Darkness over Arglondar

Game Master Chingo Chaplo


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Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

well, I guess he is in need to repair that internet. Might be some problems with the location

Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

He he he... Yeah... I have problems like that too!


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

I imagine his internet failed almost immediately after it was installed, and he has to wait for the tech to come back out and fix it. Cable companies continue to be the worst.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

That sounds like a logical thought.
I still say his beard got stolen by Vikings and he is busy plotting his revenge.

Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

Yeah, that seems logical :P

Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

Perhaps he took an arrow to the knee? :)


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Well being I have the time then I've been slowly compiling a critique of some of the classes. It is easier to see the effects in action with someone playing them but theory crafting can give life to some of my thoughts.
Anyone feel like sharing their take on the homebrew classes so far?
That or shooting holes in my own ideas, I'm always up for that.

Theorycrafting/observations so far:

Hrmm.. So reading it over I realize now that the Bladedancer is an astronomically powerful dip for a two weapon fighting focused character.
The Blade dancing ability works off skill ranks rather than something like class levels (along with utterly overpowering the Damage increase abilities granted to Barbarians and Fighters.)
Never mind that while the ability is clearly intended for the class to use with its bladed weapons nothing prevents one from picking up a bow and massacring people with it.

On top of this ridiculous class ability is 3-4ish effective feats. Depending on if you choose to grab heavy armor which would negate the fast movement stuff.

All for a level 1 dip.
Bladedancer1/Arcane duelist BardX sounds like a terrifying combo.

The class itself evens out once everyone hits L7-10ish with the exception of the Blade dancing ability. The bardic lore makes me scratch my head. Though giving them superior pounce by flat out granting an additional standard action is semi-terrifying. Most optimized martial fighters of that level have or are close to having pounce so it isn't that bad but it is significantly more powerful than a baseline class played without an eye to optimization.

Case in point the first three levels of the class have loads of abilities that many a dual weapon fighter would like. Enough abilities get given in those levels to make any loss from the other class worth while.

The Mystworld Alchemist powers are kind of all over the place in power level, though the ability to spontaneously cast elemental spells sounds dangerous. The shadow companion seems kind of potent for a L5 ability though. Replacing the L10 ability with the shadow companion and designing something else seems a wise thought.

The Windstrider is dangerously easy to break with the combination of gaining additional standard actions and getting additional full rounds on slaying an enemy. Oh and spells for gravy. This would be the class to consider for that blade dancer dip.

Haven't read the Acrobat class much.

Acolyte of the dragon matron seems interesting but I'm feeling it could use a significant boost if it wants to stand with the rest of these classes. Or the core classes of pathfinder.

I'm ignoring the mage class, far as I can tell it is a combination of two of the best spell casting classes for all the fun parts and no downsides.

Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

I didn't look to be honest, I wasn't interested in those. I really wanted to be able to not be killed by anyone but my challenge at lvl 20.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

Dragon Matron- An arcane paladin
+Cool Dragon themed abilities
-Spells are unreliable

Acrobat- Monkish rogue
+Maneuverability and eventual stealth killer extraordinaire
-Takes a long time before class comes into its own

Alchemist- An alchemist on spell-roids?
+Better than the already good alchemist
-Spells are still unreliable

Windstrider- Arcane fighter on speed
+Mobile and Haste at 2nd!
-Saves are kinda bad and spells outside of the (Sp) abilities can take too long to cast

Arablist- Xbow!
+Lots of neat stuff including a slowing, bleeding, constitution damage, automatic criticals on a hit, ranged touch attacks... wait auto-crits?!
-Not a fan of ranged sneak attacks and even though the abilities are amazing, it takes a long time to come into its own

Red Griffon- Sort of a Cavalier
+Has bits and pieces to make this class pop
-But it never really goes anywhere; just be the normal Cavalier

Assassin- The prestige class becomes a base class like the paladin back in the day, or so I hear.
+An upgrade from the rogue
-Trap finding is missing, so remember that when your stalking your target
-Assassin style has some nice things, but I feel like there are traps in there

Mage- You're a thematic wizard (I like this a lot)
+Wizard
-I really feel like Spells are so super unreliable

Barbarian- No comment necessary, they can hurt

Lion- Slayer Fighter?
+Talents let you pick from ranger, fighter, and rogue abilities. That's super neat
-Powerful blow is a tracking headache and being an actual fighter, ranger, rogue or slayer might still be better than being a lion.

Bladedancer- I like the concept, but it is pretty powerful
+So loaded just look at the level advancement chart. Deadly Dance and Dazzling display (despite the feat of the same name) are the only two Bladedancer unique abilities that require light armor.
-Dead levels past 11th (which might as well be the capstone ability) especially since the 10th level ability is so out of place for this murder machine.

Cleric- Need more cleric

Battleborn-Guessing this was supposed to be the dwarven defender as a base class instead of a prestige class, maybe.

Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

My schedule has just changed. I won't have access to a computer for a while. You guys continue to have fun!, but I need to sign out. :)

Peace and love!

Now I may say, "I used to be an adventurer like you... But then I took an arrow to the knee."


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

A shame, hope to see you again someday.


Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

take care Sabrik! Hope to see you soon again

Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

Yep, my most used are this handsome man or if I'm a DM its this guy.

And you all are a wonderful group. I hope to find you once more on paizo some day


Vitals:
HP: 18/18 | AC: 16(18) T: 16 FF: 11 CMD: 15 | Fort: +3, Ref: +4, Will: +4 | Init: +4 Senses: Normal vision | Effects: none
Male Ikaiji Arcanist 2
Abilities:
Energy 13/13 Arcane Reservoir 4/7 Hero Point 1
Skills:
Acrobatics 4, Diplomacy 0, Intimidate 2(3), Know (Arcana) 10, Know (Dungeoneering) 8, Know (History) 9, Know (Religion) 9, Perception 2, Stealth 5, Sense Motive -1, Spellcraft 9, Survival 2

Hi all, I had a lot of fun with this game, but due to some changes in my life I've decided to quit PbP in general. I enjoyed playing with you all and I was really wondering where Chingo Chaplo was going with this story.

I would like to add that although spellcasting in this setting is unreliable, I did like it. It might be due to the added abilities of the arcanist but still I liked it :)

I wish you all the best in your current and future endeavors


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

Take care Koija, hope you the best of things!

Grand Lodge

Male
saves and attack:
Saves: fort:+5 ref:+2 will:+2 |BAB:+3 CMD:14 CMB:+5 |Tonfa +6(1d6+3)x2 (blocking) shortspear +6(1d8+3)x2(crit) 20ft(thrown) Wakizashi +6(1d6+3)18-20/x2 (deadly) Katana +8(1d8+3(+4 two hands))18-20/x2 (deadly)
Bhakiri
Stats::
Hp:21/21 |AC:16(,+5armor,+1sheild)(+2 in woodland) |DR:6/magic |Speed:30ft(20 in armor) hero points: 1
samurai(beast rider) 3
mount:
horse(combat trained): Brunzwik HP:22/22 AC:16(+4natral+1dex) DR 4/magi speed:50ft Str:16 Dex:13 Con:15 Int:2 Wiz:12 Cha:6 Mele:bite+3(1d4+3), 2hoves+1(1d6+1)[secondary attack] Feat:Endurance, diehard

So, in my time gone... nothing has happened. .. wow.... well in back!


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

We are all holding out hope that Chingo will come back to us. Unfortunately I've not heard hide nor hair of that ol' tiger.


Hello good gentlefolk.

First of all I am happy that you have all been so understanding and I am glad to see most of you are still here and still want to continue your adventures in the Realms of Myrndur.

I have yet to reach Bhalur and Sabrik, and I'm sad to see we've lost Koija.

I don't think it makes sense to recruit new players just yet, with the place you are currently at, so I'm considering some options:

* Wrap up things in Dalkalar where I npc the characters with missing players.

* Forward time.

* Start a new campaign.

What are your thoughts?

Kind regards,
Chingo


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

Glad to have you back, Chingo!

My preference would be either option A or B.


Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

Ah still here. Just been busy with other PbPs but been keeping eye out for this. Also received your message but decided to leave you in peace and send my positive vibes through air :P

Also: Second option A or B. But since we are basically just starting up with Dalkalar (have to clean those mines and see what we get) I guess that will take time and we could need some fresh blood.

Also, as you see we have been busy with our talking and classes and agreed that somehow Acolyte of Dragon Matron seems a bit underwhelmed compared to otheres (but I have no problems with that). Otherwise we can just continue with this


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

I like my magical girl character Rhialla, destined to dark ends it seems, thank you Magnes for the anime suggestion, so I'm for any of the options that let me continue to play her. The only thing is I kind of feel like Im missing out on the custom classes unique to this campaign so maybe Im not too broken up about the other option.

I disagree with the dragon matron not being great. I like that class a lot.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

I vote for option 2.
I'd still like to play in this setting and very much enjoy the cohesion this group has.
We are at a point in the game where we know precisely what is going to happen next and all that is going to happen is a slog through various types of darkendeep creatures as we clear them away from the best mining spots.

I don't know about all of you but I am absolutely fine with star wars swiping or montaging our way through such events rather than burning another month possibly more on combat.

This would open up a time period for other players to enter the game and mean we can end the montage as we finish shoring up the mine(if it ends up being viable) I'd guess it takes a few weeks and in that time various other people filter into the town.
Drawn by the oddly revitalized village and its curiously good quality liquor. Plus monster loot based economic boost.

@Rhialla Glad you liked it

Also I agree that that Disciple of the dragon matron is a good class in flavor the trouble being that it have very little cohesion as to what it actually wants to be as a mechanical class. With all the abilities associated with it one would assume the Psuedo dragon familiar the class gets would become some variety of combat beast to help the Drago-Monk. But that doesn't end up being the case, and comparing the disciples class abilities and tricks it is completely shown up by the other custom classes.
It is a great concept that could use a boost mechanically to bring it in line with Chingo's world.
My though would be making the familiar significantly better in order to permit its use as a flank-buddy and combat pet.


Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

True, but only problem so far with that would be the PC being really dependant the survivability and endurance of his familiar due to class restrictions.

I guess when I reach lvl 4 it will get fun when I am able to cast my spells. Later in the levels I might not hit so often so need to consider my options in the form of caster. Or I will dedicate Bhalur a bit more of social-face


Ok everybody. I went with option b and have updated the gameplay thread. It is about a month later, the whole Blackrose/Galtroban situation has been settled and you are in Bhelskar.


Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

Hm, I even had idea for that whole Dalkaran thing :P The new baron could have made it also goldmine for adventurers as well train spot for new troops.

Leave a pathway open but controlled by tropps -> new patch sent there to guard as well gain experience to battle monsters.

All new adventurers could go forward and search for unexplored cavern as well treasurers-> mapping the place same time = This leads to adventurers keeping everything they found for themself as long as they report what they have done so far.... only that they need to pay fee of 10g per person to enter the Dalkarar and.

Achieving 4 things: 1)Income from adventurers and lucrative spot from them-> luring more people to the city 2)Mapping and clearing uncharted lands as well bringing new treasures out of earth 3)protection for goldmines and maybe finding more treasures / veins 4)Troop training and attracting more experienced artisans/crafters to the city.

Just my two cent but happy with this :)


Good idea, Bhalur.

I kept it simple instead though. Just went with tunnels to Darkendeep sealed.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

Is it alright if we transfer ownership of Agalar's Grimoir and Enguar's Grimoir to Magnes? I believe we were going to sell those books once both Koija and Magnes had a chance to copy or take a peek at them.

@Everybody
1250 derims for the reward split 4 ways (Bhalur, Kevroth, Magnes, and Rhialla) unless we want to debate that even if there wouldn't be any argument from me on my end.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal

@Chingo
Speaking of money, are we officially owners 33% share of a gold mine now? How would you like us to handle that?


@Rhialla Yep. I'm thinking Greven will put your share aside monthly, and you can go pick it up whenever you feel like it.


Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

Just to make it easier for us and if we end up owning 33%--> All Bhalur earnings will be directed to the Temple of Dragon Matron in Dalkalar and to attract new Artisans/Crafters, Merchants from different races and just to provide some kind of support for people


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

@Chingo/ star swipe.
With the social skills bhalur, Rhialla and myself all possess I'd say that just saying we browbeat skilled nobles into submission sounds fine to me.
Magnes would likely ply them with exotic drinks that he just happens to "have".
Oh did you ever reach a decision on Magnes snatching ghost liquor from the ether?

@Bhalur
Nothing to say such an idea couldn't be used later on. Much as we managed to get the Bann off the ground I have no doubt that we are going to be getting more work from that particular land in the near future.

@Gold.
Sounds good to me.
With the way adventures exponentially level in days or weeks I doubt the mine is going to become an amazing source of income for us in comparison to the loot we already have.

Now would be an excellent time to shop for anything and everything in one of the major capital ports of the land though.
Oh and yes Magnes would ask to look at the books once Koija was done with them.


Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

Well, I am sitting currently 1900< derims but I have no idea what I should get. Going through some of the items but otherwise not sure. We got plenty damage dealers so I guess I could get some better armor (a bit more tank-build)

PS. A late and forgotten notice-> welcome back Chingo and Everyone. the game is back on.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal
Bhalur Blackthorn wrote:

Well, I am sitting currently 1900< derims but I have no idea what I should get. Going through some of the items but otherwise not sure. We got plenty damage dealers so I guess I could get some better armor (a bit more tank-build)

PS. A late and forgotten notice-> welcome back Chingo and Everyone. the game is back on.

Id like to buy my bow

and right, hello again, welcome back everyone. Happy to be gaming with you again.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal
Magnes Coalbrow wrote:

@Chingo/ star swipe.

With the social skills bhalur, Rhialla and myself all possess I'd say that just saying we browbeat skilled nobles into submission sounds fine to me.
Magnes would likely ply them with exotic drinks that he just happens to "have".
Oh did you ever reach a decision on Magnes snatching ghost liquor from the ether?

@Bhalur
Nothing to say such an idea couldn't be used later on. Much as we managed to get the Bann off the ground I have no doubt that we are going to be getting more work from that particular land in the near future.

@Gold.
Sounds good to me.
With the way adventures exponentially level in days or weeks I doubt the mine is going to become an amazing source of income for us in comparison to the loot we already have.

Now would be an excellent time to shop for anything and everything in one of the major capital ports of the land though.
Oh and yes Magnes would ask to look at the books once Koija was done with them.

I moved the grimoires to Magnes on the spoils sheet.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Yes welcome again one and all.

@Bhalur. Boots of the cat and a robe of endless twine are two things that I always find I'm picking up.
I'm planing on having magnes pick up a few low cost alchemy magic items and a traveler's anytool.
*glances to GM*
Assuming such objects are kosher that is.


Welcome back everyone :)

Magnes Coalbrow wrote:

Yes welcome again one and all.

@Bhalur. Boots of the cat and a robe of endless twine are two things that I always find I'm picking up.
I'm planing on having magnes pick up a few low cost alchemy magic items and a traveler's anytool.
*glances to GM*
Assuming such objects are kosher that is.

Sure.


You can have spent your derims and downtime in Bhelskar any way you want.

We could roleplay anything special you might have been up to.

I figure Rhialla might have went to the Grand Gallery for an example.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Magnes would have gone back to that detective (whos name I can't recall) and share some of his drinks. A good happy tale to tell.

Unless stated other wise I'm just going to assume Magnes is wandering about the city and drinking people under the table at bars. Though I believe Magnes had been waiting for an associate of his dead uncle to get back into town before all this started so he might end up going to talk to this person.


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

Welcome back, all! glad to see us back at it!


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Yep, nicked Sabrik's jet-spider legs.


Magnes Coalbrow wrote:

Magnes would have gone back to that detective (whos name I can't recall) and share some of his drinks. A good happy tale to tell.

Unless stated other wise I'm just going to assume Magnes is wandering about the city and drinking people under the table at bars. Though I believe Magnes had been waiting for an associate of his dead uncle to get back into town before all this started so he might end up going to talk to this person.

Phineas Pindwiggan :)

I'm trying to find the post in the discussion thread where we discussed your dead uncle's associate but I can't find it.


HP: 17/31 | DR 4(8) | AC 19 (23) (T: 15/FF: 14) | CMD: 23| Fort+10 Ref+11 Will+8 (+2 all vs evil and +2 vs death and necromancy. Immune to disease) | Init:+7 | Perception:+5 (Darkvision) Lay on hands 1d6 -sickened; 1/5, Hero: 2 Spoils Wiki Journal
Chingo Chaplo wrote:

You can have spent your derims and downtime in Bhelskar any way you want.

We could roleplay anything special you might have been up to.

I figure Rhialla might have went to the Grand Gallery for an example.

Agreed. Rhialla was basically back to day to day business at the Grand Gallery. How much liberty are we allowed to take with the month of down time?


Rhialla Arken wrote:
Chingo Chaplo wrote:

You can have spent your derims and downtime in Bhelskar any way you want.

We could roleplay anything special you might have been up to.

I figure Rhialla might have went to the Grand Gallery for an example.

Agreed. Rhialla was basically back to day to day business at the Grand Gallery. How much liberty are we allowed to take with the month of down time?

Depends. What are you thinking?


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

I remember the NPC in question was going to be an elf, Magnes was searching him out because he was mentioned in his uncles notes as a confidant and good person.
While it might not be true globally I'm thinking Magnes's uncle was part of an alchemy cabal that did its best to go unseen in the lives of people. Kind of silly to hide the powers of alchemy when magic is out and about in the world but perhaps they are doing it for a different reason.

Looking at the page for the city of swords I see no mention of the Grand Gallery. Would I be correct to assume that this is the pretty pretty paladin fort? I'm guessing great interior decoration and wall mounted machine guns.


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

Do any of us have the ability to craft any wondrous items?


It's an occult craft. The path to alchemical perfection is shrouded in secrecy. It's tradition.

The aratheël mentioned in your uncles notes goes by the name Erevin Gray, and lives in the the Caeldan Commons.

The Grand Gallery is a beautiful building in St. Myrtha Canton, functioning both as an arts gallery, temple and accomondations and facilities or the Order of the Golden Lute.


Attack Longsword: +5 Damage: 1d8+2 | Primal Roar 2/2 | Second Wind: 4d4+4 1/1 | Inititiative +3 Perception +10 Diplomatic +12 Sense Motive +11 | Hero: 2 | Matalars-Boon: 1/1
HP & Armor & Saves:
HP 33/33 | AC/T/FF 17/11/16 | DR 4 | Fort +5 / Refl +4 / Will +3

Do the Dragon Matron have temple actually there? I somehow think I asked this question before but cant remember or find it. Would make sense for Bhalur to also spend time there


There's a temple of the Dragon Matron in St. Myrtha Canton. Inside it there is a great hall with a large stone statue of Matalar in the middle. The priest at the temple is a woman by the name of Elyenne.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

@Kevroth
As the feat requires CL 3 to take unfortunately not.

@Chingo
Fair enough least it isn't a tradition held up by tentacles.

Art galleries have a long history with Alcohol, though I expect Magnes's specialty on hard liquor would make his stuff less attractive.


Male Aasimar Warpriest 6 / (Un)Rogue(Bandit) 6/Trickster 1 [HP 64/64 | AC 19/T 13/FF 16 (not flat-footed when unaware, +2 vs. traps), Fort +8, Ref +11, Will +10 | Init +7; Perception +15 | F 7/7 | B 6/6 | MP 5/5 | Spells: 5/4/0/0/0/0]

Aaaand that is what I get for not reading....

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