Travigan Frost |
Sorry if my previous in-game post came across as snarky or rude, guys. Lord knows I forget when people post that they'll be out-of-town all the time and I appreciate nudges if some days have passed since I last posted. I should've taken them in that light and not been so quick to get grumpy. =(
DM DoctorEvil |
Sorry if my previous in-game post came across as snarky or rude, guys. Lord knows I forget when people post that they'll be out-of-town all the time and I appreciate nudges if some days have passed since I last posted. I should've taken them in that light and not been so quick to get grumpy. =(
It's all good.
Travigan Frost |
So this encounter made me go and look up the rules for throwing melee weapons - rules which I have never, ever, since the birth of Third Edition D&D, had to reference.
That... is impressive. I both love and hate this fight in equal measure. The Dicebot cursing us with terrible d20 rolls is definitely fueling the hate side though. Sheesh!
EDIT - I went back and tallied our rolls and punched them into a spread sheet.
Here's what I found (these include all d20 rolls [saves, attacks, concentration checks, etc] since the start of the fight).
US
Avg Roll: 8.34
Median Roll: 6
Mode Roll: 4
Bad Guys
Avg Roll: 9.58
Median Roll: 10
Mode Roll: 13
Vreeg
Avg Roll: 11.11
Median Roll: 13
Mode Roll: 1
Vreeg's Summoned Minions
Avg Roll: 8.74
Median Roll: 7
Mode Roll: 7
Flailing Arm
Avg Roll: 9.75
Median Roll: 9
Mode Roll: 7
DM DoctorEvil |
No doubt the flight of Vreeg and the required missile related combat has been a challenge, since most parties are built for melee. Even your one archer-type (Marnos) has been plagued by awful die rolls. As has everyone it appears from your study.
It has been a marathon, but like all things, it is slowly coming to a close. Just a few more hits ought to get things done, and you can move on.
Gavmania |
Yeah, I must have emptied half a quiver at this guy and I've hit him once. Travigan's analysis of our die rolls confirm that they have mostly been low apart from a few, which is pretty much my experience of this fight. Immensely frustrating.
To put it another way: The Gods of dice hate us.
Marnos Moonshadow |
Heh, got the killing shot! (more by luck than judgement), but yes an epic fight that will go down in the annals.
ok, levelling up:
HP: Half level + (+ another for Con) = 6
Stat bonus: +1 dex
+1Bab
+1 to Fort/Will saves
Judgements go to 2/day
2 x 2nd level spells known
Skills (7 points)
+1 Acrobatics
+1 Climb
+1 Disable Device
+1 Perception
+1 Sense Motive
+1 Stealth
+1 Survival
TinyTina |
Level 4
HP 4+1+2=7
+1 Bab
+1 Fort/Ref
+1 INT
+1 2nd level slot gained
+1 Formula:Targeted Bomb Admixture (Single target and increased damage. No more splashing everyone!)
+1 Discovery:Precise Bombs(3 squares excluded)
+1 Bomb
Skills 4 Base +3 INT +1 Race +1FCB=9
+1 All skills
I certainly am going to buy that formula that lets me change my bombs to single target.
Gavmania |
Is a chocob- I mean an axebeak a viable option?
I don't think so. It has to be as a 1st level druid (there are generic stats for Eagle/Hawk/Owl, but they are no match for a pseudodragon). I can either roleplay that it is a protected creature (kept caged indoors when not accompanying me) or else find some compromise. The first option does not feel right.
DM DoctorEvil |
Come to think of it, my other character with an animal companion has a roc. Don't particularly like having 2 animal companions as the same creature, so maybe Axe beak would work out.
I can live with Axe Beak if that's what you want. I might have issues with Roc, but haven't really looked at it closely.
DM DoctorEvil |
Heh, got the killing shot! (more by luck than judgement), but yes an epic fight that will go down in the annals.
ok, levelling up:
HP: Half level + (+ another for Con) = 6
Stat bonus: +1 dex
+1Bab
+1 to Fort/Will saves
Judgements go to 2/day
2 x 2nd level spells known
Skills (7 points)+1 Acrobatics
+1 Climb
+1 Disable Device
+1 Perception
+1 Sense Motive
+1 Stealth
+1 Survival
No issues, other than animal companion.
Dax Thura |
Dax Thura wrote:Quick question, can I retrain Crux as an arcanist?I'd prefer not to, but if you really want it, you'll have to follow the retraining rules, which means 5 days and significant gold investment.
LMK when you have your spellbook spells, new memorized spells, and language choice ready.
The Arcanist seems to be everything I thought the wizard should have always been, but now (in game) is not the time for it.
Language: Auran
Spells: See Invisibility and Create Pit.
DM DoctorEvil |
Crux, got it. Thanks!
Travigan you are good to go. Tina, you are good also.
I am afraid we may have lost Kalvin. He or his player hasn't posted in a month, and he is awol from 2 other games i am in with him.
I will run him until we get out of this dungeon, and then we can either run with 4 or look for a late-joiner.
Gavmania |
DM DoctorEvil wrote:Dax Thura wrote:Quick question, can I retrain Crux as an arcanist?I'd prefer not to, but if you really want it, you'll have to follow the retraining rules, which means 5 days and significant gold investment.
LMK when you have your spellbook spells, new memorized spells, and language choice ready.
The Arcanist seems to be everything I thought the wizard should have always been, but now (in game) is not the time for it.
Language: Auran
Spells: See Invisibility and Create Pit.
I agree. I always used to prefer sorcerors, but arcanist is the best of both worlds with a cherry on the top.
Gavmania |
DM DoctorEvil wrote:Actually, it would take 20 days (5 days per level) and 800gp.Dax Thura wrote:Quick question, can I retrain Crux as an arcanist?I'd prefer not to, but if you really want it, you'll have to follow the retraining rules, which means 5 days and significant gold investment.
Shouldn't have argued. Never look a gift horse in the mouth, lol.
Travigan Frost |
Not sure if there'll be time between Travigan's bath and his appointment with the others at this execution, but if there is sufficient time, GM, Travigan would like to swing back by Kressida's office to have a quick word with her about the people they'd liberated from the tunnels.
If she catches word of any of them needing help or not having a place to stay, ol' Trav would be willing to take a few on as apprentices. His current apprentice is canny enough to run the forge on his own now and if Travigan'll be answering the call to adventure more and more frequently, having the extra help would be nice and it'd be a tangible way for him to help some of the folk who'd been rescued.
---
Beyond that, are we looking to recruit another to replace Kalvin or are we meaning to press on with our current roster?
DM DoctorEvil |
I am happy to keep this group without adding someone if you are. if you want to add, the execution scene ends Book 1 of the AP, and that might also be a good place to take on a new player.
If you know someone who would be a good fit or that has an interest, I am willing to take someone on referral. Usually works better than luck of the draw anyway.
Andrea1 |
I suggest checking out the folks in Baldwin's Rapan Athuk and Razor Coat games. Good dedicated players.
Rappan in Rapan
Gavmania |
It might be interesting if Marnos brought in some outside help, at this moment he's not sure who he can rely on to spring a rescue - that's assuming anybody is interested.
Marnos is NG - he's generally law-abiding, but not when it's going to promote Evil, and this is such a situation. He more or less promised Kalvin that she was only wanted for questioning and that she would not be executed out of hand, and he feels that his honour - and by extension, that of Erastil - is on the line. In the normal course of Events, Kalvin is the one he'd turn to, but without Kalvin, he'd take what help he can get.
The invisibility would be a godsend, I had in mind some kind of escape through a window with a grappling hook, but without invisibility it might be too difficult. Now a rope hidden behind a tapestry would suffice, cutting it once the window and escape is reached.
We need to know if she is going to be restrained in any way, and what to do about it. It would be helpful to know how many guards she would have.
Dax Thura |
Using Read Magic cantrip, Crux is able to decipher the derro wizard's spellbook with no difficulty. The spells he has listed are (I only included the ones not already in Crux's book):
Level Zero
Daze
Sotto VoceLevel One
Cause Fear
Chill Touch
Feather Fall
Magic Missile
Shield
SleepLevel Two
Blindness/Deafness
Command Undead
Darkness
False Life
Scare
Spectral HandLevel Three
Fly
Gentle Repose
Vampiric Touch
Water BreathingFor each spell, Crux must spend 1 hour studying the spell, then succeed on a Spellcraft Check (DC 15+ spell level). YOu get to add +2 to the check if the spell is from your specialty school. Success means you can copy the spell. Failure means you cannot try again for one week.
Writing a new spell into a spellbook takes an hour per level. It also costs, in materials etc, the spell level squared in gold. Cantrips take 30 min and 5 gp to copy.
Crux peruses the book, and realizes he has about 2 hours of time before being needed at Castle Korvosa.
I can't cast 3rd level spells yet so will get to those later.
Command Undead Spellcraft: 1d20 + 12 ⇒ (20) + 12 = 32Spectral Hand Spellcraft: 1d20 + 12 ⇒ (18) + 12 = 30
Dax Thura |
Week One:
Level Zero
Daze Spellcraft: 1d20 + 12 ⇒ (18) + 12 = 30 Learned
Sotto Voce Spellcraft: 1d20 + 12 ⇒ (14) + 12 = 26 Learned
Level One
Cause Fear Spellcraft: 1d20 + 12 ⇒ (11) + 12 = 23 Learned
Chill Touch Spellcraft: 1d20 + 12 ⇒ (6) + 12 = 18 Learned
Feather Fall Spellcraft: 1d20 + 12 ⇒ (17) + 12 = 29 Learned
Magic Missile Already Know
Shield Already Know
Sleep Spellcraft: 1d20 + 12 ⇒ (12) + 12 = 24 Learned
Level Two
Blindness/Deafness Spellcraft: 1d20 + 12 ⇒ (15) + 12 = 27 Learned
Command Undead Already Know
Darkness Spellcraft: 1d20 + 12 ⇒ (1) + 12 = 13 Failed
False Life Spellcraft: 1d20 + 12 ⇒ (11) + 12 = 23 Learned
Scare Spellcraft: 1d20 + 12 ⇒ (3) + 12 = 15 Failed
Spectral Hand Already Know
Level Three
Fly Spellcraft: 1d20 + 12 ⇒ (17) + 12 = 29 Learned
Gentle Repose Spellcraft: 1d20 + 12 ⇒ (13) + 12 = 25 Learned
Vampiric Touch Spellcraft: 1d20 + 12 ⇒ (10) + 12 = 22 Learned
Water Breathing Spellcraft: 1d20 + 12 ⇒ (15) + 12 = 27 Learned
Week Two
Darkness Spellcraft: 1d20 + 12 ⇒ (10) + 12 = 22 Learned
Scare Spellcraft: 1d20 + 12 ⇒ (3) + 12 = 15 Failed
Cost to Copy Spells: 530gp
Received for Selling Spellbook: 295gp
Cost to Retrain: 800gp
DM DoctorEvil |
Will you tell me when your Arcanist re-training is done on the character sheet, so I can make the changes on my side? I booked the financial changes on the Loot Tracker.
Majenko can stay as familiar if you like.
I will have to look up the scrolls when I have the book handy. Will post here what they are, but they are Level 1 and Level 2 if you need to make Spellcraft to ID.
Travigan Frost |
So I just did some reading up on the craft skill and plugged the figures into a handy spread sheet.
If I were to take 10, use masterwork artisan tools, and cast crafter's fortune every day that I worked on a suit of armor, it would take me 30 weeks of work to make a mithral chain shirt.
A mithral breastplate would take 101 weeks. Nearly 2 solid years!!
Hockety pockety.
This crafting stuff is not as quick as I would like! I'm going to run some more numbers and think a bit longer on what Travigan would like to start working on with his next 2 weeks. Hrmmmm.
Travigan Frost |
As far as bringing in a replacement, I say we press on with our current roster. If things start to get hairy or if we have any more turnover, maybe then we can look to see if one of us knows a reliable poster who'd be a good fit with our group. Until we get to that particular bridge though, I'm happy to press onward.