Welcome to OpenRPG version 1.6.1...
Emote commands:
/date - Display the local and GMT time and date.
/dieroller roller - Set your dieroller or list the available rollers.
/font - Sets the font.
/fontsize - Sets the size of your fonts. Recomended 8 or better for the size.
/help - Displays a list of emote commands.
/i or /i player_id_number - Ignore user associated with that player ID.
/lines [number] - View or set the maximum number of lines shown in chat.
/load - Loads settings from another ini file from the myfiles directory.
/log [ on | off | to filename ] - Check log state, additionally turn logging on, off, or set the log filename prefix.
/me - Alias for **yourname.
/moderate [ on | off ] - Show who can speak in a moderated room, or turn room moderation on or off.
/moderate player_id,...=on | off - Give people the ability to speak in a moderated room, or revoke it.
/name or /nick your_name - Change your name.
/ping - Ask for a response from the server.
/purge - Purge history older than your buffersize.
/role [player_id = GM | Player | Lurker] - Get player roles from ther server, or change the role of a player.
/set [setting[=value]] - Displays one or all settings, or sets a setting.
/status your_status - Set your online status (afk,away,etc..).
/time - See /date.
/update [get] - Get the latest version of OpenRPG.
/version - Displays current version of OpenRPG.
/w player_id_number, ... = message - Whisper to player(s). Can contain multiple IDs.
Locating server at 127.0.0.1:6774...
Game connected!
(1) Jacob (enter): 10:44
Server Administrator-> You have connected to an OpenRPG server, version '1.6.1'.
Welcome to Jack Simth's temporary server!
I put this up just for
a short gaming session on Saturday, and stop it after.
Moving to room 'D and D'..
(1) Jacob (enter): 10:44
Server Administrator->
Welcome to Jack Simth's temporary server!
I put this up just for
a short gaming session on Saturday, and stop it after.
(3) Stisnera (enter): 10:53
(3) Stisnera: Warping in. Hello Jacob.
(1) Jacob: Welcome.
(1) Jacob: Still waiting for Narf and Brian.
(1) Jacob: Ping?
(3) Stisnera: I am here, though I am doing something else while waiting for our fellow players.
(4) Mighty Eagle (enter): 11:07
(3) Stisnera: Hello Mighty One.
(1) Jacob: Welcome, armored one. Or should that refer to Stis?
(4) Mighty Eagle: Greetings.
(3) Stisnera: Armoured one would be more appropriate for Stis I guess. But she will eventually remove that ungainly armour.
(1) Jacob: That, or she will eventually learn how to use it. Or retire. One of the three.
(4) Mighty Eagle: (ooc) where's Narf?
(1) Jacob: He doesn't seem to have arrived quite yet.
(4) brianeyci: anything important happen last time?
(3) Stisnera: She will certainly give it up sooner or later. There are a few nice powers giving improved psionic armours and shields after all.
(4) brianeyci: they stack?
(3) Stisnera: Those are armour bonuses, shield bonuses, and... something else (precognition).
(1) Jacob: Well, we changed areas - we are now wandering around section three on the map, which seems to have been abandoned. Be warned, though, the front door used to be trapped, so there may be more traps.
(3) Stisnera: An insight bonus I think.
(4) brianeyci: cool its okay we have dieger... damn we don't
(4) brianeyci: who's our rogue
(1) Jacob: Actaully, there are bonuses of many types - armor, shield, dodge, insight, deflection, probably more.
(4) brianeyci: enhancement
(4) brianeyci: natural
(1) Jacob: I don't think we have a rouge at the moment.
(3) Stisnera: I was only naming Stis's bonuses given by her powers. She would love to have all of these of course.
(4) brianeyci: magical
(3) Stisnera: Well, who wants to do some scouting then?
(1) Jacob: Anyone got any useable stealth?
(3) Stisnera: I have -13 to my Hide checks. Do I qualify?
(1) Jacob: Depends - what's your dex modifier + ranks in hide?
(3) Stisnera: -13 is the total penalty, after the bonuses have been taken in.
(1) Jacob: No.
(4) brianeyci: Hide Skill Check: [1d20-11] -> [18,-11] = (7)
(3) Stisnera: Well, Stis has a -17 penalty due to armour, which should really apply to Hide checks. She then has +3 because of Dexterity, and +2 because she is a Tiefling. -12 rather than -13 then.
(3) Stisnera: Hide Skill Check: [1d20+5-17] -> [16,5,-17] = (4) (includes Armor Penalty of -17)
(4) brianeyci: Greatsword (base): [1d20+5] -> [2,5] = (7) ===> Damage: [2d6+0] -> [2,1,0] = (3)
(4) brianeyci: Greatsword (base): [1d20+5] -> [2,5] = (7) ===> Damage: [2d6+0] -> [5,1,0] = (6)
(4) brianeyci: Greatsword (base): [1d20+5] -> [9,5] = (14) ===> Damage: [2d6+0] -> [1,4,0] = (5)
(4) brianeyci: Greatsword (base): [1d20+5] -> [3,5] = (8) ===> Damage: [2d6+0] -> [6,5,0] = (11)
(4) brianeyci: Greatsword (base): [1d20+5] -> [7,5] = (12) ===> Damage: [2d6+0] -> [2,6,0] = (8)
(4) brianeyci: Greatsword (base): [1d20+5] -> [13,5] = (18) ===> Damage: [2d6+0] -> [3,1,0] = (4)
(4) brianeyci: Greatsword (base): [1d20+5] -> [19,5] = (24) ===> Damage: [2d6+0] -> [5,4,0] = (9)
(4) brianeyci: Critical hit? [1d20+5] -> [7,5] = (12) ===> Damage: [4d6+0] -> [4,4,4,4,0] = (16)
(1) Jacob: Stis, even if you rolled a 20, you're still only getting a roll of 8. The BLIND have a 50/50 chance of spotting you.
(4) brianeyci: haha
(3) Stisnera: Armour is noisy I guess.
(4) brianeyci: okay. can't you summon a familiar?
(4) brianeyci: I have handle animal skill 4 or 5.
(1) Jacob: Technically an animal companion, but yes, it's a possibility.
(4) brianeyci: if we can find a good animal, we can send it ahead
(4) brianeyci: Handle Animal Skill Check: [1d20+4] -> [15,4] = (19)
(3) Stisnera: I can. *Pets Jacob* Doesn't he make a nice familiar? Well, using animals might work, if our Druid agrees to such things.
(4) brianeyci: Handle Animal Skill Check: [1d20+4] -> [12,4] = (16)
(4) brianeyci: Handle Animal Skill Check: [1d20+4] -> [20,4] = (24)
(4) brianeyci: Handle Animal Skill Check: [1d20+4] -> [13,4] = (17)
(4) brianeyci: Handle Animal Skill Check: [1d20+4] -> [20,4] = (24)
(4) brianeyci: I like those rolls
(3) Stisnera: I am quite fond of the [1d10] -> [10] = (10) myself. Such a nice figure.
(1) Jacob: Of course, as the "randoms" a computer generates are actually a pre-determinable list off a function, and aren't truely random, you are wasting your good rolls....
(3) Stisnera: And that damage roll seems to love me as well (unless the die somehow has five ten on it).
(1) Jacob: And yeah, that's actaully probably a good idea.
(4) brianeyci: darn and I thought it would keep going like that forever
(4) brianeyci: what kind of animals are underground. rats sound perfect.
(4) brianeyci: if we could find some of those rats a couple weeks ago...
(1) Jacob: Bat and cats have a +14 hide skill, so they are tempting.
(4) brianeyci: we could hire a cat.
(4) brianeyci: go into town and hire a cat, more convincing.
(1) Jacob: Actually, there's a Druidic Ritual to get an animal companion. Takes 24 hours, though.
(4) brianeyci: maybe you can convince Narf that you already took the 24 hours in between sessions.
(1) Jacob: Oh, bats and cats aren't on the list.
(4) brianeyci: oh well there goes that
(4) brianeyci: how do you kill a talisman ship with even numbers. lol
(1) Jacob: Crystal + Talisman.
(1) Jacob: Medium vipers have hide +12, and they are on the list.
(4) brianeyci: I don't have crystal or talisman, only standard tech.
(4) brianeyci: get viper
(3) Stisnera: Or you kill a Talisman Escort with a regular Dreadnought. Oh, Star Destroyers are great as well.
(4) brianeyci: do you need a handle animal check?
(3) Stisnera: Or hope the Talisman user is making mistakes.
(4) brianeyci: he is he forgot to put a supply component.
(4) brianeyci: but despite me using ionic disruptors, in the simulator I can barely get even kills because he's using max range with apb's.
(4) brianeyci: will weapon overloading weapons work.
(1) Jacob: So arrange for him to run out of supplies - then he can hardly fire his APB's.
(1) Jacob: What amount of supply does the simulator start ships out with?
(4) brianeyci: he has dedicated supply ships, just no supply component on his warships.
(3) Stisnera: I suppose the Talisman designs aren't Baseships without Stealth Armour/Scattering Armour and untrained ships? Tachyon Projectors are good, but those won't probably deal enough damage quickly enough.
(4) brianeyci: I don't know, but if you manage to kill his engines the ship is dead in the water. no they're not they are just
(4) brianeyci: dreads with phased shield III apb's and shield proj and a couple null space
(4) brianeyci: a lot of them are arranged apb shield apb shield to deal with crystal, but I don't have crystal.
(3) Stisnera: I would avoid the fleet altogether myself, and try to bring down their economy. Or some Stellar Manipulation.
(4) brianeyci: I have max shields.
(4) brianeyci: yes, my thought exactly
(4) brianeyci: does a heavy mounted tractor beam/repulsor beam make any difference?
(3) Stisnera: It will push the target farther away, but you must have a bigger hull than the target (or a hull equally as big, I am not sure).
(4) brianeyci: equally as big I think, dreads in sim can push other dreads in sim
(4) brianeyci: farther away, u sure about that?
(3) Stisnera: Repulsor Beams aren't random, so I think distance is more or less equivalent to damage. Heavy mounted tractor beams are useless.
(4) brianeyci: cool. Can a repulsor beam heavy mounted push a ship farther than the maximum APB range?
(3) Stisnera: It should be more than enough (16 damage or some such, perhaps 12), but the ships will get back within range soon. And of course, you cannot expect all of your beams to hit.
(4) brianeyci: awesome, thanks.
(3) Stisnera: Or try to convince that player Baseships are the best, and Stealth/Scattering armour is worthless.
(3) Stisnera: :)
(4) brianeyci: in general how many repulsor/tractor beams would you put on a dread? the dread has MC so a little extra space.
(4) brianeyci: haha baseships.
(4) brianeyci: Asmala was really kicking my ass with baseships before he left. He built a special design with 50 minesweeper, crystal armor and DUC's, opened warp point then sent one ship to each planet in the system.
(4) brianeyci: so baseships aren't entirely useless lol
(1) Jacob: There's very, very little that's entierly useless in SEIV.
(4) brianeyci: tachyon sensors
(3) Stisnera: They can be good, especially when the game comes down to "see my one thousand ships", but a Religious player would commit suicide by using Baseships (well, not quite, but it certainly weakens them).
(3) Stisnera: Two or three beams per Dreadnought should do the trick, though I don't use Repulser Beams a lot.
(4) brianeyci: don't worry I'll make sure to test repulsor extensively before I deploy them.
(4) brianeyci: right now I'm in a rebuilding phase, making quick two turn hulls with an MC and 4 quantum engines to retrofit.
(4) brianeyci: anyway
(4) brianeyci: where's narf
(3) Stisnera: And Tachyon Sensors can be good Brian: they show you have the wealth to use sub-optimal components, and they can be useful for retroseries. They aren't so good as Sensors though;
(1) Jacob: Actually, though, I'm thinking I'd probably want to go with a wolf - forest animal, and so can actually TALK with it, plus it has some hide, listen, spot, and move silently, and has Hit Dice on par with a Druid's.
(4) brianeyci: retroseries lol. don't mention that, gives me headaches. I've made so many mistakes with retroseries =D.
(4) brianeyci: wolf
(4) brianeyci: 1d8?
(1) Jacob: 2d8+4
(1) Jacob: Of course, Hide is only +2 for a wolf. Still.....
(4) brianeyci: Cha check: [1d20+0] -> [1,0] = (1)
(4) brianeyci: Cha check: [1d20+0] -> [6,0] = (6)
(4) brianeyci: Cha check: [1d20+0] -> [2,0] = (2)
(4) brianeyci: Cha check: [1d20+0] -> [12,0] = (12)
(1) Jacob: What did I tell you about using up your good rolls?
(4) brianeyci: heh heh got rid of those bad rolls =D.
(4) brianeyci: those are bad rolls
(1) Jacob: I don't know, the 12 was decent.
(4) brianeyci: okay.
(4) brianeyci: jumping on a balance beam, DC = ?
(3) Stisnera: *Quietly buys some dogbane for the wolf*
(1) Jacob: Wouldn't be charisma, and depends on the situation - a slippery balance beam? Look up the Acrobatics skill.
(3) Stisnera: I know a Stis who would be glad to end up with 12 on a Cha check.
(4) brianeyci: I know its a quiz lol it should be easy to guess in general
(4) brianeyci: picking a lock on a wooden door (simple) dc = ?
(1) Jacob: 20
(3) Stisnera: Bah, a nice power would do the trick.
(3) Stisnera: :)
(4) brianeyci: picking a lock of a bank vault or a headquarters dc = ?
(1) Jacob: Sorry, jumping on a balance beam would be a jump check.
(4) brianeyci: powers still have dc don't they?
(1) Jacob: 30 or 40
(1) Jacob: Depends on the power, of course.
(4) brianeyci: tumbling through a square occupied by an opponent dc = ?
(3) Stisnera: Some of them don't have any DC, and I can think of one low level power able to damage walls, doors and the like. That isn't exactly "picking a lock" though.
(1) Jacob: 25
(4) brianeyci: well damage is not a skill
(4) brianeyci: mouth-reading someone whipsering from 20 feet away dc = ?
(1) Jacob: After all, anybody can take an axe to a wooden door.
(3) Stisnera: Damage skill roll [1d20+3] -> [2,3] = (5)
(4) brianeyci: lol
(3) Stisnera: Odd that Stisnera would fail such rolls.
(1) Jacob: 15
(4) brianeyci: partial or total success?
(4) brianeyci: dc modifier for specatacular success?
(1) Jacob: Well, there's circumstance modifiers on that - is the person you are reading trying to be read, or not to be?
(4) brianeyci: no
(4) brianeyci: he doesn't know he's being watched
(4) brianeyci: there's far too many modifiers to memorize, do you use the +2/-2 rule?
(6) Narf The DM (enter): 11:48
(4) brianeyci: hi
(6) Narf The DM: Sorry I'm late. I slept in.
(1) Jacob: Welcome.
(6) Narf The DM: Hello
(1) Jacob: Been there, done that.
(3) Stisnera: Hello Narf.
(1) Jacob: So, where were we - bandit spot 3, inside first door, correct?
(6) Narf The DM: Yep. And Jacob had just triggered a trap.
(1) Jacob: And put it out, and healed himself.
(6) Narf The DM: Well, put himself out. One of the chairs has a little flame on it.
(1) Jacob: Bah - oak chairs - they won't support a small flame for long. So, do you still have the room description on hand for those who weren't here last time?
(6) Narf The DM: Just a sec...
(1) Jacob: However, Jacob would put it out anyway - Druid's don't like too many forest fires.
(1) Jacob: Oh, and do I apply the level up health now, or do I need to "heal up" to get it?
(6) Narf The DM: Well, I don't recall waiting for anything on any other level-up
(6) Narf The DM: You see a guardroom. Several chairs and weapon-racks are scattered around; however, all of the weapons are gone.
(4) brianeyci: (btw where is ME in all of this, I haven't been keeping track of xp, has he gotten enough to level yet?)
(6) Narf The DM: You notice that the room is bare of absolutely anything easily portable.
(6) Narf The DM: What's left is furniture and racks.
(1) Jacob: beats out fire with his shield
(6) Narf The DM: I don't know. I'd have to do some adding.
(1) Jacob: * doors?
(6) Narf The DM: And I didn't say the chair was oak.
(6) Narf The DM: Ok...
(1) Jacob: * true.
(6) Narf The DM: ----BEGIN----
(1) Jacob: Beats out the fire with shield
(6) Narf The DM: One door left, one door right, one door forward.
(1) Jacob: Welcome back, all. Anyone feel like trying the secret of the maze?
(4) Mighty Eagle: Perhaps... some of your animal friends can help Druid.
(3) Stisnera: It was obviously why we followed you. We could hardly stay away from trying that maze.
(1) Jacob: I have yet to take the time to aquire a true companion. However, we can just try the left door.
(1) Jacob: Tries left door.
(6) Narf The DM: What do you mean by 'tries'? Opens it fully?
(6) Narf The DM: Or slowly?
** (4) Mighty Eagle sheaths his Greatsword and takes his shield from his back, using it as full cover. **
(1) Jacob: * Slowly. After having been "burned" so recently, he won't be opening ANYTHING quickly for a while.
** (4) Mighty Eagle steps in front of the door so that when the door is opened the shield will take whatever pounces from behind. **
(6) Narf The DM: DC 15 Reflex save, please.
(1) Jacob: Reflex save: [1d20+2] -> [4,2] = (6)
(4) Mighty Eagle: Reflex save: [1d20+1] -> [3,1] = (4)
(1) Jacob: * sigh*
(4) Mighty Eagle: (lol look at me)
(3) Stisnera: Reflex save: [1d20+3] -> [5,3] = (8)
(6) Narf The DM: You notice some presure, but fail to stop opening in time. The next thing you hear is shattering glass and crackling fire.
(1) Jacob: * So, what's the damage
(4) Mighty Eagle: (does the shield protect me?)
(6) Narf The DM: The fire is on the far side of the door and a little ways away.
(1) Jacob: Opens door - slowly - the rest of the way to have a look to see how bad it is
(6) Narf The DM: This is apparently sleeping quarters. Three beds are against each wall. There is a contraption involving a hinge, a metal bar, a bracket and presumably something glass taped to a wall. The wall and the bed below the wall, on the right, are on fire.
(1) Jacob: Wooden building, then. Quick spot check to see if there is anything useful.
(1) Jacob: Spot Skill Check: [1d20+9] -> [5,9] = (14)
(6) Narf The DM: OOC: The wall is in fact carved rock.
(4) Mighty Eagle: "Quick, put the fire out with your magiks!"
(1) Jacob: * ah, a fuel only fire.
(6) Narf The DM: You don't spot anything; just some rugs, and the beds.
(1) Jacob: * how well ventilated is the area?
(6) Narf The DM: The rugs seem to be arranged so that the fire can reach the other beds.
(6) Narf The DM: The door is the only entrance or exit.
(1) Jacob: Pulls the rug away, and removes other flammables so that the fire can't spread beyond where it is.
(6) Narf The DM: However, the door doesn't fit it's frame and likely wouldn't halt a blaze if closed.
(6) Narf The DM: At a guess, someone took a saw to it, for that express purpose.
(1) Jacob: * True, but in a stone area, fire doens't spread easily - it's why all those Castles and Cathedrals are still around.
(6) Narf The DM: Yep. Hence the rugs.
(1) Jacob: * any unusual results on pulling on the rug?
(6) Narf The DM: Nope.
(1) Jacob: * so it moved, then?
(6) Narf The DM: Yep.
(1) Jacob: * great
(6) Narf The DM: The fire is now confined to one bed.
(1) Jacob: Backs out, and closes the door behind to minimize smoke pouring into the rest of the building.
(1) Jacob: * the plan is to wait for the fire to put itself out.
(6) Narf The DM: Ok.
(1) Jacob: Let's try one of the other rooms, for a bit. Next on the list would be the center door. After you, Eagle.
(1) Jacob: * Eagle?
(1) Jacob: * Stis?
(6) Narf The DM: Hello?
(3) Stisnera: Let me take the lead for once instead. I should love to explore for a bit.
(1) Jacob: Fine with me.
(3) Stisnera: (I think Eagle is away, and I was daydreaming myself. *Slaps self*)
(3) Stisnera: *Takes the lead, and grumbles on the way* Wonder where that old rogue, Dieger, went.
(6) Narf The DM: OOC: Gone in a flash, remember?
(1) Jacob: I think he kinda went up in smoke.
(4) Mighty Eagle: (Eagle is not away, he just doesn't like to talk a lot = )
(4) Mighty Eagle: Was Dieger one of your old party?
(1) Jacob: * Narf's fill character, a rouge.
(6) Narf The DM: You open the door to the sounds of ticking. Potions litter the floor of this room; it is otherwise bare. In the middle, a clockwork device of some kind slowly...uh...clockworks.
(4) Mighty Eagle: (I know, ME doesn't know Dieger though)
(6) Narf The DM: It looks kind of like a mechanical clock, only without the clock-face.
(3) Stisnera: That place is already giving me a headache. Machinery everywhere.
(1) Jacob: Yeah, he dissapeared while examining an artifact I have.
(4) Mighty Eagle: I agree. Lets destroy it.
(1) Jacob: picks up neares potion
(6) Narf The DM: The potions are packed around it.
(3) Stisnera: If you want to be killed in the process, by all means do so. I wouldn't touch that thing myself.
(6) Narf The DM: Alchemists fire potion.
(4) Mighty Eagle: Why should we need to touch it friend. That is what swords are for.
(1) Jacob: We may want to remove these potions. They way thery are arranged, they could be another trap.
(1) Jacob: starts picking up other potions
(4) Mighty Eagle: We are wearing plate and chainmail. I think you are too cautious.
(6) Narf The DM: tic-toc tic-toc tic-toc
(3) Stisnera: Carelessness is the kind of idea that fills graveyards.
(4) Mighty Eagle: Fine, try and figure out the trap sorcerer. But I'm not waiting for an hour.
(3) Stisnera: Any label on those other potions? No odd smell?
(1) Jacob: Alchemist's Fire.
(3) Stisnera: (To Jacob)
(3) Stisnera: Think it is really that?
(1) Jacob: Picking up potions
** (4) Mighty Eagle crosses his arms and grunts. **
(1) Jacob: That's what the label said. As we have run across a few examples, I'm inclined to believe that's what they are.
(1) Jacob: * so, does Jacob get all the potions before the clockwork thing does something?
(6) Narf The DM: The potions are picked up. There are about 20.
** (4) Mighty Eagle peers at one of the labels. **
(6) Narf The DM: However, it is quite big enough to have plenty of potions inside it.
(1) Jacob: * any exposed gears?
(6) Narf The DM: The label says 'Alchemists Fire - Do not drink, do not apply to skin, do not through at anyone you like.'
(4) Mighty Eagle: Int check: [1d20+1] -> [19,1] = (20)
(6) Narf The DM: Yep.
(6) Narf The DM: tic-toc tic-toc tic-toc
(1) Jacob: Drops a rock into one of the gears, hoping to jam the mechanism.
(6) Narf The DM: There are no visible nuts or bolts.
** (4) Mighty Eagle opens his eyes wide. **
(6) Narf The DM: Somewhere inside the device, the tic-tocing begins to accelerate.
(4) Mighty Eagle: "Let's get the hell out of here, right now, right NOW!"
(1) Jacob: I don't know about the rest of you, but I'm done here.
(1) Jacob: leaves room
(3) Stisnera: *Leaves that room*
** (4) Mighty Eagle carefully steps back out of the room, his shield protecting himself as he leaves. **
(3) Stisnera: Dear Mighty One, weren't you the one not being afraid, with all your armour and some such?
(6) Narf The DM: For Eagle's Int check - From the looks of it, all the non-essential gears are on the outside.
(6) Narf The DM: tic-BOOM!!!
(1) Jacob: * and us lacking anyone with Disable Device...
(4) Mighty Eagle: "Quiet sorcerer, if it wasn't for your types... arghhhhhhhhhh!"
(6) Narf The DM: Make two reflex saves at DC 20 and DC 15.
(1) Jacob: Reflex save: [1d20+2] -> [6,2] = (8)
(1) Jacob: Reflex save: [1d20+2] -> [1,2] = (3)
(4) Mighty Eagle: Dex check: [1d20+1] -> [11,1] = (12)
(4) Mighty Eagle: Dex check: [1d20+1] -> [10,1] = (11)
(3) Stisnera: Reflex save: [1d20+3] -> [15,3] = (18)
(3) Stisnera: Reflex save: [1d20+3] -> [20,3] = (23)
(6) Narf The DM: The first, somewhat loud, boom blows the door of it's hinges. Everyone takes d4 damage from a flying door. The second, louder boom sends flame and shrapnel everywhere. Everyone takes 2d6 damage, except Stis, who takes 1d6.
(1) Jacob: [2d6 + 1d4] -> [5,2,4] = (11)
(1) Jacob: * or are you supposed to roll?
(6) Narf The DM: Nope, you guys can roll.
(3) Stisnera: [1d4+1d6] -> [2,1] = (3)
(4) Mighty Eagle: (I put my shield between myself and the door, do I get less damage?)
(1) Jacob: Ohh, that stings.
Jacob casts Cure Light Wounds ( level 1, "Target recovers 1d8 health +1 per caster level (max +5)." )
Jacob can cast Cure Light Wounds 1 more time
(4) Mighty Eagle: [1d4] -> [2] = (2)
(1) Jacob: (on self) [1d8+2] -> [4,2] = (6)
(4) Mighty Eagle: [2d6] -> [4,4] = (8)
(3) Stisnera: (*Sells rigged dice for Jacob and Eagle* At least you were level 2 Jacob)
(6) Narf The DM: OOC: Eagle takes -4 to damage.
(6) Narf The DM: OOC: Had a phone call.
(4) Mighty Eagle: "Arghhhhhhh! I can't feel my legs, I can't feel my legs!!!"
(6) Narf The DM: Time to Stop, Drop and Roll.
(1) Jacob: Relax you big baby. You had it easier than I did.
(1) Jacob: * To put out the flames? Reflex save or what?
(3) Stisnera: Rather unfairly as you are the one responsible for that glitch.
(1) Jacob: * I'm actually hoping for Fort...
(6) Narf The DM: DC 15 to put the fire out.
(1) Jacob: * reflex, fort, what?
(6) Narf The DM: That's for resisting damage.
(6) Narf The DM: Reflex.
(1) Jacob: Reflex save: [1d20+2] -> [10,2] = (12)
(6) Narf The DM: Oops.
(4) Mighty Eagle: Dex check: [1d20+1] -> [15,1] = (16)
(6) Narf The DM: Now, less talking, more screaming as you burn.
(6) Narf The DM: Eagle is out.
** (4) Mighty Eagle screams and rolls around, putting out the fire on his legs. **
(1) Jacob: Ow, Ow Ow.
(6) Narf The DM: Jacob takes 1 damage.
(3) Stisnera: Reflex save: [1d20+3] -> [1,3] = (4)
(6) Narf The DM: Stis takes 1 damage.
(3) Stisnera: (And I was rolling 20 when it wasn't needed)
(1) Jacob: * So, do I try again, or is it out anyway
(1) Jacob: * ?
(6) Narf The DM: Jacob and Stis are still on fire.
(1) Jacob: Reflex save: [1d20+2] -> [10,2] = (12)
(3) Stisnera: Reflex save: [1d20+3] -> [7,3] = (10)
** (4) Mighty Eagle tries to help. **
(4) Mighty Eagle: Dex check: [1d20+1] -> [13,1] = (14)
(6) Narf The DM: 1 more damage to each.
** (4) Mighty Eagle takes out a water gourd and splashes water on Stis and Jacob. **
(6) Narf The DM: I think we can just give a +4 to both next checks from Eagles help.
(1) Jacob: Reflex save: [1d20+2] -> [6,2] = (8)
(3) Stisnera: [1d20+7] -> [6,7] = (13)
(1) Jacob: GAHHHH!
(4) Mighty Eagle: Dex check: [1d20+1] -> [11,1] = (12)
(6) Narf The DM: [1d4] -> [4] = (4)
(6) Narf The DM: Eagle doesn't need to make a dex check to help.
(4) Mighty Eagle: (ok)
(6) Narf The DM: Ignore the d4, I was trying to click on the typing window.
(6) Narf The DM: Jacob takes another point of damage.
(1) Jacob: Reflex save: [1d20+2] -> [11,2] = (13)
(1) Jacob: * stis out?
(6) Narf The DM: Ok, that'll do it.
(6) Narf The DM: Jacob and Stis are now out.
(1) Jacob: Oookay. Anyone feeling lucky enough to try the third door?
(3) Stisnera: You've just volunteered.
(1) Jacob: Turns handle, leaves door closed.
(3) Stisnera: *Quaffs a Cure Light Wounds potion*
(6) Narf The DM: Nothing happens.
(3) Stisnera: [1d8] -> [1] = (1)
(1) Jacob: Opens door one inch
(6) Narf The DM: You feel some resistance.
(1) Jacob: peeks through opening
(3) Stisnera: *Quaffs another potion*
(1) Jacob: Spot Skill Check: [1d20+9] -> [5,9] = (14)
(3) Stisnera: [1d8] -> [8] = (8)
(6) Narf The DM: At the far end of the wall, through the tiny opening, you see a string.
(4) Mighty Eagle: "Stop!"
(6) Narf The DM: Or did you mean 'one inch past the frame'?
(4) Mighty Eagle: Spot Skill Check: [1d20-1] -> [18,-1] = (17)
(1) Jacob: Tiny opening - just enough to see through.
(6) Narf The DM: Ok.
(1) Jacob: Closes door.
(1) Jacob: This door looks trapped as well.
(6) Narf The DM: The string appears to head for the door.
(4) Mighty Eagle: "Grab it quick!"
(1) Jacob: It hasn't gone off yet, so it won't go off until someone tries to open it again.
(1) Jacob: We have some time.
(1) Jacob: Now, I saw a string heading towards the back wall. I'm guessing another fire trap - many trappers specialize.
(1) Jacob: * which way does the door open - towards the room we are in, or towards the other room?
(6) Narf The DM: Towards the room you are in.
(4) Mighty Eagle: "Lets mark the doors that we try so future adventurers won't fall prey to the same trap."
(1) Jacob: Nah, we can open this - we just need to make sure to open the door quickly, and make sure none of us are in line to get splashed.
(1) Jacob: Anyone have any rope? We could open the door from a distance, as it doesn't respond to the handle.
(4) Mighty Eagle: (is there a table in the room)?
(4) Mighty Eagle: Can you not use your magiks to attack the door from afar and destroy it?
(1) Jacob: I'm pretty much out of magic for today. Although....
Jacob casts Detect Magic ( level 0, "Detects gifts and magic items within 60 ft." )
Jacob can cast Detect Magic 3 more times
(6) Narf The DM: No magic items.
(3) Stisnera: Throw your shield on it?
(4) Mighty Eagle: "Why do we not drill a small hole in the door and look inside?"
(1) Jacob: I'm actually looking in the next room - Detect Magic will penetrate up to three feet of wood or dirt, or 1 foot of stone.
(1) Jacob: "Should have thought of this earlier."
(6) Narf The DM: Well, not actually looking - it only detects magic. Since there's no magic, you don't see anything.
(1) Jacob: Well, nothing magical in there. Not sure if alchemists potions count
(6) Narf The DM: Rest assured, if the walls were magic, you could see the walls.
(1) Jacob: Checks to see if they do by looking at one of the potions picked up earlier.
(6) Narf The DM: I wouldn't think so.
(6) Narf The DM: Alchemy implies that the ingredients don't contain more than ambient magic.
(6) Narf The DM: Nope, no glow.
(1) Jacob: * duration on Detect Magic is Conentration, up to 1 minute / level
(1) Jacob: Well, they don't. Anyone have any rope? At best, I've got some fishing line.
(4) Mighty Eagle (exit): 12:47
(6) Narf The DM: Detect magic seems to more like 'detect active magic', since in a fantasy game magic is everywhere and you don't see a blue glow everywhere.
(6) Narf The DM: But let me check the PHB.
(6) Narf The DM: Doesn't say anything about detect magic.
(1) Jacob: Hooks some fishing line to the doorknob, opens the door just enough that it can be pulled open easily, while holding it closed with his foot
(1) Jacob: Stis, could you hand me something to block this for just a little while - perhaps a broken chair leg.
(3) Stisnera: Would my shield do, or anything else I have at hand? It isn't that I don't like you, but I would rather stay here.
(9) Mighty Eagle (enter): 12:53
(1) Jacob: Your shield is a little too large. It wouldn't move easily when I pulled on the line.
(1) Jacob: Eagle, could you hand me a little something, like one of those broken chair legs?
(3) Stisnera: I am sure the Mighty One should like to fetch you that broken chair leg then.
(3) Stisnera: It would be most appreciated. *Smirks*
(6) Narf The DM: OOC: What was the last line you saw?
(1) Jacob: * Jacob's percarious position - holding a door slightly open and yet closed, with a piece of fishing line attached to the doorknob.
(6) Narf The DM: Eagle?
(1) Jacob: * He is still using his previous IP, if that helps any.
(6) Narf The DM: If it does, I don't know it.
(1) Jacob: * Well, until he says something, we can just consider him momentarily absent (perhaps he is checking on the bed fire) and continue.
(6) Narf The DM: Ok.
(1) Jacob: Ah well, I guess I'll just have to do this the hard way.
(9) Mighty Eagle: (whops)
** (9) Mighty Eagle hands Jacob a chair leg. **
(6) Narf The DM: Are you back?
(6) Narf The DM: Ok, what was the last line you saw?
(9) Mighty Eagle: "Should have thought of this earlier"
(9) Mighty Eagle: (game disconnected lol)
(1) Jacob: All right Lady and Gent, time to take cover.
(9) brianeyci: hrm.
** (9) Mighty Eagle uses his shield for full cover again. **
(3) Stisnera: *Steps out of the way, and keeps her shield at hand*
(6) Narf The DM: OOC: Ah. Jacob didn't detect magic, I ruled that alchemists potions weren't detected by detect magic and Jacob is going to open the door using a fishing line.
(1) Jacob: Steps sideways from the door (hinge side), letting the line go slack and removing his foot, then pulls on the line to get the door open
(6) Narf The DM: The door opens, you hear a twang, then you hear a fire in the far room.
(1) Jacob: Anyone care to take a look?
(6) Narf The DM: Those of you who can see in the door see empty shelves.
(6) Narf The DM: It appears the trap was a simple string stretched from the door to a loop in the wall. A potion was apparently tied on in the middle.
(1) Jacob: Steps around to take a look
(1) Jacob: * where's the fire?
(6) Narf The DM: The floor is carpeted. However, the fire isn't spreading very fast. It's in the middle of the room, on two of the middle shelves and the carpeting.
(9) Mighty Eagle: (there's a bed around right?)
(9) Mighty Eagle: (with blankets?)
(1) Jacob: * in a different room, yes.
** (9) Mighty Eagle goes to pick up blankets to use to smother the fire. **
(1) Jacob: Beware the smoke in there!
(6) Narf The DM: The fire is only smoking a little.
(1) Jacob: * talking about the room with the beds - a contained fire doesn't leave much air.
(6) Narf The DM: Ah.
(1) Jacob: * then again, you did say it was ventilated
(6) Narf The DM: Yes, somewhat. But I would think Eagle would be light-headed when he came out from particle inhalation.
(6) Narf The DM: You get a rug.
(1) Jacob: pulls out dagger, checks too see if the carpet cuts readily enough.
(1) Jacob: Dagger (with Continual Flame) (base): [1d20+0] -> [2,0] = (2) ===> Damage: [1d4+0] -> [1,0] = (1)
(6) Narf The DM: The bed/ashes are smoldering.
** (9) Mighty Eagle tries to spot anything unusual. **
(6) Narf The DM: I would think you could hack the carpet up with a dagger.
(9) Mighty Eagle: Int check: [1d20+1] -> [2,1] = (3)
(9) Mighty Eagle: Spot Skill Check: [1d20-1] -> [5,-1] = (4)
(1) Jacob: Cuts the fire out of the carpet, to isolate it.
** (9) Mighty Eagle begins rummaging the room. **
(9) Mighty Eagle: Search Skill Check: [1d20+1] -> [20,1] = (21)
(1) Jacob: (shouting to Eagle) Just grab the rug I moved earlier! It should be in plain sight.
(6) Narf The DM: In a corner of one of the shelves, tucked under the shelf, you find a small note: "Left off the Grate Road, to the horse, to the dagger, to the face, one hundred paces."
(3) Stisnera: (I am sorry, but I will have to leave. Good day to you.)
(6) Narf The DM: Ok, bye.
(1) Jacob: * have fun.
** (3) Stisnera found the F4 macro key **
(3) Stisnera: Disconnecting from server...
(3) Stisnera (exit): 13:09
(1) Jacob: ?
** Sorry, don't understand what a /? is...
Emote commands:
/date - Display the local and GMT time and date.
/dieroller roller - Set your dieroller or list the available rollers.
/font - Sets the font.
/fontsize - Sets the size of your fonts. Recomended 8 or better for the size.
/help - Displays a list of emote commands.
/i or /i player_id_number - Ignore user associated with that player ID.
/lines [number] - View or set the maximum number of lines shown in chat.
/load - Loads settings from another ini file from the myfiles directory.
/log [ on | off | to filename ] - Check log state, additionally turn logging on, off, or set the log filename prefix.
/me - Alias for **yourname.
/moderate [ on | off ] - Show who can speak in a moderated room, or turn room moderation on or off.
/moderate player_id,...=on | off - Give people the ability to speak in a moderated room, or revoke it.
/name or /nick your_name - Change your name.
/ping - Ask for a response from the server.
/purge - Purge history older than your buffersize.
/role [player_id = GM | Player | Lurker] - Get player roles from ther server, or change the role of a player.
/set [setting[=value]] - Displays one or all settings, or sets a setting.
/status your_status - Set your online status (afk,away,etc..).
/time - See /date.
/update [get] - Get the latest version of OpenRPG.
/version - Displays current version of OpenRPG.
/w player_id_number, ... = message - Whisper to player(s). Can contain multiple IDs.
(6) Narf The DM: The fire now occupies nearly the whole of the middle shelves, and smoke hovers near the eight-foot cieling.
(6) Narf The DM: Eagle also found a door on the far right.
(9) Mighty Eagle: "Jacob, let's forget this. I think I found a way out of here!"
(6) Narf The DM: * Left! I mean, left.
(6) Narf The DM: Oops.
(1) Jacob: Let's try it!
(1) Jacob: * Eagle is the one who found the door, so he either needs to point it out or open it.
** (9) Mighty Eagle gives Jacob the note. **
** (9) Mighty Eagle opens the door carefully, using the door as a shield. **
(9) Mighty Eagle: Spot Skill Check: [1d20-1] -> [1,-1] = (0)
(6) Narf The DM: DC 15 reflex check.
(1) Jacob: Reflex save: [1d20+2] -> [13,2] = (15)
(9) Mighty Eagle: Reflex save: [1d20+1] -> [1,1] = (2)
** (9) Mighty Eagle is knocked unconcious. **
(1) Jacob: * after all, with a spot roll of 0, you didn't even see the wall....
(6) Narf The DM: Jacob didn't need to do one; Eagle appears to have found the bathroom. The chamberpot is now on the floor beside him; it's contents are now on him.
(6) Narf The DM: * Beside Eagle.
(6) Narf The DM: * And on Eagle.
(6) Narf The DM: It appears the scar mafia left one last present for you.
(1) Jacob: Well, let's check out that bedroom again - things should have died down by now. We will want to air it out first, though.
(9) Mighty Eagle: (I'm unconcious)
(9) Mighty Eagle: (and dying unless you stabalize me lol)
(1) Jacob: Heal Skill Check: [1d20+9] -> [14,9] = (23)
(6) Narf The DM: No your not. It was a chamberpot, not an explosion.
(9) Mighty Eagle: I took six hp damage from b efore
(9) Mighty Eagle: (ok nm)
(9) Mighty Eagle: (lol)
(6) Narf The DM: Well, in that case, your staggering around, woozy.
** (9) Mighty Eagle is unfazed. He's had worse from horses. **
(6) Narf The DM: The bed/ashes in the bedroom is smoldering.
(1) Jacob: Opens doors (and any windows) to air out the area - including the door to the burned bedroom, but not including the door to the storeage area
(6) Narf The DM: Little glows here and there. However, not much smoke is being produced anymore.
(9) Mighty Eagle: "Lets spend a litttle while looking around the whole place, then get to Grate road."
(6) Narf The DM: Smoke wafts out of the room, then out the front door.
(1) Jacob: After letting things air out for a bit, searches through the ruined bedroom
(1) Jacob: Search Skill Check: [1d20+2] -> [19,2] = (21)
(9) Mighty Eagle: Search Skill Check: [1d20+1] -> [4,1] = (5)
(9) Mighty Eagle: Search Skill Check: [1d20+1] -> [11,1] = (12)
(9) Mighty Eagle: Search Skill Check: [1d20+1] -> [13,1] = (14)
(9) Mighty Eagle: Search Skill Check: [1d20+1] -> [1,1] = (2)
(9) Mighty Eagle: (hold on, can I take 20 on my search check?)
(6) Narf The DM: You don't find anything.
(6) Narf The DM: Except a little pile of ashes underneath the burnt bed.
(9) Mighty Eagle: "Okay. We have what we need with the note."
** (9) Mighty Eagle examines the ashes. **
(9) Mighty Eagle: Int check: [1d20+1] -> [6,1] = (7)
(6) Narf The DM: Paper, at a guess.
(1) Jacob: Yep, but we probably need to rest. I know I'm still hurting.
(9) Mighty Eagle: "Perhaps we should go back to town then."
(9) Mighty Eagle: "There may be a mage that can put together he remnants of this paper."
** (9) Mighty Eagle gathers up the ashes. **
(6) Narf The DM: Well, there's two perfectly comfortable beds here, if a little smokey.
(1) Jacob: Why? We have two perfectly serviceable beds here.
(6) Narf The DM: One keeps watch, two sleep...
(6) Narf The DM: Eagle now has a little pile of ashes in his pocket.
(9) Mighty Eagle: "Perhaps there is a powerful witch or sorcerer in town who we can hire to reconstitute this burned paper.
(1) Jacob: That can wait for tomorrow. Besides, tomorrow, I can make sure you are well healed.
(1) Jacob: camps
** (9) Mighty Eagle settles down. Eagle moves a lot of the furniture around as a precaution to prepare for an attack. **
(1) Jacob: * let's see - you said 1d4 + con?
** (9) Mighty Eagle barricades the front door after the smoke is gone, and blocks the windows. **
(1) Jacob: [1d4+1] -> [1,1] = (2)
(6) Narf The DM: I'm going to check the books again.
(1) Jacob: * Found it in the SRD - one point per character level - so 2 for Jacob.
(1) Jacob: "With a full night’s rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night."
(1) Jacob: * under injury and death - Natural Helaing
(6) Narf The DM: Ok, thanks.
Jacob casts Cure Light Wounds ( level 1, "Target recovers 1d8 health +1 per caster level (max +5)." )
Jacob can cast Cure Light Wounds 2 more times
Jacob casts Cure Light Wounds ( level 1, "Target recovers 1d8 health +1 per caster level (max +5)." )
Jacob can cast Cure Light Wounds 1 more time
(1) Jacob: [1d8+2] -> [1,2] = (3)
(1) Jacob: [1d8+2] -> [7,2] = (9)
(9) Mighty Eagle: Well okay. I have 5 hp then.
(1) Jacob: Jacob, then ME
(1) Jacob: Or should that have been ME then Jacob?
(9) brianeyci: Okay I'm fully healed.
(6) Narf The DM: Just a second.
(6) Narf The DM: Ok, back.
(1) Jacob: And I can still do that once more today, if need be. Shall we check out the nearest town?
(6) Narf The DM: The nearest town that you know of is the city of clerks.
(6) Narf The DM: However, finding a road out of it and following it will probably get you a village, villages generally being built near cities.
(1) Jacob: * That's fine - they're peaceful, and librarians of such power are likely to have some knoweledge of restoring paper.
(9) brianeyci: Agreed. It will not be cheap.
(6) Narf The DM: Your quite a ways from the librarians city.
(9) Mighty Eagle: (whops)
(9) Mighty Eagle: Agreed, it will not be cheap though.
(1) Jacob: * Well, never mind then.
(1) Jacob: Or, we could just check out the last listed area on the map.
(9) Mighty Eagle: We shall go to the village, and perhaps we can hire mounts there to take us to the city.
(9) Mighty Eagle: Perhaps. But what if this paper holds some important mystery?
(1) Jacob: Well, we do have half the puzzle, at least.
(9) Mighty Eagle: Shall we ask Stisnera? (turns to Stis)
(1) Jacob: * Um, she's gone.....
(1) Jacob: * Or rather, Alynean is gone.
(1) Jacob: * Don't you see that Stisnera's name is missing from the list?
(1) Jacob: Personally, I'm inclined to check the fourth marking on the map.
(6) Narf The DM: Sorry, guys. I gotta go now.
(1) Jacob: Well, we are at a good stopping point anyway.