -  #180
NecroRebel
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Default Re: Guildmage [OOC]

It sounds like a fun idea, though the information we gain may not be relevant at all. I say let's go for it! We probably won't be attacked until we go back into that central chamber (the one with the map provided that's obviously intended as a battle site )
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