Demonmoose's Iron Gods AP Blue (Inactive)

Game Master GM Demonmoose

Set in Numeria using the Iron Gods Adventure Path.
Forest
Jevik's farm
Blue Aurora

Tower Map 1

Tower Map 2


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Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

I am collecting access cards and would like the gray one, if no one objects?

Hit Points: 1d8 + 1 ⇒ (3) + 1 = 4

Is anyone planning on taking Craft Magic Arms and Armor now or down the line?


Female Human

Help yourself to the cards.

Liz has Craft Wands so she can sling extra damage lightning bolts against robots.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

How does crafting work again, in the regard that can someone else help with crafting? As in, could we collaborate in making a CLW wand if you supplied the Craft Wand feat and I the spell? I have this vague memory that there's a rule somewhere that other people can help with crafting, but I may be thinking of some other system.

Edit: I found it. "These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by +5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting their spell prerequisites."

So another character can supply the spells, except with potions, spell trigger or spell completion items. Since wands are spell trigger, another character can't supply the spell. Fair enough.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

By RAW, you can collaborate, so we could make a wand of CLW for 375.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

We don't have a disabler right now, do we? I'm thinking maybe I should pick up Disable Device, unless a higher Dex character is going to?


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

You know, rereading that crafting passage, I'm not sure what is RAI. You can't create spell-trigger items *without meeting the prerequisites*, BUT on the other hand, meeting prerequisites *is* allowed through another spellcaster. So, does the last sentence mean that you can't craft a spell-trigger item with a higher DC for missing the spells, but you *can* craft a spell-trigger item with help from someone?


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Archaeologist has the rogue type of trapfinding right?

At 5th level, my healing goes up drastically, but the next 3 levels 6-8 will be where I get more Life Links. I am still stuck at 1!

I have a channeled heal now though! At 7th I'll have two separate channel pools I believe.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge
Astra Picard wrote:
You know, rereading that crafting passage, I'm not sure what is RAI. You can't create spell-trigger items *without meeting the prerequisites*, BUT on the other hand, meeting prerequisites *is* allowed through another spellcaster.

What is NOT allowed is to +5 the DC for the Spellcraft check to avoid having the spell actually on hand.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Okay, so we *can* collaborate. Sweet.

And yes, archaeologist gets rogue type of trapfinding, although it's not until next level (6) that I can do magic traps.


I can craft wondrous items and disregard one prereq thanks to my bloodline.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

That's great, so I don't have to pick up Wands or Wondrous Items. That makes my decision considerably easier. I will probably be picking up Magic Arms and Armor then, unless someone else is planning on taking it later.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

My feats are all spoken for until 9th level just getting more healing, and eventually raise dead with lay on hands.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge
Ibuki Surtova wrote:
I can craft wondrous items and disregard one prereq thanks to my bloodline.

This will be useful!


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Maybe we should also take this point to look at the loot list and see what we can liquidate? We have stuff like 8 pistols, +1 studded leather, +1 composite longbow, masterwork armors and bucklers and the +1 autograpnel that can sell for thousands.

I guess the pertinent question is, how much *can* we sell here in Scrapwall? Do we run into a liquidation wall on the part of the settlement? GM?


Female Human

magical medium +1 autograpnel
gray access card -Astra
spiked leather armor (large)
2 hide armor (large)
2 greatclubs (large)
8 javelins (large)
120 gp/5=24 gp each

Syvlara, there is a +1 Composite Longbow in the to be claimed treasure list if you want it
Complete list
12 Scrapworth
+1 studded leather
+1 composite longbow with 15 arrows
longsword
12 silverdisks
4 falchions
13 studded leather
1 Bull's str potions
two mwk hide armor
13 falchions
46 javelins
9 silverdisks
2 gas grenades
mwk hide armor
2 mwk handaxes
seven glass jars of a pink gel-like substance
8 daggers
12 mwk leather armor
5 mwk bucklers
6 jars of pink liquid-gel.
7 mwk bucklers
7 gunslinger pistols and 17 bullets
3 daggers
In birdfood's room
-4 silverdisks
-one battery
Scroll of Soundburst
-masterwork hand crossbow
-7 +1 bolts
-white access keycard


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Elizabeth, if I buy you a scroll of shield, will you learn the spell? And if I then pay you 375gp, will you craft me a wand of it?

I could really use a wand of shield.

Regarding the most recent loot list:

The timeworn cylindrical device (last line) is a fire extinguisher, and Astra has it.

I believe you have doubled up 5 gunslinger pistols. All told, we've found (I think) 8 pistols and 50 bullets, of which Astra has taken 1 pistol and 50 bullets, leaving 7 pistols for sale.

And then of course there's the question of could we really have carried all this stuff with us? Are we *really* lugging along 46 javelins, or did we just figure they weren't worth the trouble and left them behind?


Female Human

Reality has no place in a world with lightning bolts and robots.

Liz will craft the shield wand when we have the time.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

[autistic]The real world has lightning bolts and robots...[/autistic]


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Level-up choices:

New spell: Mirror Image
New feat: Craft Magic Arms and Armor
Skill points (12):

5pts: Disable Device
2pts: Spellcraft
1pts: Engineering, Geography, Local, Diplomacy, Heal


Selling and buying things are difficult in Scrapwall. It is really just a big junkyard. Also, there aren't any inns because no one comes here. They find a hut or shack, and stay there. There's no town information in the book, but you can assume it is pretty much on the level of a cave, or wilderness.

You may attempt to sell things to any npcs like Sevroth, Redtooth and Dinvaya, as they may purchase things useful to them. Or save your things until you get back to Torch (or take a few days detour back to Torch).


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Astra will attempt to find buyers for the loot in Scrapwall.

Diplomacy to gather information: 1d20 + 9 ⇒ (6) + 9 = 15

I have drawn up a loot list on Google Docs with the values of items. (link)

The gangs may be interested in buying some of the weapons and armor. Maybe Dinvaya might be interested in the autograpnel?

Also, as people may not have all that much money in Scrapwall, perhaps barter for items might be possible? Rather than selling for money, maybe we might be able to trade for items of relevant value?


Female Human

Liz will mudwrestle for control of the loot.

We could always use the Autograpel on flying, ranged foes. "GET OVER HERE!"


Female Elf Fighter (Archer) 7 | HP 57/57 | AC 20 T 13 FF 17 | Ft +7 Rf +6 Wi +2* | Init +6 | Perc +13 l CMD 23

I can take care of them


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Astra should take the sound burst scroll, that's a bard spell.

I'm definitely up for selling a bunch of stuff. Cash is always nice, and I have an Adamantine weapon to buy! Not that I'd find that here either!


Keeping the autograppnel seems indeed like a good idea.
I´ll update later. Am sick and unfortunately pretty busy at the same time.


Female Human

Ok. Let us keep the grapnel


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge
Astra Picard wrote:
I could really use a wand of shield.

That's a DC 20 Use Magic Device check right?


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Yep. For some reason I'd been under the impression that my UMD was higher than it actually is. On second thought I probably won't be going for the wand then.


Leveled up.
How do you people feel about raising skeletons in fights or have some undead minions?

With Astra focussing on arcane, Elizabeth being a wizard and me, perhaps we want to talk what each ones stick is so we avoid redundancy?


Female Human

Liz will handle a few buffs like haste but I want to sling electric death at robots. ;)


Ah see, i could do that too, but am more prepared to dominate/debuff robots and others^^

So when i see this right, the atmosphere is more like destroying all robots and undead instead of putting them to nice use here right?
That might need some adjustments in PC planning on my side then.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

As a Paladin, I coukd not see Chakos condoning such necromancy.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Unlike Chakos, Astra would have no problem on her own part with necromancy, as she would pragmatically regard it as a tool to be examined and studied. However, since Chakos and Elizabeth are her longest serving companions, she would bend an ear to any concerns they might have.

Astra doesn't focus on the arcane as much as she focuses on skills. Spell selection wise she focuses on healing and technology oriented spells, to back up her double major in medicine and engineering.


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Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Any thoughts on #50?

200 Rules to Live By:

1. Doing ANYTHING in a dungeon can get you killed. This includes doing nothing. Therefore, act. Tis better to die daring awesomely.
2. Never share a hiding spot with someone more foolish than thyself.
3. The easy way is trapped. The hard way is an ambush. The right way is hidden.
4. Levers are placed to be pulled.
5. Evil henchmen are often more potent combatants than their bosses. Be ready.
6. If the wizard dies with an uncast Fireball, he deserved it.
7. There is NEVER enough curative power.
8. Doors without traps lead to doors with them.
9. A fountain in a dungeon is a crapshoot.
10. Never trust a dead end.
11. Kill it first. That's what Raise Dead is for
12. When in a dungeon, NEVER let the DM think you're bored.
13. Whenever possible, do not have the slowest movement rate.
14. Posting a strong rear guard can deter the DM from attacking from the rear. This is not a waste. This is proper. If you don’t get attacked from behind, it was 100% worth it.
15. Always know which skill no one has, and be ready to depend on that skill.
16. When turned to stone, don’t panic. Monsters with petrification abilities come with Stone to Flesh items nine times out of ten.
17. Try to look unimportant, it might be low on ammo. If you’re the paladin, don’t b%@~!, you signed up for this.
18. Murphy was a fighter.
19. You’re playing D&D, not Marvel.
20. If it’s stupid and it works, it isn’t stupid.
21. The first time you drop your guard, the DM will teach you a lesson.
22. So what if you met in a bar 10 minutes ago, and now you’re already hired. Learn about your comrades’ strengths and weaknesses ASAP.
23. A comrade that stutters, hems, or haws trying to pinpoint their weaknesses can add “Doesn’t know when they’re screwed” to the list.
24. A character with no weaknesses isn’t really good at anything either.
25. The thief doesn’t complain when the fighter doesn’t help pick the lock, the fighter shouldn’t complain when the thief doesn’t enter melee.
26. HP and damage potential are independent attributes. Four giants at 3/4 HP do WAY more damage than 3 fully healthy giants. Gang up on bad guys, do not make it a fight from Big Trouble In Little China.
27. Trust your experts. Don’t get mad at the thief if he misses a trap, and he won’t get made when the demon saves against your spell or the fighter gets mowed down.
28. You don’t need a body for resurrection, so don’t worry about leaving it behind.
29. Someone who ditches a group plan has signed up for whatever happens to them. Pay to have them raised, but don’t risk your neck for them.
30. When someone is getting themselves killed for something you screwed up on, suck it up and risk yours to get them out of it.
31. Never EVER EVER spend an action saying, “Go Team.” Watching for the impending second wave of baddies is a perfectly reasonable way to spend your time.
32. When the cleric says it’s time to stop, it’s time to stop. If the fighter says it’s time to stop, look at the healer for confirmation.
33. Communism and democracy gets a party killed. Situational Meritocracy gets you fortune and glory.
34. What the paladin doesn’t know can’t hurt him.
35. What the thief doesn’t know CAN hurt you.
36. Fighters get first dibs on tactical placement.
37. Never lie during triage.
38. If you decide to rest after you’ve run out of spells, you’re too late.
39. When the fighter yells for you to cast the fireball, listen. When the wizard tells you you’re going to get yourself killed, you listen. When the cleric flees you follow. When the thief gets killed by a trap, go get another thief before continuing.
40. Fighters are a wizard’s second best armor. Clerics are the best.
41. Spells should neither be whored nor hoarded.
42. What good is the reward if you aren’t around to use it?
43. Just because your cover is blown, charging isn’t plan B.
44. You’ll only ruin the game by turning in the thief for contacting the guild.
45. Listen when you’re not in charge, and lead when you are.
46. Portable Hole plus ballista equals success. See #20.
47. Always know which side the hinges are on.
48. ALWAYS listen after tampering with the door.
49. People can miss obvious sights, or shrug off noise, but scent is never missed.
50. The Atreides had a battle language, so should you.
51. Treasure can be used right away.
52. It costs five copper pieces to shoot an exploratory arrow into the darkness, and five hundred thousand copper pieces to get your Troubleshooter raised from the dead.
53. Know who your DM’s favorite D&D writer is and plan accordingly.
54. Female NPCs with names are suspect. Never score on a named NPC.
55. It’s always an inside job. When it’s not, the BBEG is a higher level than you.
56. Nine times out of ten when the DM wants to know your HP total, he’ll pull his punches. When he never asks, he doesn’t care if your character dies, act accordingly.
57. “Rush In and Act Accordingly” only works when you trust your teammates.
58. Dicing for mutually desired items leads to semi-content parties with less than optimal power. Voting to place the items leads to optimally powered, temporarily less than happy members (minus one). Pick one.
59. Always have enough to get your sorry butt raised, and make sure your party-mates know where that stash is.
60. Always know how many charges are left in the wand of curing, even if you’re not the cleric.
61. If the thief introduces himself with an alias, go along with it!
62. Unless you’re a paladin, when the thief introduces YOU with an alias, go along with it.
63. It’s okay to get screwed for not knowing the game setting, but keep your complaints to yourself starting the with the second offense.
64. When stocking up, assume every dungeon has a rust monster, a troll, a doppelganger, an incorporeal creature, and SWARMS.
65. It doesn’t matter what edition you’re playing, going down stairs ups the ante.
66. Double doors guard things with more HP than singe doors. As a corollary, the square footage of a door is directly proportional to the XP value of the thing behind the door.
67. The player who can name the campaign specific names for various coins gets first dibs on being the bard.
68. Two bards is a waste. I don’t care how different their feat selection is.
69. Two fighters are never a waste, but always use different primary weapons.
70. All other things being equal, enhance your character’s strengths before plugging up your weaknesses.
71. Just because rogues no longer get bonus XP for liberating treasure, and fighters per HD, doesn’t mean it’s a good idea to stop playing that way.
72. Assuming people are basically good is asking for it. People by default are neutral.
73. Read the description for Diplomacy. Nowhere does it describe the powers of Bluff, Charm Person, Suggestion, Savoir-Faire, or Fast-talking. Don’t complain when the DM doesn’t let you get away with it.
74. Dragons are dangerous from the day they hatch.
75. A wizard who resorts to melee does so because that’s how they want people to remember how they died.
76. Assuming that every monster in the dungeon was meant for you to kill it is suicide. Sometimes you’re supposed to run away.
77. The party’s strategist may not be the party’s tactician. Any class can handle these jobs, don’t be cliché about this.
78. Even the A-Team accepted the reward. Take it.
79. Don’t make a pacifist character. It’s D&D. Fighting happens. Pacifism is for NPCs.
80. The time to fall back for healing is never lower than 1/3 power. Don’t wait until you’re almost dead, as it’ll become a cycle; heal, get hit, heal, get hit.
81. It’s only worth missing a round to get healed if you’re going to get healed for more damage than you take in 1 round.
82. If the wizard needs to fall back, it’s because everyone else is dead, or the wizard is executing #75.
83. No matter your class, always have a light slashing weapon ready for use.
84. Captain Kirk used red shirts, so should you.
85. If you can’t sum up your character in a single paragraph, he’s too complicated.
86. Everyone in the party should have a common language beyond simply Common.
87. Know your DM. Learn to tell when he’s throwing you a bone, and run with it.
88. “The natural cavern leads off into darkness” is typically DM-speak for, “This cavern isn’t part of the adventure, but is there in case I want to build on it later. Please don’t go down there, because I’ll have to wing it.”
89. Your cohort is never more valuable than another PC. Your followers are never more important than a comrade’s cohort.
90. It is, in fact, possible to “win” at D&D. A character who is the subject of nostalgic gaming stories long after a campaign has ended has “won” D&D.
91. If your DM uses plastic minis, but slaps down a hand-painted metal mini, treat it with suspicion and caution.
92. If you tell the party to “trust you”, then don’t let them down. If you do let them down, don’t be surprised if they don’t go with it next time you ask.
93. The DM’s love of the campaign world is directly proportionate to the level of motivation he has for a campaign with in it, and inversely proportional to the patience he has for people being ignorant of it.
94. The more proper nouns that appear in your character’s back-story, the more permission you’re giving the DM to mess with it during the campaign.
95. There’s nothing childish about a character whose motivations include power, riches, and fame. In fact, be honest with yourself, at some level isn’t that your own motivation with your character?
96. Multiple wizards in a party are like a sports team (or the X-Men arcade game). You need to “call the ball”. Don’t both of you waste your best spells at the same time. Alternate so as to maintain your level of firepower (See #41).
97. You might think it’s cool to keep your prepared spells a secret until the party sees you cast them, but it’s even cooler if they can plan around your selection. If there are two casters in the party, talk to each other when planning the day’s spells so as to not create a surplus or scarcity of certain effects.
98. If your DM wants to know which party member is carrying the map, the answer is always plural. (And it’s a good bet he’s the kind of dungeon master that will keep track of food, so be ready.)
99. The player that still uses the level titles (e.g. Veteran, Cutpurse, Deacon, etc.) gets first dibs on playing the thief (and trust me, they’ll call it thief not rogue.) They’re by far the most paranoid player in a dungeon, and likely the one most highly trained at recognizing highly probable places for traps.
100. It’s okay to let the DM know you’re bored when in town (See #4). But before you do, make sure you’re armed and ready.
101. If the DM asks you if you say or read something out loud, the answer is always no.
102. If you meet an NPC in a session with a proper name, be courteous and learn it.
103. If the same NPC appears in another adventure, be smart and learn as much as you can about them.
104. If the same NPC appears in another story arc, be wise and prepare to fight him to the death.
105. Don’t name your character after a famous person/character within the game, it’s distracting and will lead to jokes that break the suspension of disbelieve, which in turn will garner you less sympathy from the DM when you mess up.
106. Never cite The Lord of the Rings as justification for an argument for why something should work, and maybe, just maybe, the DM won’t cite Alien for the same reason.
107. Female NPCs exhibit a parabolic relationship with their comeliness score and their importance. If comeliness is 3 or 18, then pay attention to what she says.
108. If there’s a psionic party member, you can be sure there will be psionic baddies.
109. Assume every dungeon has an underground lake and a river of lava. Trust me, it’s better that way.
110. Unless you’re pressed for time, look for its lair, even if it’s a wandering monster.
111. Sometimes treasure is hidden in the stomach, the tauntaun treasure chest must not be overlooked.
112. You know what psych majors learn in college? Stereotypes are usually true.
113. There’s no such thing as an underground lake without a carnivorous creature in it. See #109
114. No it’s not good role-playing to run an evil character in a group with a paladin. It’s asking for angst that D&D is designed to provide escape from.
115. Never argue physics with the DM. It’s not worth the retribution, and you can never win an argument when the rebuttal can justifiably be “Magic!”
116. Plan C should never be “Every man for himself.”
117. Don’t freak out if the party rogue is neutral. Remember #72.
118. Never assume the BBEG is like a James Bond BBEG. Assume you’ll be killed quickly, efficiently and without warning.
119. Before play begins, find out what skill the DM says is relevant to determining success in the Indiana Jones, “gold idol – bag of sand” switch.
120. Never ever complain your way out of character death. It’s unmanly and you’ll embarrass yourself. If you’ve got a solid logical reason, give it. Once.
121. It’s D&D, “Because he’s evil” is always acceptable.
122. Before you draw from that Deck of Many Things, decide your drawing limit and stick to it.
123. If you’re playing 3rd edition, and you find a lone kobold, it’s obviously a high level sorcerer. If someone laughs at you for making that assumption, let them make theirs next time. If you’re playing older editions, that kobold is bait.
124. If you can’t solve the puzzle in 5 minutes of real game time, break it.
125. If attacked by ninjas, remember the power of a ninja is inversely proportionate to the number of ninjas involved in the fight. Ten ninjas are fodder, but a lone ninja will kick your butt. This goes for psionic characters too.
126. Playing a character of the exact opposite of the stereotype is also a stereotype.
127. Unless the DM forbids it, during character creation talk to the other players, otherwise don’t complain when the characters are hopelessly incompatible or everyone’s a fighter.
128. Default template for single file marching order is, in order of front to back, Troubleshooter, fighter, wizard, cleric. Always leave 5' of space between
129. There’s nothing wrong with making requests of the spell-casters for what spells to prepare for the day. Just like there’s nothing wrong with saying “no” to those requests.
130. Always carry a missile weapon. Unless your class prohibits you from using it, use it.
131. Before you do something REALLY stupid, make sure you know the DM’s policy on Atonement.
132. Burned out Ioun Stone + Continual Flame = best torch ever.
133. If you’re a middle level fighting class (cleric, druid, etc.) don’t rush in on round 1. Doing so will annoy the fighters trying to execute #36, and you’ll end up needing to use more curative magic. Round 1 is a buffing and assessment round for you.
134. Monk + Silence = premier anti-caster tactic.
135. Know when to retreat, and know which characters in the party would rather die than do so.
136. Once fireballs are added to the mix, the city watch doesn’t care who started it.
137. Behold the power of the Cantrip: Ghost Sound can save your butt against dumb giants, and Mending can redo the seal on the royal letter you stole.
138. If the reward seems too good to be true, be prepared for a double cross. This doesn’t mean don’t take the contract, it just means be ready to fight the person who gave it to you.
139. Whenever possible, use cover and concealment.
140. Flanking is key. Do it, and don’t let it happen to you. When moving to flank, the melee-tank-anchor should arrive before the sneak-attacker.
141. Decide to be aggressive enough, quickly enough. Better to have overkill than be killed.
142. Unless the details of your class require you to honor last requests, don’t.
143. After having finally slain the BBEG, take the precautions necessary, using whatever books the DM allows, to ensure that he cannot be True Resurrected.
144. When entering combat with a truly dangerous foe, don’t save your most powerful spells for “just in case”. Use them first.
145. Unless you have some kind of trump card, resist any and all urges to do melee battle with anyone on a ledge.
146. If you wipe the floor with the first wave of baddies, assume the next wave is going to be the toughest. The instant you have determined the level of toughness, first hand, of the next wave, be ready with #144.
147. It’s D&D, the moral implications concerning bribery are relevant to the mark, not the PC. Bribery is as valid a tactic as intimidation.
148. Magic items in which the word “of” appears two or more times will invariably become either a plot device or a homing beacon for trouble. Be prepared.
149. Monks will never be as good at melee as fighters or as sneaky as rogues. Monks are a “variable support class” They make excellent wing man melee fighters, and wing man rogues.
150. If you have a familiar, keep it in mind at all times. Otherwise you’ll have no recourse when it’s time to rely on it and the DM says Fido’s still back in town.
151. If you suspect a character has been replaced by a doppelganger, ask them to let you cast sleep on them. If it doesn’t work, they’re either an elf-blooded PC or a doppelganger.
152. If the DM asks if you’re setting watch, the answer is always yes.
153. Whenever reasonable, make the baddies come to you as you rain missile fire on them.
154. If you prepare spells, it’s worth it to have a “default non-adventuring day” list of prepared spells, so when the DM springs the adventure hook on you, you’re not caught with your pants down.
155. You should always know how each person in the party would answer the question, “You’re lost in the desert and the water supply is dwindling, how should you split it?”
156. If the DM forgets to include a penalty you’re suffering from, point it out. If he doesn’t return the favor, then stop. Immediately.
157. Take notes at the table. If you recall the name, race, and nationality of an NPC, it shows the DM that you care about the hours he put in on making the adventure. It may come up in rewarding you later. It’s also good gaming.
158. If your character can’t swim because of encumbrance, then you need a solution that will protect you from drowning. You need this before you approach anything wet.
159. If the DM takes the time to describe a new pattern of floor tiling, do not advance until the troubleshooter gives the go ahead.
160. Everyone in the party should know who the fastest talker is, the best diplomat, and the most intimating member. Don’t use numbers at the table, but know who each is.
161. The order of operations is always Diplomacy, Bluff, then intimidate. Never reverse these.
162. There should never be any excess space in an extra-dimensional storage container. If you’re successful enough to have one, you’re wealthy enough to fill remaining space with food and water (and ammo). As space is needed, ditch the ammo, food, and water.
163. Scouts should always return to the group for planning, never should the group advance to the scout.
164. The place to plan is never close enough that a double move will bring the enemy within their striking distance.
165. If the DM ever needs to vividly describe the specific actions of a trap, you must assume that they are using something more than the DMG for their traps. This brings a requirement of checking for traps immediately after disabling the obvious trap. If you see a "Grimtooth" trap book, GET A THIEF.
166. Choose your attacks wisely. It might seem like a good idea to hit a melee monster with a physically devastating spell, but it likely won’t work. Blast the slow tanks, manipulate the weak willed, and debilitate the weak bodied.
167. The fact that Undectable Alignment is still a Paladin spell should give a clue as to what a Paladin is actually allowed to do. Nowhere does it say that the Code requires you to wear a neon sign that says, “I’m a paladin and I will judge you!”
168. Defense will only protect you, for a time, from defeat. It takes offense to actually conquer a foe.
169. The cheapest item in the PHB is a mundane item with the following abilities: potential circumstance bonus when used for nose plugs or earplugs, works as a timer for anything up to an hour, can check for air currents, can be a minor decoy, can make subtle markings on a wall to indicate exploration progress, and sheds a weak light. It weighs virtually nothing, so even the wizard can carry some. It’s called a “candle.”
170. Just because it’s gone from the game, doesn’t mean there’s no longer a need for bending bars and lifting gates. Make sure you have this covered. It’ll make your DM happy if you know what the best result a party can muster is on taking 20 for a STR check.
171. Always know how you’re going to spend a turn before your name is called to act. It keeps the game smooth, and encourages others to do the same. Your DM will thank you, and you’ll come off as having a more confident character.
172. Never split the party. Just don't do it.
173. If you are paired up. Never leave your wingman. Do Not Leave Your Wingman.
174. Know they escape route.
175. Every party should have a policy on when it's time to make a last stand.
176. If you can pull off an ambush, hold the line until the enemy is within melee range. Shooting a target from far way isn't an ambush.
177. Never ford a river at the ford.
178. When the plan goes wrong, go back to the beginning (or some other clearly designated point.
179. Never return from the dungeon the way you went in. Foolish is the bandit who attacks the party prepped to kill them all and let Heironeous sort them out. Wise is the bandit who attacks the resource depleted, treasure laden party.
180. Attack HVTs first. These are the blasters and characters with Save or Die abilities. (piles of easily fireballed minions not withstanding.)
181. If your character has a schtick, know they rules. Expect to be called upon to show the sourcebook. Have page numbers ready.
182. Thou shall not sunder treasure. If you're playing in an organized game, this does not apply.
183. Do not look down upon mundane equipment. Keep pitons, flour, and empty sacks on hand.
184. It is okay to tease someone at the table. It is not okay to tease them such that their fun is lessened.
185. Read the fluff first, and the crunch second. It's poor gaming to take a class, especially a prestige class based solely on crunch.
186. Pay attention even to trifles. This includes casting times, numbers of targets you can affect.
187. Even if the DM doesn't do it, pay attention to ammo.
188. Roll all your dice at once. Miss chances, attack and damage. This is more efficient. If you miss due to concealment, you can save time on the math.
189. Do NOT roll all of your attacks on a full attack at once. Your 5' step could be life and death. Use it appropriately, redirect your attacks as the situation demands.
190. Know which rules are often misapplied. You don't need to memorize them (though you should) but you do need to know where to find them.
191. Remember, in a no holds barred contest Batman bested Superman.
192. It is okay to think in terms of aggro, DPS, Uber. It is not okay to use these at the table. Ever.
193. Never keep a side mission a secret from your party unless ordered to do so.
194. Know thyself. Inside and out. Be familiar with your abilities, equipment, and spells. Prepare. Use note cards. The player with an entirely different sheet for their raging barbarian knows what's up.
195. Embrace the abstraction. An unexpected plan can surprise the DM forcing him to wing it. You have the advantage. Here is where you reap the rewards from #87 and most definitely #93.
196. Immerse yourself ahead of time. Playing a primitive fighter? Read some Robert Howard. Thief? Read Gord the Rogue. This will give you the language, attitude and aura of the character you're playing. Your newfound adjectives will increase everyone's enjoyment.
197. Beware of symmetrical dungeon levels. These contain Very Bad Things.
198. Beware of almost symmetrical dungeon levels. There's a secret door.
199. When expecting trouble it is not a waste to buff ahead of time. A 10 Round Bless cast 4 rounds too early is still 7 rounds of benefit. Six with the spell, and one where you didn't have to cast it.
200. Knowledge is power. Invest and use knowledge skills. If you have a regular party, spread the wealth. Ignorance is a choice. Don't make it.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

So as I play through the various APs, I am always considering "which of these do I want to run my kid through when he gets old enough?" It is debateable what "old enough" means, but as he's 5, I at least need him to understand the rule set a bit.

Anyways, I can categorically state that it WILL NOT be Iron Gods! Holy moly, the smilers, eating folks, grossness, etc. Not gonna run my kid through at like 7 or 8 years old.

So far, I think I have my eye on Legacy of Fire.


Female Human

Might try We Be Goblins


Female Elf Fighter (Archer) 7 | HP 57/57 | AC 20 T 13 FF 17 | Ft +7 Rf +6 Wi +2* | Init +6 | Perc +13 l CMD 23

I'm currently running Rise of the Runelords with a bunch of friends. It's pretty kid friendly


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

There's a bit of horribleness at times in Runelords.


Female Elf Fighter (Archer) 7 | HP 57/57 | AC 20 T 13 FF 17 | Ft +7 Rf +6 Wi +2* | Init +6 | Perc +13 l CMD 23

I suppose. You can always edit it to fit your needs though


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Where do you get that +6 to damage from, Chakos?


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Power Attack with a 2H weapon.

Liberty's Edge

Female Human Commoner 1

Ahhh.


The Smilers are probably the worst thing. You can replace them with some other gang, maybe one focused on guns and being cowboys or undead gunners. Maybe they wear bandannas with smiley faces on them.

The other things is the Numerian Fluids/drugs - but the book has a negative view on that. Some people in Starfall are addicted to the stuff, but it makes you not care about things.

I think those are the only "mature" subject in the APs. Easily changeable for children.


Female Human

Paint their faces Joker-style


Left some instructions feel free to bot me if i can´t post fast enough.
Got internet back but lots of stuff to do^^


Female Human

Well Que Sera Sera. Liz is dead. Nice gaming with you folks. Two 6d6 lightning bolts were just too much.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge
ElizabethArdoc wrote:
Well Que Sera Sera. Liz is dead. Nice gaming with you folks. Two 6d6 lightning bolts were just too much.

Gahhh! Noooo!!!!


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

If Liz was at 12HP and takes 24 DMG, she's at -12, and with a 14 Con, she's still breathing,b ut on life support!


Ibuki can heal you next round with infernal healing ;)
That will bring you to -2 in 10 rounds, so you are stabilized.


Female Human (Kellid) Bard (Archaeologist) 7 (HP 47/47 | AC 20 | Fort +2 Ref +5 Will +5 | Initiative +0 | Perception +13)

Did Syvlara have damage prior to this battle? Taking 19 hp from the first lightning bolt and 12 from the second (which got retconned) shouldn't have dropped her below 40.

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