DM Haldhin |
Belated Happy New Year to everyone, I hope people are planning an exciting 2013 for themselves. I told my wife I wanted triplets this year, which resulted in a punch to the arm, and questioning of my sobriety (I have an 8-month old son, and he's great, but adding triplets to that mix would be insane).
I want to let people know that we're quickly approaching the end of the first Carrion Crown adventure, Haunting of Harrowstone. My intention is to continue the series by offering the next adventure, Trial of the Beast. Hopefully everyone wants to remain a part of the group, but if anyone would like to recuse themselves, it's not a problem, but I would ask that you let me know.
That said, if you do plan to keep adventuring (and I hope you do!), please give some thought to creating or updating a "wish list" of items your character might be interested in obtaining. Unless something really strange happens, characters will be 4th level by the end of the adventure as they head toward Lepidstadt, a city of almost 10,000 people and plenty of small shops brimming with items both useful and cursed...er... blessed. I mean blessed!
No rush on the item list, just wanted to mention it as we get toward the end of the adventure.
Also, if you have any unusual requests for character advancement, NPC interactions, or some other unusual request that would add to the depth and/or growth of your character, don't hesitate to ask.
Thanks!
Sethis Reis |
I'm having fun and want to continue. the only odd request would be to get someone to cast this Spell on my crossbow
Jean Whitemane |
This is easily one of the fastest paced games I've been a part of and would definitely like to see it continue. So I'm in. As for my wish list:
Item's:
1.) Belt of Incredible Dexterity +2
2.) Handy Haversack
3.) Boots of Elvenkind
4.) Cloak of Resistance +1
5.) Ring of Protection +1
I'll try to think about Character advancement and NPC relations for the future.
In the meantime, Jean will take 2 Ghost Touch Arrows, 4 +1 arrows and 10 of the regular arrows.
Firavel Mandorellian |
I'm enjoying things, so count me in for the next chapter when it arrives.
As for items, like Jean, I'd say the Belt of Dex since it affects both melee and ranged to-hit; maybe one of those Clerical Masterwork Transformation spells on the elven curve blade so it remains viable over time (and able to be magicked); mwk or magical studded leather armor; and perhaps some of those rogue type equipment from the UE (I haven't really perused it in depth).
Were the ghost touch arrows the ones that had been shot and missed, or are they new? Fir will take the other two and some of the other +1 arrows.
Mithias Mead |
I'm in for the long haul, looking forward to book 2.
As for magic items, I can't think of anything specific, but AC or stat boosting stuff is always appreciated.
Firavel Mandorellian |
Ahh, so wouldn't most, if not all of the arrows have been destroyed (since I believe they all hit)? Any arrow that misses has a 50% chance to break, but any that hit are automatically destroyed, magic or not.
And is that a list of all the arrows we've fired this adventure?
I think Fir has fired all of one arrow (the ghost touch in this past combat) this adventure, lol. If all the other GT arrows have been destroyed, Fir can give the last GT arrow (and the two +1s if you like) he still has to Jean. Firavel is more of a melee type anyhow. Of course that would leave him with no way of affecting incorporeal creatures at all (since you need magic to even hit for half damage).
Jean Whitemane |
I think it would be better, for more people to have a way to hit incorporeal undead. Keep your arrows and I will just fight the rest of the Undead with my magic arrows. Hopefully that was the last ghost or wraith we have to face.
Firavel Mandorellian |
Fir has 1 ghost touch arrow and 2 +1 arrows that could work on incorporeal (at half). After that, he'll just have to hang out and focus on any possible adds and otherwise stay out of the way. Maybe lob his two holy waters and hope for the best.
Here's to hoping. Incorporeal sucks.
Leon Ravencourt |
I'll be out of town until sunday night, starting tomorrow. I'll still be able to post, but not as reliably as usual.
Until then, assume I keep trying to write splatter man's name in the book, going full defensive if I'm threatened, and still trying to keep myself in between the baddies and Lysa.
If it looks like i'm going to go down, I'll toss the book to Firavel or Mithias. They have long names. :)
DM Haldhin |
As soon as you finish talking with Vesorianna, you'll have enough xp to level up to 4th! Feel free to get that process going and figure everything out.
After you talk to her and head back to town, I'll have a few closing IC posts, give everyone a list of items available for sale, and we'll be finished with the first adventure. :)
Mithias Mead |
Jump to the meeting.
Speaking of levelling up, how ripe for abuse does this seem:
Alchemist Discoveries
Enhance potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
Extend potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
and the capper:
School transmutation; Level alchemist 2
Casting Time 1 standard action
Components S
Range personal
Target you
Duration 1 round
This extract causes a pale aura to emanate from your mouth. If you consume a potion or elixir on the round following the consumption of this extract, you can spit it back into its container as a free action. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this way per use of this extract.
Leon Ravencourt |
I'd allow it. Those rules are meant to be used together. I remember seeing a version of it discussed in the playtest.
Alchemists have a very limited number of spell slots. Trading a spell slot for a re-use of a potion is essentially a zero-sum gain (it takes one to make the other in the first place). The real benefit is being able to use a spell slot to activate your Discoveries, which is a perfectly reasonable thing for a 2nd level spell to do.
This is not significantly different than a Wizard crafting a wand with a built-in Metamagic effect, then using an ability that allows them to activate the wand without using a charge.
I don't think you're going to break the game if you get 2-for-1 out of your potion crafting costs.
Haldhin's call, of course. He might see an exploit I missed.
Jean Whitemane |
I always have a little trouble deciding what to do when I level up. I've now decided my 4th level adjustment is going to Strength. But also I have my Hunters bond to consider.
I tend to find it difficult to turn down an Animal Companion because it's like having an extra character in the party. I don't really know how the adventure is going to turn out but I get the feeling there isn't going to be much overland travel and we'll be going a lot of places that wouldn't be appropriate for a horse. With that in mind, I'm leaning towards the companion boost where I give allies with 30 feet of me 1/2 of my favored enemy bonuses against a target.
Thought's or ideas?
Lysa Arianna |
I have no preference either way and haven't read any of the AP so I don't know what will be a good choice in the future.
If you go the animal companion route, just take into consideration the native wildlife of the area we are in. Perhaps finding a wolf or young bear in a trap of some sort.
DM Haldhin |
I've just posted your return to Ravengro and arrival at Kendra's house so you can fill her in on what's going on.
I've got one or two more short IC posts, but they are not really interactive, so if there is anybody else you want to talk to in town, please let me know and we'll get it done.
Other than that, I'm finishing the treasure list and I'll have it posted tomorrow, along with the Ravengro marketplace in case anybody wants to go shopping.
After that, you have a month of down time to do whatever you want, then it's off to Lepidstadt.
Mithias Mead |
Too many choices for discoveries. Right now I'm leaning towards either:
Tanglefoot Bomb (Su)*: A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag. Creatures in the splash area that fail their saves are entangled but not glued to the floor; those who make this save are not entangled at all. (since we're a little low on debuffing)
or
Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects. (because free potions of enlarge person for everybody!!)
Any thoughts?
Leon Ravencourt |
I'd choose Tanglefoot. Anything you can make an Infusion of you can make a Potion of too, which means that Infusions primary benefit is that it saves money. If we make a "Mithas potion supplies" fund, you shouldn't need to worry too much about that.
Jean Whitemane |
I agree with Leon on this. The Tanglefoot bomb is much better in my opinion. I think we'll be dealing with a few more corporeal enemies... hopefully... from now on.
Also, as for the Hunters bond, I think my horse will just remain a horse and all of you will be more awesome at harming future Undead and whatever else I pick up later.