DM Bigrin's Second Darkness (Inactive)

Game Master bigrin42

A foul omen looms in the sky over the scoundrel city of Riddleport, an ominous shadow that defies the light. Is it a curse laid millennia ago by forgotten mages? Does it forewarn against the return of some terrible foe? Or does it portend a terrible


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Will do, Bruendor. Hope you get a replacement (or get it fixed) soon.

Everyone - I plan on having the next scene up today (sometime)


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

Looking forward to it. :)


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

My internet at home is gone again. GROAN. Please DMPC me as needed...


Most of what's coming is RP, so jump in when you can.


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

I love RP..... ;_;


I just found out I will be leaving tomorrow for a 4 day trip. Please carry on without me. I will post if I can, but connectivity is likely to be limited.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

So, while the GM is away, do we want to figure out our plans -- even if they're likely to be interrupted in the morning?

We have a fair amount to split up, I think. Plus the noqual. I like the idea of turning that into some heavy armor that Lefrik can wear -- keep our big hitter up without limiting his special abilities, but could be useful for a couple others too, I think.


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

Welcome back! How was the honeymoon? ^^

And I will be very happy to enchant the noqual once it's been turned into masterwork armour.
Heck, I'm happy to start making magical doodads for everyone! I know we already set up a list of items we all want before, but list me what you want and/or need again; your needs may have changed since we did this last.

As before, please note that I will need capital and scrolls to make a lot of stuff.


Male(HP:(198; DR 2(3 when raging);AC:22/12/22;F+17,R+8,W+9;Init +0;Per +15) Human (Ulfen) Barbarian 13

As long as stuff doesn't hinder his babarian speed etc...


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

The honeymoon was great. Lots of wine and food and neat places. Alcatraz does wonders for thinking up gaming ideas. :)

I'm not sure what if anything Calla most needs. I'm tempted to say boosting her AC (she's just got studded leather, so upping that to something magical would probably be a good idea). If anyone else has any thoughts on what would make her more useful, please feel free to share. :)


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

You wanted that poltergeist knot, didn't you? ^^ But sure, I'll boost your armour! No problem.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

That was mostly for my own ego. :) I think it might actually be a bit more useful for you, AB, or Kelendra. I'm typically going to try to fire arrows if I get the jump on someone.


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

Well, I could make you magic arrows as well as magic armour, if we have the time and funds. ^^

For Lefrik's new noqual breastplate, we'll need to services of a master blacksmith, so he can make it masterwork. Once that's done, I'll enchant it.

As for me, if my share suffices, I'd like to craft a headband of intellect.


half-elf Oracle 13 | HP 107 | AC 27/15/24 | F +8, R +9, W +11(+2) | init +3, Perception +8 | CMB +10, CMD 25

We should start making copies of the ledgers and journals we have, that way we aren't one accident or encounter away from losing that knowledge, and potentially we could trade that information with multiple groups


Male(HP:(198; DR 2(3 when raging);AC:22/12/22;F+17,R+8,W+9;Init +0;Per +15) Human (Ulfen) Barbarian 13

Wow. Lefrik just got his feelings hurt. Civilized people are MEAN


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

From what I recall from 'Goblins of Golarion', rape and the extortion of sexual favours are not among Goblins' most common sins, possibly because they aren't overly sexual creatures. Sure, they do feel the desire for Goblin companionship from time to time and when they breed, they breed like vermin, but sex doesn't seem to be at the top of the list of things they want to do on a daily basis. ^^


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

Good news! I got my old crappy laptop up and running, so I can now check in from home. Game on!


Huzzah!


The full loot list can be found in the link on the main campaign page. Please do not look under the GM Notes tab.

I need 20 appraise checks for gems, plus another 10 for mundane jewelry and objects.

Look over the list and see if there is anything you specifically want, and assign it, so I can assign it to an individual in the loot sheet before you sell. Everything below line 21 is what you picked up in this module.

Congratulations, we finished the second module in the Second Darkness AP!


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

WOOOOO!!! Go us! Imagine, it's only taken us 2.5 years to do it, too! ;-D

As for the gems/jewelry, I can take 10 and get a 21. That should be good enough to get us the accounting.

Aaaaaaand I lost a big long edit that explained my thoughts on divvying up the loot, but here's the short version - we keep the consumables, along with a short list of no-brainers (gauntlets of ogre power, amulet of natural armor, cloak of resistance), and sell off all the mundane weaponry and armor, along with whatever magical items we don't want. I made out like a bandit from the end of Book 1, so I'll let other people go for the choice items first. Lef, I'm guessing you'd like the Strength bump item. (Aside - in 3E, they were gauntlets of ogre power, but PF made them a belt of incredible strength. Which one are we going with, DM?)


Sorry, the wording in the module was pre-Pathfinder. We'll use PF standards and make it a Belt of Giant Strength +2


All gems known, and their values. Note: I rule that gems are as good as coin, assuming you know the worth and aren't relying on a shady merchant. I think this is fairly standard practice, but I want to make sure you know. Occasionally that will not be the case, if a rare gem or cagey merchant, but I will let you know that separately. Jewelry is subject to the 50% + bargaining rule.

Red-brown spinel 76gp, Hematite 6gp, Alexandrite 116gp, Malachite 10gp, Zircon 16gp, Blue quartz 5gp, Chalcedony 23gp, Malachite 2gp, Turquoise 1gp

Peridot 47gp, Zircon 24gp, Carnelian 35gp, Aquamarine 236gp, Violet garnet 432gp, Chalcedony 12gp, Agate 7gp

Bloodstone 33gp, Blue quartz 5gp, Zircon 37gp, Black pearl 133gp, Agate 6gp, Agate 10gp, Tigereye 4gp

8 beryls (40g each), 4 rubies (100g each), black pearl (100g)

Citrine 38gp, Aquamarine 282gp, Aquamarine 215gp, Jade 66gp, Alexandrite 364gp, Ruby 178gp, Agate 4gp, Hematite 1gp, Lapis lazuli 1gp, Blue quartz 1gp


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

My calc on the gems is 3,098 gp. Split that five ways is 619.6 gp.


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13
Bruendor Cavescouter wrote:
WOOOOO!!! Go us! Imagine, it's only taken us 2.5 years to do it, too! ;-D

Hey, that's good time for a PbP. ;)

DM Bigrin? ^^; Maybe I'm too tired, but I am having a little trouble interpeting the loot list...

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

First of all, yay for us. Lots of games don't even get through Book 1, so finishing Book 2 is awesome. Good group and let's keep going!

Personally, I've always liked a +1 split, with a party share being used for wands of CLW (though I think we're well situated with such right now unless I'm thinking of another game) and resurrections, etc. No strong feelings, though if others would rather do otherwise. Did your take include the coins in the treasure list, Bruendor?

By my estimation, the material loot we have available to sell and the cost we'll likely get (assuming standard 50 percent) is as follows. I ignored the hand xbow bolts as at this point they're not worth tracking:

hooded lantern (keep? 7 gp)
1 longbow (32.5 gp)
mwk studded leather armor (87.5 gp)
9 mwk chain shirts (1,350 gp)
9 mwk small steel shield (715.5 gp)
9 mwk rapiers (1,440 gp)
9 mwk hand crossbows (1,800 gp)
mwk leather armor (80 gp)
mwk dagger (151 gp)
+1 banded mail (700 gp)
+1 steel shield (Calla took the +1 buckler in place of her large steel shield) (585 gp)
+1 leather armor (I don't think anyone will want this, but obviously shout if you do) (580 gp)

That's 7,521.5 gp which comes out to 1,504.3 gp for each of us if divided 5 ways or 1,253.8 if divided 6 ways. Plus the 3,098 Bruendor calculated for the gems.

UNIDENTIFIED/UNAPPRAISED ITEMS
high quality spear (is it masterwork or magic, GM?)
high quality flail (is it masterwork or magic, GM?)
2 silver bracelets
1 silver ring
jewelry
silver circle

MAGIC ITEMS to keep
* 2 unidentified potions
* Drow sleep poison (Bruendor? If not, Calla could take it)
* Cloak of resistance +1 (who wants it?)
* Who wants to carry the wand of CLW (32 charges)? Kelendra seems the obvious choice to me.
* Anklebiter should get the scroll of charm monster.
* Amulet of natural armor +1 (also think this should go to AB)
* Belt of giant strength +2 (Lefrik makes sense)
* 2 lesser restoration potions
* 1 neutralize poison potion
* potion of shield of faith +3

NOQUAL
What should we do with it. Looking at the rules, the key points are:

Noqual:

An object made of noqual gains a +4 bonus on any saving throw made against a magical source. Creating a magic item that incorporates any amount of noqual into it increases the price of creation by 5,000 gp, as costly reagents and alchemical supplies must be used to treat the metal during the process. Weapons made of noqual weigh half as much as normal, and gain a +1 enhancement bonus on damage rolls against constructs and undead created by feats or spells.

Noqual armor weighs half as much as other armors of its type, and is treated as one category lighter than normal for the purposes of movement and other limitations (light armor is still treated as light armor, though). The armor’s maximum Dexterity bonus increases by 2, and armor check penalties are reduced by 3. The armor’s spell failure chance increases by 20% and applies to all magic cast while wearing the armor, regardless of the magic’s source or class abilities possessed by the wearer. The wearer of a suit of noqual armor gains a +2 resistance bonus on all saving throws against spells and spell-like abilities.

To me, that means armor for our non-casters is our best bet. The lighter category means we could get Lefrik a seriously powerful suit of armor (i.e. full plate, if he wanted) without having to worry about it interfering with his abilities. That'd be a big bonus for our big hitter.

--

Plus each of can get a magic item worth 2,500.


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

I would love the amulet and scroll, even in Enchantment is one of my opposition schools. ^^ If nothing else, I could scribe it into my book and make sure to always scribe a scroll of my own with it.

After we've identified the magic items, you guys really do need to tell me what kind of magic swag you'd like for me to put together for you! Anything a 5th-level caster can make for you, I am willing to try!

Apart from magic weapons, I'm thinking of stat-boosting items. Belts, headbands, that sort of thing. I'm happy to spend some of my share on the scrolls and scribing necessary for item creation.


I think you may have misunderstood. Only 1 magic item up to 2500 is gained from the Cyphermages.

Also, the flail is a +1 light flail and the spear is a +1 spear. I thought I had already ID's those. Oops


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

I thought about the poison. The only concern I have is the fact that I'm not trained in its use, so there's that pesky 5% chance I nick myself and have to make a Fort save to not go unconscious for a fight. That's a pair of die rolls in the way, and while Fort isn't my best save, I've got a high Con and a racial bonus to boot. Currently: 1/20 chance followed by a 6/20 chance is 6/400, or 1.5% critical failure rate. Not bad odds.

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:( Stupid cyphermages. Calla knew it was too good to be true. So let's figure out what we might want, folks. Anyone want the flail or spear?

You could also pre-poison (say, right before bed), Bruendor, so even if you fall asleep, it's no big deal.

Calla could probably use something to increase her strength/Dex. She's ending up in melee a little more than I planned. AC's always good. Or, alternatively, speed to help her be more of a switch hitter and get from one spot to another.


half-elf Oracle 13 | HP 107 | AC 27/15/24 | F +8, R +9, W +11(+2) | init +3, Perception +8 | CMB +10, CMD 25

Kel will put her shares towards getting the best armor we can afford for Lefrik, Brue and Calla made with the noqual, we should take advantage of that opportunity between having the material and the offer from the Dwarves.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

The noqual's no good for Calla as it requires a caster check, even for divine spells (at least based on my reading).


It does say "applies to all magic cast...regardless of the magic's source" so I would agree with your interpretation. It relates to the material's ability to dampen all magic.


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

I guess it'd take high-level magic or alchemy to alter the ore so it'd allow magic out but not in.


half-elf Oracle 13 | HP 107 | AC 27/15/24 | F +8, R +9, W +11(+2) | init +3, Perception +8 | CMB +10, CMD 25

Kel will still donate her shares to armor for Lefrik and Brue.

Maybe we can get a mithral, magical chain shirt or breastplate for Calla, then when Calla gets new armor later she can pass on that old armor to Kel?


half-elf Oracle 13 | HP 107 | AC 27/15/24 | F +8, R +9, W +11(+2) | init +3, Perception +8 | CMB +10, CMD 25

On a side note, while looking at armor bonuses, I noticed that Kel's Coat of Stars ability is an armor bonus, not a deflection bonus, so I've been playing that wrong for over a year.


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13
Calumny "Calla" Tas'vere wrote:
The noqual's no good for Calla as it requires a caster check, even for divine spells (at least based on my reading).

How about one of those belts that boost Str. and Dex.? The Dex. component would improve AC and ranged attacks.


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

Or maybe just the Dex. belt, since the Dex. & Str.-belt is crazily expensive. @_@


Sorry for the pause. I am getting ready for our 12-hour RL session tomorrow and was further behind than I thought. The new scene (and new module) will be up as soon as I can.


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

Looking forward to it! :)

By the by, did my Spellcraft checks suffice to identify all of the magical stuff?


Yep, all magical items have been identified


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

How much in-game time is there between now and the start of the next module? Crafting magic items takes time. ^^ I also have spells to purchase and scribe...


Well, you can expect a visit from Kwava within a few days of your arrival back in Riddleport. How long you take between then and setting forth on the next part is entirely up to you, but time is of the essence.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

I'd certainly be happy to take a stat-boosting belt, but let me also look around, see if there's anything else we need/want. (We may also want to each figure out our wealth levels so we make sure we're not leaving anyone behind.)

Lefrik and Bruendor, any idea what types of armor you might want?
Anyone want that amulet of natural armor or cloak of resistance?
Any thoughts on whether we want to do a five- or six-way split on wealth?


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

Yo, amulet! Me, me! ^^
...
Or possibly you or Kelendra; the two of you are a bit... accident-prone sometimes. ^^;

And I advocate a six-way split.


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

O-kay!

Crafting a belt of incredible dexterity with a +2 bonus will cost 2.000 gp for the crafting itself. I will need to be able to cast Cat's grace to do it, which adds another 150 gp to the bill. I would like to permanently add it to my book, which adds another 40 gp.

Total cost: 2.190 gp, and a total of three days for scribing and crafting.

And then there's a problem.
According to the item's description, the CL for a belt of incredible dexterity is 8th. Unless I'm misreading this, that means I'm 3 levels shy of crafting it. =_= *sigh*

Checking on 5th-level and lower wondrous items...

Items:

Assisting glove
Boots of Elvenkind
Boots of levitation
Bottle of messages
Bracers of armour
Brooch of shielding
Catching cape
Circlet of persuasion
Cloak of displacement (minor)
Cloak of resistance
Cube of frost resistance
Doomharp
Dust of appearance
Dust of emulation
Elixir of hiding
Elixir of love
Elixir of tumbling
Eversmoking bottle
Eyes of the eagle
Gloves of arrow snaring
Gloves of dueling
Gloves of swimming and climbing
Glowing glove
Goggles of night
Grappler's mask
Harp of charming
Hat of disguise
Helm of comprehend languages and read magic
Helm of fearsome mien
Helm of telepathy
Helm of underwater action
Horn of antagonism
Horn of fog
Key of lock jamming
Medallion of thoughts
Muleback cords
Pipes of haunting
Pipes of sounding
Rope of climbing
Scabbard of keen edges
Scabbard of vigour
Sheath of bladestealth
Silversheen
Slippers of spider climbing
Sniper goggles
Soul soap
Sovereign glue
Stone of alarm
Universal solvent
Vest of the cockroach (Bruendor might like this?)
Vest of escape
War paint of the terrible visage
Wind fan

On the armour & weapons side of things, I can do the following:

Arms & Armour:

Armour:
Arrow deflection
Balanced
Bitter
Bolstering
Brawling
Energy resistance
Expeditious (Something for Calla?)
Grinding
Putrid
Rallying
Ramming
Slick
Wyrmsbreath (Fun for Lefrik?)

Boneless leather
Breastplate of vanishing
Celestial armour
Enchanted eelskin
Mistmail
Mithral full plate of speed
Volcanic shield
Winged shield

Weapons:
Allying
Dueling
Jurist [i](Might be good for Calla!)
Merciful
Throwing
Thundering

Blade of binding
Javelin of lightning
Sleep arrow
Trident of stability

And more stuff I am currently too lazy to compile. ^^;


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

Jurist doesn't seem worth the money to me. Expeditious might be good, but if anyone, I'd give it to Bruendor. Ideally, Calla wants to use ranged weaponry, but letting Brue maneuver around the battlefield lets him set up flanks more easily.

I'll try to look around some more too and see if I can find anything good for us to use the 2,500 gp item on.


The caster level is nor a requirement to create an item (see FAQ response). It does apply to the DC for item creation. So, you can create a Belt of Incredible Dexterity at level 3. You just need to know Cat's Grace, have the Craft Wondrous Item feat, and 2000g at hand...and make a DC13 Craft check.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

OK, from Ultimate Equipment, these seem to be the 2,500-gp magic items best suited for us. Though we could also always do magical armor, but that seems like a missed opportunity...


  • Deathwatch eyes (2,000 gp; constant deathwatch)
  • Eyes of the Eagles (+5 Perception)
  • Goggles of minute seeing (+5 Disable Device)
  • Feather step slippers 2,000 gp (take 5-foot steps in difficult terrain)
  • Boots of elvenkind 2,500 gp (+5 Acrobatics)
  • Gloves of reconnaissance 2,000 gp (see through solid material; similar ability has gotten lots of use in one of my other games)
  • Glowing glove 2,000 gp (can leave lit handprints)
  • Apprentice’s cheating gloves 2,200 gp (mage hand and prestidigitation at will)
  • Challenger’s gloves 2,200 gp (small combat bonus)
  • Gloves of larceny 2,500 gp (+5 Sleight of hand)
  • Healer’s gloves 2,500 gp (+5 Heal)
  • Buffering cap (convert one crit's extra damage to nonlethal; 2,000)
  • Cloak of elvenkind 2,500 gp (+5 Stealth)
  • Cloak of the hedge wizard (extra spells based on school)
  • Bracers of steadiness (+5 when taking 20 on certain skill checks)
  • Agile alpenstock 2,000 gp +5 speed when holding it; can be used as a quarterstaff Blood reservoir of physical prowess 2,000 gp; kind of cool item
  • Clamor box 2,000 gp; can create sounds (good distraction)
  • Goblin fire drum (normal) 2,000 gp (enhance fire; could be fun for AB)
  • Handy haversack 2,000 gp (holds stuff; always useful)
  • Horn of fog 2,000 gp
  • Iron spike of safe passage 2,000 gp (creates illusion)
  • Knight’s pennon (honor) 2,200 gp (protection from evil 1/day)
  • Volatile vaporizer (1st) 2,200 gp (turn potion into cloud)
  • Elemental gem 2,250 gp (summon elemental)
  • Flying ointment 2,250 gp (overland flight, 9 hours)
  • Sovereign glue 2,400 gp
  • Apple of eternal sleep 2,500 gp (sleep for those who bite into it)
  • Bag of holding (type I) 2,500 gp (holds stuff; always useful)
  • Candle of truth 2,500 gp (1-hour zone of truth)


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

O-kay, then! :D Stat-boosting belts are back of the menu!
So long as we can pay for it.

We really need to decide what I'm going to craft, guys. ^^


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

Stat-boosting belt would work for me. I think +2 Dex probably makes the most sense.

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