DougFungus' Crypt of the Everflame (Inactive)

Game Master DougFungus

The Crypt where Ekat Kassen was laid to rest has become an important part of the town's history. This year a group of hand selected individuals have been chosen to venture to the crypt and retrieve the Everflame in time for the autumn celebration.


451 to 494 of 494 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Vastar's Longbow is Masterwork with a +1 STR rating

The second wand of Magic Missile is CL3 with 22 Charges

I just realized that the book gives 2 wands of magic missile as treasure. Strange?


Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

Sorry all. Being on the road without my proper computer makes it hard to level up Lorant. Definitely another level of fighter for him. I'll have to look at a feat choice.

-Posted with Wayfinder


Init +4; Perception +7; hp: 28/28 AC 13(17)/12/11(15); F+3, R+3, W+5
DougFungus wrote:


The second wand of Magic Missile is CL3 with 22 Charges

I just realized that the book gives 2 wands of magic missile as treasure. Strange?

Ok, then the second wand of MM is worth 990 gp instead of 750.


Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

HP: 1d10 + 2 ⇒ (3) + 2 = 5

-Posted with Wayfinder


I also just realized that Kassen is a hamlet and only has a 500 GP limit. Just to make things easy I'm going to ignore any buy/sell limits for the time being since this adventure will never take you to a big enough town to buy/sell items.

Lets try to keep this game moving guys. I'm encouraging everybody to make at least 1 post per day in the gameplay thread. I'm super excited to get the next module started.

If you see any potential replacements in the recruitment thread to replace Pip send me a PM and let me know who you like. Its drawing a bit of attention. I'd like the party to decide who is selected rather than choosing myself so that you get exactly what you think the party needs.


Init +4; Perception +7; hp: 28/28 AC 13(17)/12/11(15); F+3, R+3, W+5

Hey Doug, any issues with this spell for my 2nd level?

Burning Arc

I like to think of it as Kerret learning to control his flame abilities a little more, not the wide swathe of burning hands, but not completely focused yet.


Fine with me. Could you link it when you use the spell so I don't need to source it every time?


Init +4; Perception +7; hp: 28/28 AC 13(17)/12/11(15); F+3, R+3, W+5

You've got it.


Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)

I am without a computer until my replacement laptop power cable arrives. So my posting will be slow but I am in in in.


Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

So Lorant will be keeping the +1 Longsword and the +1 Bashing Light Shield. He will also look to buy a breastplate (MW if available) to upgrade his armor.


Vastar wrote:
I am without a computer until my replacement laptop power cable arrives. So my posting will be slow but I am in in in.

Sorry to hear that Vastar. Any idea how long you might be until your part arrives?

Lorant Pelus wrote:
He will also look to buy a breastplate (MW if available) to upgrade his armor.

No problem. As I explained a few posts up, just ignore the buy limits. This is one of those cases where the rule work against you to the point where its not fair so we're just going to ignore them.


Init +4; Perception +7; hp: 28/28 AC 13(17)/12/11(15); F+3, R+3, W+5

Kerret is updated to level 4
+1 BAB
+1 Will Save

Additional Spells Known:

0: Mage Hand
1: Ear-Piercing Scream (Favored Class Bonus)
2: Burning Arc (Transfer Spell Specialization from Burning Hands to Burning Arc)

Skill Points: (2 class, 1 int, 1 human)
1 Diplomacy (total +6), 1 Perception (total +7), 1 Intimidate (class skill, total +8), 1 Spellcraft (total +8)

Level 4 Ability Increase: +1 Charisma

I'll sell off my longspear (too heavy, and I don't really use it.)

I'll hold onto both wands of magic missile, one of the potions of cure light wounds, and the bag of holding unless someone else really wants it. (It really helps my carrying capacity.)

I'm also going to keep the following:
Masterwork backpack
6 days trail rations
1 winter blanket
1 smokestick
masterwork light crossbow

That puts me at 4530 worth of retained gear and about 125 gp in coin, plus my share of whatever we end up selling off.


Init +4; Perception +7; hp: 28/28 AC 13(17)/12/11(15); F+3, R+3, W+5

Of the submissions in the thread, I like Mortimer Meadows, Romund, and Lector Rhomelus, in that order. Some of the others are very good mechanically, but the evil alignments and cold-blooded killer backstories don't seem like a good fit for our game.

My $.02

Also, I found one piece of treasure in the thread that we missed.

Bracers of Armor +1 (1000 gp)


Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

Yeah, what's with all the evil characters? I don't see the small town kids mixing well with those. I like Mortimer, but Lector isn't a bad choice either.

-Posted with Wayfinder


Thanks for the GP breakdown Kerret. What do you guys thing about starting the new player at 2000GP in starting gold?


Initiative +1, Perception +6 (+8 w/Fenris) Current AC 15, Current HP 29/29 (29/29 non-lethal)

Spellcraft rolls to add spells to Fenris. These are all the 1st level spells that also appear on the Witch's spell list. Except Levitate, I added that one since I can cast it as per my flight hex. If you choose not to allow it, I'll remove it with no problem.

1d20 + 8 ⇒ (17) + 8 = 25 For Ray of Enfeeblement
1d20 + 8 ⇒ (1) + 8 = 9 For Mage Armor
1d20 + 8 ⇒ (20) + 8 = 28 For Levitate
1d20 + 8 ⇒ (12) + 8 = 20 For Enlarge Person
1d20 + 8 ⇒ (13) + 8 = 21 For Cause Fear

Also, any objections to taking the Witchguard archetype Ranger? Link here


Initiative +1, Perception +6 (+8 w/Fenris) Current AC 15, Current HP 29/29 (29/29 non-lethal)

I think 2500GP is a reasonable amount. That's enough for them to afford a +! weapon and still be able to buy gear.

Also HP roll, if the Ranger archetype I choose is allowed.
1d10 ⇒ 7


Just to be clear Kaylee, are you planning on multiclassing into Ranger this level?

Everything regarding your spellcraft checks is fine.


Initiative +1, Perception +6 (+8 w/Fenris) Current AC 15, Current HP 29/29 (29/29 non-lethal)

Yes I am, as long as you're fine with the Witchguard Archetype. I posted a link to the description in my previous post.


Its fine on the condition you attach a link in your character sheet for reference.


Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

Kaylee, I dont know if you can apply the Witchguard bond to yourself. How far are you planning to go with the Ranger class? Straight Witch is pretty awesome.

-Posted with Wayfinder


Do you guys feel like I am trying to proceed too quickly or are you just RPing your characters? It seems to me like the party is putting on the brakes on moving the story forward.


Initiative +1, Perception +6 (+8 w/Fenris) Current AC 15, Current HP 29/29 (29/29 non-lethal)

@Doug: Mostly RPing, as far as Kaylee is concerned. She just returned from several threatening and what could have been life ending experiences and she hasn't even seen or talked to her siblings yet and she's expected to run off the very next day. Luckily she's excited to travel again and is swept up in being the hero/heroine. You're doing fine on the pace.

@Lorant: Only a level or two at the moment. I wasn't intending to go far enough to gain the ability but if I did I could use it to protect Kerret and Vastar, I believe. That would be quite humorous.


Good to know. The book actually expects the party to set out again right away. If the party needs more time I'll make arrangements.


Init +4; Perception +7; hp: 28/28 AC 13(17)/12/11(15); F+3, R+3, W+5

Yeah, not trying to put the brakes on so much as get some information on these Ramzirans, as IC he doesn't have much at all. Also some family stuff, but I'm thinking Kerret's dad won't approach, and Kerret will be too stubborn to seek him out. So he'll leave with some unresolved issues. He'll probably try to cope with that by burning things to a cinder.

Move us along as need be, just seemed like a good spot for some RP, and maybe a chance to meet our new player, unless that's not happening until we hit Tamran.

Personally, I think it would be kind of awesome if Kaylee ended up protecting Kerret or Vastar, but I think more Witch spell and hex progression would be awesome too.


I'll get some more info on the Razmirians tonight once I have my books.

I'm going to actively skip as much of the in town RP for the time being as you'll allow. MotLG is a very RP heavy module. It could even be possible to complete the whole thing without even seeing any combat at all. Rest assured, we'll be returning to Kassen in the future and at that point we can finish anything left unresolved.

Lector should be along any time. We've been keeping in contact. He's just waiting for the right time to pop in.


Sorry for the delay.

I hope I didn't abuse the "steps out of the shadows" cliche too hard. It was either that or "ride in on a white charger."


Lector Rhomelus wrote:
It was either that or "ride in on a white charger."

The horse or the car?


Init +4; Perception +7; hp: 28/28 AC 13(17)/12/11(15); F+3, R+3, W+5

More of a Challenger man myself.


Init +4; Perception +7; hp: 28/28 AC 13(17)/12/11(15); F+3, R+3, W+5

Has everyone decided what they want to sell and what to keep?


Initiative +1, Perception +6 (+8 w/Fenris) Current AC 15, Current HP 29/29 (29/29 non-lethal)

I'm waiting to see what Vastar wants to keep before I make any claims. I'm interested in the Horn of Fog and the MW shortsword though and possibly the bracers depending on if we think we could upgrade it in the future.


Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

I think Lorant is taking more than enough of his share with just the magic sword and shield. Vastar can have the +1 chainmail.

Buy:
MW Breastplate

Sell:
MW Longsword
MW Light Steel Shield
Longsword
Light Steel Shield
Chain Shirt


Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)

Chain mail would be great. If we have a spare MW shorts word then that would be a good back-up.


Init +4; Perception +7; hp: 28/28 AC 13(17)/12/11(15); F+3, R+3, W+5

I think we had a spare MW shortsword, although it was Pip's, so who knows. There's also the +1 dagger if you want it Vastar. It's mechanically just as good, with the added bonus of being magic, so there's that...


Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)

I'll let Kaylee decide.


Initiative +1, Perception +6 (+8 w/Fenris) Current AC 15, Current HP 29/29 (29/29 non-lethal)

You can have the MW shortsword for back up and I'll take the +1 dagger.


Roll Call! Where is everybody at in life right now? I know a few of you are busy so I just wanted to see how things are going.


Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

Still on holiday. I should be able to post more next week.


Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)

Still waiting for my replacement power cable (wrong one) to be replaced...


Init +4; Perception +7; hp: 28/28 AC 13(17)/12/11(15); F+3, R+3, W+5

Ok guys, I just wanted to know for myself where we stood on loot division, so I took it upon myself to set out distribution based on what I've heard from the rest of you. Here's what I came up with.

Assume everyone gets:

1 masterwork backpack
1 small tent
1 winter blanket
1 waterskin
115 gp, 2 sp, 5 cp (based on 5 pp, 411 gp)

Lorant:
50’ silk rope
Grappling hook
2 pints lamp oil
Potion of CMW
Masterwork Light Steel Shield
Masterwork Longsword
+1 Longsword
+1 Shield of Bashing

Kaylee:
Potion of CLW
Masterwork Light Crossbow
+1 Dagger
Horn of Fog
Bracers of Armor (+1)
Spellbook

Kerrett:
Potion of CLW
2 smokesticks
Masterwork Light Crossbow
Wand of Magic Missile (9 charges)
Wand of Magic Missile (28 charges)
Bag of Holding (Type 1)

Vastar:
Potion of CLW
Masterwork Shortsword
30 blunt arrows
Masterwork Composite Longbow (+1 Str)
Wand of Cure Light Wounds (4 charges)
Scroll of Lesser Restoration
+1 Chainmail
Elemental Gem of Water

No one actually claimed the Elemental Gem of Water so I assigned it to Vastar as he has the least stuff by a long shot. Vastar, do what you will with that.

Ok, see you all in the Masks Thread.


Excellent work Kerret.


Is everybody finished with this game thread or are there still some loose ends that people would like to take care of?

If everybody is done I will mark the thread as inactive to save some room on everybody's Campaigns tab.


Init +4; Perception +7; hp: 28/28 AC 13(17)/12/11(15); F+3, R+3, W+5

I'm done with it, thanks.


Human Mobile Fighter 4 (hp 13/40 | AC 17/13/14 F+6, R+3, W+2 (+2 vs. Fear, +2 vs. Illusions) | Init +3 | Percep +4, SM +1)

Finished with this. I got Lorant's sheet updated with the new equipment.

451 to 494 of 494 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DougFungus' Crypt of the Everflame - Discussion All Messageboards

Want to post a reply? Sign in.