A Tyrant in Pieces (Inactive)

Game Master leinathan

Nearly six hundred years ago, the draconic tyrant Kazavon was defeated, and the seven indestructible relics of his body spirited across the multiverse so he might never return. Today, whisperings and rumours of his artifacts are abound, and fears that the great warlord Kazavon may return are on the tip of everybody's tongue. Will a group of intrepid heroes stop it, or will the world labor under the chained fist of Zon-Kuthon once again?

Battlemap

The Mwangi Expanse


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What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Salla - don't forget background skills and that studying is now a swift.

"Too talkative" xD


Male Dhampir Knife Master 5/Shadowdancer 2 | HP 66/68 | AC 22, T 18, FF 15 | Fort +4, Ref +12, Will +3 | CMD 22 | Init +6 | Perception +12

Had a hell of a time choosing a feat, but I think that should be everything.

Level 7 (Unchained Rogue 5/Shadowdancer 2)

  • hp +9 (1d8+1)
  • BAB +1, Fort +1, Will +1
  • Physical enhancement: Dexterity +2 (+1 to attack, damage, AC, CMD, Reflex, initiative, etc.)
  • 7 adventuring skill ranks (+1 to Acrobatics, Bluff, Disguise, Knowledge [dungeoneering], Perception, Stealth, and Use Magic Device)
  • 2 background skill ranks (+2 to Lore [vampires])
  • Evasion
  • Uncanny dodge → improved uncanny dodge
  • +30 feet to darkvision range
  • New feat: Canny Tumble


  • Reference Image HP 47/47 , Buffs: | AC 24, t 11, ff 22 | F+6, R+3, W+8, | Perception +12, Initiative +3

    Level 7 (Fighter 7)
    hp +13 (1d10+2 Con + 1 Favored) Were we taking max HP per level? Cause that's what my math comes out to...
    BAB +1
    Physical enhancement: Dexterity +2
    4 adventuring skill ranks (+1 to Acrobatics, Intimidate, Perception, Stealth)
    2 background skill ranks (+1 to Profession (Sailor), Knowledge (Nobility))
    Armor Training 2
    New feat: Vital Strike


    character sheetMaths ★ F transformed (Huge) Hybrid L.Medium 6 / Striker 5, Gifted T4 | Init +13 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 33, t21, ff(uncanny dodge, 27), CMD 34(37 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+17 R+9 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free jump to avoid Reflex AoEs

    Shaman 7, fcb: +1 cleric spell (invisibility purge), feat: spirit talker, ABP: +2 CON

    Diplomacy +2 ranks
    Knowledge (geography) +1* rank
    Knowledge (history) +1* rank
    Knowledge (planes) +1 rank
    Knowledge (religion) +1 rank
    Perception +1 rank
    Spellcraft +1 rank

    channel is now 4d6...and I now get two 4th level spells / day! (and one more 1st level).


    Human Sorcerer (Tattooed Sorcerer) 7 | HP: 54/56 | AC: 15, T: 13, FF: 13 | CMD: 15 | Fort: +5, Reflex +5, Will +6 | Init: +2 | Perc: +9 | Spells: 1st: 7/8, 2nd: 8/8, 3rd: 5/5

    Small mistake in my level up. I forgot that my 7th level bloodline feat is replaced in my archetype. So I actually gain the Create Spell Tattoo ability instead of Silent Spell.


    Reference Image HP 47/47 , Buffs: | AC 24, t 11, ff 22 | F+6, R+3, W+8, | Perception +12, Initiative +3

    So...what kind of loot split we looking at here?


    What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

    Alright, checking things out:

    We have got:

    the formula book of a level 7 alchemist, a pair of spectacles of understanding, two scrolls of knock, two vials of indigo dreams poison, a vial of troll styptic, a potion of blur, a masterwork silver longsword... and 50,000 gold.


    Reference Image HP 47/47 , Buffs: | AC 24, t 11, ff 22 | F+6, R+3, W+8, | Perception +12, Initiative +3

    Of all that: really just interested for a cut of coinage on my end. Probably will use it to have my gear further enchanted.


    Human Sorcerer (Tattooed Sorcerer) 7 | HP: 54/56 | AC: 15, T: 13, FF: 13 | CMD: 15 | Fort: +5, Reflex +5, Will +6 | Init: +2 | Perc: +9 | Spells: 1st: 7/8, 2nd: 8/8, 3rd: 5/5

    I really don't have a use for much other than the coins myself. We can sell anything that people don't want of course.


    Male Dhampir Knife Master 5/Shadowdancer 2 | HP 66/68 | AC 22, T 18, FF 15 | Fort +4, Ref +12, Will +3 | CMD 22 | Init +6 | Perception +12

    The spectacles look like they might come in handy. Everything else could just be liquidated and divvied up.


    Reference Image HP 47/47 , Buffs: | AC 24, t 11, ff 22 | F+6, R+3, W+8, | Perception +12, Initiative +3

    Was reviewing my sheet and I think I came across a redundancy:

    I have an Agile weapon, as well as the Advanced Weapon Training (Fighter's Finesse-Polearms) feat. Don't these technically do the same thing? And, if so, can I change the enchantment on the glaive?


    Male Dhampir Knife Master 5/Shadowdancer 2 | HP 66/68 | AC 22, T 18, FF 15 | Fort +4, Ref +12, Will +3 | CMD 22 | Init +6 | Perception +12

    From the looks of it, agile only adds Dex to damage. Normally it couldn't have been applied to the glaive since glaives aren't normally finessable, but Fighter's Finesse allowed you to get around that. So you need both in order to get Dex to hit and to damage.


    Reference Image HP 47/47 , Buffs: | AC 24, t 11, ff 22 | F+6, R+3, W+8, | Perception +12, Initiative +3

    Ah. Ok. Figured there was a reason.


    What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

    Let's say you can get 1,500 gold for the random stuff you're selling.

    That leaves the spectacles of understanding and 51,500 gold.

    I feel that it's easiest to add the sell value of the spectacles (1500gp) to the value of the gold, and simply to subtract that if you want them.

    For example, there's 53,000gp. That gets divided 5 ways, which is 10,600.

    If somebody wants the spectacles, they get 9,100gp and the spectacles.

    9,100gp + 4 (10,600) = 51,500, the amount of actual gold you get. It all adds up, seems like.

    This sound good to everyone?

    I need a bit of time to write up some prep-work, and we'll do the RP for setting this up soon (i just need to write up a good post for it, y'know) but the next mission y'all would get is to locate and secure the Bound Blade. Based off of some visions, some intel, and the movement of Nidalese soldiers, you will be sent to the Sodden Lands to search for the hidden grave of Namane the Wise, who is thought to have been interred with the blade.

    I wanted to tell you before you settled on gear to buy in case you wanted to buy something relevant :)


    Human Sorcerer (Tattooed Sorcerer) 7 | HP: 54/56 | AC: 15, T: 13, FF: 13 | CMD: 15 | Fort: +5, Reflex +5, Will +6 | Init: +2 | Perc: +9 | Spells: 1st: 7/8, 2nd: 8/8, 3rd: 5/5

    Sounds good to me. I don't particularly want the spectacles, and I think that I'm mostly going to be saving up my money for now. I have a couple of things I might want, but I really want to save up for a greater shadow eye piercing and those cost 32k.


    Reference Image HP 47/47 , Buffs: | AC 24, t 11, ff 22 | F+6, R+3, W+8, | Perception +12, Initiative +3

    I'll take a full share of gold, 10,600 gp.

    Now to decide:

    Mithral Full Plate?
    Add Keen to my glaive?


    Female Changling Slayer 7. HP77, AC 19, T12, ff 16, Fort +8, Ref +10, Will +6, Init +3, Per + 11

    Salla will take the full share as well. She's looking at Snipers goggles.


    Male Dhampir Knife Master 5/Shadowdancer 2 | HP 66/68 | AC 22, T 18, FF 15 | Fort +4, Ref +12, Will +3 | CMD 22 | Init +6 | Perception +12

    Hm. I think I'll also take the full share. The spectacles are fancy, but I can pass on them.

    Lemme see...

    Definitely getting some cold iron and silver daggers. Maybe an adamantine one? Probably not.

    Some boots of striding and springing would be fun.


    Reference Image HP 47/47 , Buffs: | AC 24, t 11, ff 22 | F+6, R+3, W+8, | Perception +12, Initiative +3

    Going with the full plate. Bling bling!


    character sheetMaths ★ F transformed (Huge) Hybrid L.Medium 6 / Striker 5, Gifted T4 | Init +13 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 33, t21, ff(uncanny dodge, 27), CMD 34(37 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+17 R+9 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free jump to avoid Reflex AoEs

    Shiny!

    I'm still figuring out what Unafe should buy. Suggestions welcome!

    Meantime, I just noticed that (when I choose Lore as my wandering spirit) I get Legend Lore as a 4th level spell. It seems very thematic for Unafe, and possibly useful in searching for the Bound Blade and other artifacts of Kazavon (though of course if a spell by itself makes it too easy to find the pieces, someone would've done it already long ago...)


    character sheetMaths ★ F transformed (Huge) Hybrid L.Medium 6 / Striker 5, Gifted T4 | Init +13 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 33, t21, ff(uncanny dodge, 27), CMD 34(37 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+17 R+9 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free jump to avoid Reflex AoEs

    Nicholas, I love the suspicious reaction. Well played.

    I wonder, is there a cult of Dou-Bral in Magnimar?


    Human Sorcerer (Tattooed Sorcerer) 7 | HP: 54/56 | AC: 15, T: 13, FF: 13 | CMD: 15 | Fort: +5, Reflex +5, Will +6 | Init: +2 | Perc: +9 | Spells: 1st: 7/8, 2nd: 8/8, 3rd: 5/5

    I honestly has to stop and think how Nick would actually respond to completely spontaneous charity. Because he did open the game with a random act of kindness toward a stranger, and he's gotten to know the party a bit so they're not really strangers anymore. But he's also a spy who assumes that most people have an angle, and it's makes more sense that that he'd consider what's happened so far to be more mutual self-interest than outright being friends. Even helping Unafe is easy to explain as him considering saving someone who's in immediate mortal danger as significantly more pressing than providing money to help someone who's been maimed, but isn't in any real danger anymore.


    character sheetMaths ★ F transformed (Huge) Hybrid L.Medium 6 / Striker 5, Gifted T4 | Init +13 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 33, t21, ff(uncanny dodge, 27), CMD 34(37 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+17 R+9 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free jump to avoid Reflex AoEs

    I bought:
    Fate's shears
    pearl of power, 3rd

    ...and the divine focus + enough expendable incense for 4x castings of Legend Lore

    BTW, I can now cast both Lesser and regular Restoration. Experience makes me want to have 1000 GP worth of diamond dust with me. Shall we make that group gear? Is there any other group gear we want to buy? The dust would take 200 GP each, which I could afford my part of if I buy 1 less hunk of incense.

    (I still have my wand of CLW mostly charged, so I don't think we need another of that yet.)

    leinathan, feel free to use Legend Lore in your hook for this next chapter, if useful. Also, let me know if/when you want me to roll Will save to remember and make sense of her dreams/visions.


    Human Sorcerer (Tattooed Sorcerer) 7 | HP: 54/56 | AC: 15, T: 13, FF: 13 | CMD: 15 | Fort: +5, Reflex +5, Will +6 | Init: +2 | Perc: +9 | Spells: 1st: 7/8, 2nd: 8/8, 3rd: 5/5

    Since I'm mostly just saving up, I can afford to pay in to the group healing fund.

    And if I may say, Unafe's bluntness made me chuckle a little bit. Cai'nan is having quite the day, isn't he?


    character sheetMaths ★ F transformed (Huge) Hybrid L.Medium 6 / Striker 5, Gifted T4 | Init +13 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 33, t21, ff(uncanny dodge, 27), CMD 34(37 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+17 R+9 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free jump to avoid Reflex AoEs

    Teeheeheeheehee


    Male Dhampir Knife Master 5/Shadowdancer 2 | HP 66/68 | AC 22, T 18, FF 15 | Fort +4, Ref +12, Will +3 | CMD 22 | Init +6 | Perception +12

    Boots of striding and leaping - 5,500 gp
    Type II bag of holding - 5,000 gp
    Cold iron daggers (2) - 8 gp
    Silver daggers (2) - 84 gp

    701 gp remaining


    What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

    I'm really enjoying reading this roleplay!

    It doesn't really seem like there's anywhere immediate for me to contribute, so I'll give you guys a bit more time before I move on to plot.


    Male Dhampir Knife Master 5/Shadowdancer 2 | HP 66/68 | AC 22, T 18, FF 15 | Fort +4, Ref +12, Will +3 | CMD 22 | Init +6 | Perception +12

    Is the Book Club's library comprehensive? Like, can I assume that it has information available on most topics that aren't too outlandish?

    I do apologize for the lack of roleplay on my part. Once everyone set off on their errands, I found it a little improbable for Ciervo to bump into someone in such a large city (especially since he frequents the seedier Underbridge), but he could definitely be found at the base.


    What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

    I would say that the Book Club's library would contain information on Knowledge (engineering, geography, local, nobility, planes, religion). It would function as a library (that is, +4 Knowledge and the ability to make checks untrained) for those skills. Being an international spy organization, most of the literature present in Book Club bases is either for pleasure (as quite a few of the Club's agents are intellectuals of one sort or another) or useful for the work of spying. Books on heraldry, on relationships, secret passages, noble family parentage, alliances, that sort of thing.

    Other than that, Ciervo would be able to find quite a bit about the local area - Varisia, that is. Especially any Thassilonian ruins.


    Female Changling Slayer 7. HP77, AC 19, T12, ff 16, Fort +8, Ref +10, Will +6, Init +3, Per + 11

    Salla.

    Boots of striding and springing.
    Cloak of resistance + 1.
    20 Bolts Adamantine.
    40 Bolts Cold Iron.
    40 Bolts Silver.

    Added Profession Butcher & Profession Tanner to reflect her cover job as a hunter of exotic pelts.


    What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

    We have ABP. No cloaks of resistance.


    Female Changling Slayer 7. HP77, AC 19, T12, ff 16, Fort +8, Ref +10, Will +6, Init +3, Per + 11

    Arrrgh!

    I will adjust.


    What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

    Y'all down to head out on this adventure? I think I've got some interesting encounters planned out. I can move us forward whenever you're ready.


    Reference Image HP 47/47 , Buffs: | AC 24, t 11, ff 22 | F+6, R+3, W+8, | Perception +12, Initiative +3

    I'm down. Too busy at work to post a worthy RP post saying so.


    Human Sorcerer (Tattooed Sorcerer) 7 | HP: 54/56 | AC: 15, T: 13, FF: 13 | CMD: 15 | Fort: +5, Reflex +5, Will +6 | Init: +2 | Perc: +9 | Spells: 1st: 7/8, 2nd: 8/8, 3rd: 5/5

    I'm good.


    Human Sorcerer (Tattooed Sorcerer) 7 | HP: 54/56 | AC: 15, T: 13, FF: 13 | CMD: 15 | Fort: +5, Reflex +5, Will +6 | Init: +2 | Perc: +9 | Spells: 1st: 7/8, 2nd: 8/8, 3rd: 5/5

    Mind if I swap the rank I put in Sleight of Hand into Lore (Nidal)? I feel like Nicholas should be the guy who knows stuff about the country and the people in it.


    What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

    I don't mind at all, go ahead.


    character sheetMaths ★ F transformed (Huge) Hybrid L.Medium 6 / Striker 5, Gifted T4 | Init +13 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 33, t21, ff(uncanny dodge, 27), CMD 34(37 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+17 R+9 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free jump to avoid Reflex AoEs

    Sorry to be scarce--especially now that we're venturing into Unafe's home turf! I'm on a family vacation with spurts and droughts of time available to post.

    I'm excited about the hints we're getting. I didn't notice Nantambu on the map at first so I put a yellow rectangle around it in case anyone else wasn't sure. Our destination is to the North from here.

    Leinathan, about how far is it to that circle (by days walking/riding)?

    Team, I guess options to consider:
    A) go North along the river
    B) go North through the woods (which will reduced the likelihood of seeing other civilized folks)
    C) head North-West to get into the Sodden Lands faster, and then follow along the edge of the forest.

    ...I was just about to try to map rumors to those options, but I've gotta run now. More later!


    What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

    Whoops! I messed up, Mzali is to the south. It's between Garund and the Mwangi Expanse.

    Anyway, from Nantambu to the area indicated, it's about 200 miles. Walking will cover that distance in about two weeks as long as you can find a way to travel full speed in difficult terrain, or about three weeks if you cannot as you are bogged down by swamp.

    You can also buy or rent a boat, which will reduce the time it takes to get there to about 6 days. If you get a larger boat, it will be safer and faster, but if you get a smaller boat you can take it off the river and into the actual swamp, and use it to traverse the whole distance.

    The Tomb is somewhere within that circle, which has a diameter of about 15 miles. You will also need to think of a way to canvass that whole area effectively.


    Reference Image HP 47/47 , Buffs: | AC 24, t 11, ff 22 | F+6, R+3, W+8, | Perception +12, Initiative +3

    Quick post mid-travel, but I vote small boat.


    Human Sorcerer (Tattooed Sorcerer) 7 | HP: 54/56 | AC: 15, T: 13, FF: 13 | CMD: 15 | Fort: +5, Reflex +5, Will +6 | Init: +2 | Perc: +9 | Spells: 1st: 7/8, 2nd: 8/8, 3rd: 5/5

    Travel by water is a good idea. We're likely to run into boggards, but it's not worse than anything else we could run into and it's faster.


    character sheetMaths ★ F transformed (Huge) Hybrid L.Medium 6 / Striker 5, Gifted T4 | Init +13 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 33, t21, ff(uncanny dodge, 27), CMD 34(37 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+17 R+9 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free jump to avoid Reflex AoEs

    Boat sounds good to me too.

    I was just searching for any spells at all (especially Shaman or Wizard ones) that help with boat travel. I can't find any that would speed a boat except an argument around Alter Winds (which works if it can be cast on something like a 10' pole that's attached to the stern of the boat, but not otherwise).

    Leinathan, how would you rule on Alter Winds?

    All, any other "I'm on a boat!" spells you'd recommend?

    Regarding finding the Bound Blade / Namane's Tomb,

    Legend Lore wrote:
    If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4 x 10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).

    Would Legend Lore on Namane (or the Blade) be 1d10 days, or 2d6 weeks?


    Human Sorcerer (Tattooed Sorcerer) 7 | HP: 54/56 | AC: 15, T: 13, FF: 13 | CMD: 15 | Fort: +5, Reflex +5, Will +6 | Init: +2 | Perc: +9 | Spells: 1st: 7/8, 2nd: 8/8, 3rd: 5/5

    Warp wood might be useful if we need to make repairs.


    What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

    I would say legend lore has a casting time of 1d10 days in this case.

    Make whole is probably more appropriate for repairing a boat, but warp wood and wood shape do have good utility, especially if there are other boats.


    Human Sorcerer (Tattooed Sorcerer) 7 | HP: 54/56 | AC: 15, T: 13, FF: 13 | CMD: 15 | Fort: +5, Reflex +5, Will +6 | Init: +2 | Perc: +9 | Spells: 1st: 7/8, 2nd: 8/8, 3rd: 5/5

    Hey. Quick heads up. My sister is going away to college for the first time this weekend and the whole family is going with to help her move in. I'm leaving tomorrow morning and I should have internet, but my posting may be slower than usual until Sunday.


    character sheetMaths ★ F transformed (Huge) Hybrid L.Medium 6 / Striker 5, Gifted T4 | Init +13 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 33, t21, ff(uncanny dodge, 27), CMD 34(37 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+17 R+9 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free jump to avoid Reflex AoEs

    All, I'm sorry to be so scarce right now! I'm back from vacation...and into an extended stretch of writing at work, with a crazy deadline. On top of that we have a houseguest for the next two weeks.

    I'm going to do my best not to slow this game down since I know Unafe is key to this plot thread--and I'm super excited about it--but please forgive my absences. Sometimes RP posts especially are hard to write after a day of work writing.

    Leinathan, did you see my Q above about Alter Winds?
    Also, do we know where on the map Nightfall Station is? I'm wondering if an Aspis ship would get us close enough?


    What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

    Don't worry about it! I'm not in any sort of stressful rush, I just want to make sure people don't like... forget about this game.

    You could use Alter Winds on a ship's mast for sure, but most of the boats that travel on the river aren't wind-powered. Most of them are steam-powered with those rotating paddles, and a lot of the remainder are powered by teams of rowers.

    Nightfall Station is about 60% of the journey north, at the fork in the river to the north.


    character sheetMaths ★ F transformed (Huge) Hybrid L.Medium 6 / Striker 5, Gifted T4 | Init +13 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 33, t21, ff(uncanny dodge, 27), CMD 34(37 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+17 R+9 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free jump to avoid Reflex AoEs

    Thanks for understanding. A few more questions. I just found this map.

    1) Is it 4 days on the smuggler's ship to reach Jaha? Or to reach our dropoff point? (It looks like we might want to get dropped off about 1/2-way to Jaha, so perhaps after 2 days on the boat.)
    1a) if I'm right that we'd get dropped off earlier, do we have a hunch how many days travel through the jungle it would be to get there?

    2) If we had a small swamp boat, would it actually make it all the way there? (i.e. does the river pretty much lead all the way to the boatable swamp?)
    2a) and if that small boat had a sail + Alter Winds, how long do we think that'd take?

    3) A very different tactic: I can "learn" phantom steed through my Wandering Spirit. At 8th caster level it lets the steed "ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed". Sadly, I'm of course 7th level. Is there a way any of you can think of that we could increase my caster level for that spell? (I can't think of one, but I'm not super experienced playing casters.)

    EDIT:
    I added an X with a pink box where I *think* we'd want to leave the river, and one with a green box where I *think* Jaha is.


    What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

    1.) 4 days to reach Jaha. It is a very fast boat.

    1a.) It is about 50 miles between that spot on the map and the centerpoint of the indicated area. A normal human walks 12 miles each day, but there are many ways that you could go faster. Many areas in the swamp will impede travel, however, so it depends greatly on the mechanism for travel.

    2.) Yes, you could make it all the way there. The river is laden with little tributaries that lead into the swamp, but they are often so small that no normal boat could hope to go down them.
    2a.) Casting it twice per day so as to sail all day long, it would take about 8 days.

    3.) There are a few ways to increase your caster level, like a candle of invocation, the spell ally through time (paired with an ability to aid caster level... there should be a teamwork feat for that?) or feats. Unfortunately, I don't know if there are spells that just raise your caster level.


    What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

    I got the guy who founded the Book Club to read this, and he said he really liked it, and that you guys work well together and are great writers!

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