
The Unruly GM |

I'll give you guys the option of rolling or taking averages for HP. You can choose which one you want to do at each level, but once you've done it you're stuck with the result.
Since I hadn't made that clear before Max and Tina rolled, if they want to take the averages instead of their rolls, they can do so this time around.
For the scroll of cause fear, I hadn't really given any thought to if it was divine or arcane. I think that saying it's divine works, if only because it was found on the bodies of cultists dressed as crusaders who were actually wearing armor. I don't figure you'll find many arcane casters that are outfitted like that, even in the crusades.

The Unruly GM |

what? Of course he can.
I have Know-Arcana
Enlarge Person requires the target to be of the Humanoid type. Aasimar and Tieflings(Kosz and Kel respectively) are Outsiders with the Native subtype.
Arguably, if Kel had ranks in UMD he could roll a check to emulate another race(DC 25) and have the Enlarge Person affect him, but without that the Enlarge Person wouldn't be able to work on him. And even then, that's an arguable interpretation, but it's one I like and have no problem with using since it requires a fairly significant investment on the player's part.
But, along with being immune to Enlarge Person, Aasimar and Tiefling characters are immune to more than a few dangerous spells as well. They can't be hit by anything that specifically calls out humanoids as being the target. So no Dominate Person, Hold Person, Charm Person, etc.

Maximillian Akorius |

By average HP, do you mean rounded up or down? (e.g. does d6=3 or d6=4?)
I just decided to give Max all the missing knowledge skills. He won't focus on most of them but I think he just likes to soak up information.

The Unruly GM |

By average I mean the 1/2HD+1 method. So d6 HD would be 4hp. A d8 would be 5, etc.

Kel the Guardsman |

The discussion of me being enlarged reminded me of something that I wanted to as our GM.
Kel was originally made for another game that didn't get off the ground. The previous GM OK'd a Teifling version of the Aasimar "scion of humanity" alternate trait. When I applied for this game, I took things back to the standard rules and then forgot to bring it up once we got rolling.
Kel was originally designed to look mostly human, rather than the usual more devilish traits that many triflings have. This was recommended to keep Kel from being attacked on sight by zealous crusaders (though he still might be once they got closer and took a better look).
The side-effect of the trait would be that spells like Hold Person and Enlarge Person would work on Kel.
What do you think Unruly, would you allow that.

Kel the Guardsman |

HP: 1d10 ⇒ 9
Picked up another level of Fighter. I think I'm going to save my Paladin transformation for a significant role-play opportunity.
Kel is definitely starting to feel a little less clunky now. A few more HP, a reach weapon and Combat Reflexes will make my new front liner role a lot easier.

The Unruly GM |

A Tiefling version of Scion of Humanity would work, that's fine. However you'll lose Infernal as a language the same as how the regular version takes Celestial away from the Aasimar.

The Unruly GM |

Before I forget, I just want to let you all know that starting on Friday, I'm going to be posting a little less frequently until next Saturday. Friday night and all day Saturday I'll be completely cut off from the internet. Sunday I'll be doing Christmas stuff with the family. Then Monday-Saturday I'll be trying once again to get some fresh venison for my freezer, because I had no luck last time. I'll be able to post at night then, but probably only for a couple hours a night.

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I will try to post more later today, but here is a quick commentary on loot:
- Cause Fear is on the witch spell list; Deia would like the scroll
- If we identify the backpack as masterwork Deia would use/want it.
- She has no real interest in anything else
I would think it wise for us to keep the glaives, spiked gloves and the like to help with the cultist costumes. We could also donate/sell the crossbow to the city. Horgus isn't doing much with it.
I'll do the level up stuff later. Before that (i.e. before we rest) I would like to drop healing hexes on Aravashinal,Rex, and anybody else who is wounded.

The Unruly GM |

Go ahead and roll your healing hexes for the party members who are wounded. Seer Oppoli takes care of the residents of Neathholm.
Whenever you guys have sorted things out, let me know what all is being sold and what you're attempting to purchase. Neattholm has limited supplies of certain things, so there's no guarantee that you'll be able to purchase everything you may be looking for.
If you'd like to know in advance what magic items the settlement has available, you can roll either Diplomacy or Knowledge(Local) checks.

Maximillian Akorius |

Awesome, giant Kel is back! Hope you feel up to the challenge of guarding 4 squishy companions!
I had Max take average HP rounded up; that's unquestionably what I'll do from now on.
Keeping a weapon for costume sounds good, if desired. I like the idea of our tiefling imitating a demonic cultist. Agree Horgus seems to be indifferent to the crossbow, so unless someone wants it, let's just sell. I'll keep all the bolts.

Rex Kayn |

Sweet level 2!
I'll update Rex and somepoint today after work.
I also think we should keep the cultist gear for now in case we what to try to infiltrate.
Also I'll take another look at the loot and make sure I don't need anything.

Kel the Guardsman |

Well, as long as you all keep close, I can guard you just fine, especially if I'm Large. That's pretty much what Kel is built to do.

Kel the Guardsman |

I am definitely considering improved trip, but it will be a while. My build is feat starved until about tenth level.
The main thing about the Improved combat maneuver feats is that they negate the AoO for attempting them. Since I'll be using a reach weapon for a while, I don't really care about provoking.
my plan is to use my next few feats for Power Attack, dodge and mobility. My goal is to qualify for Shadow Dancer at 6th level. (Its going to make sense, I swear)
With the dimensional agility feats, I think by tenth level I'll be able to guard and absorb attacks from two different squares at once, which will let me frontline and guard the casters at the same time.

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I updated the loot sheet with most people's requests. Give it a look and let me know if you want to see updates. The only thing I modified is I tried to give everybody a healing potion if they can't heal by other means.
The only other thing I think we have to decide is: who is going to be the scout? We gave Kosz the cloak to help him with that but That's probably not a long-term viable choice. I'd also give the scout the potion of invisibility if it were up to me.
Lastly, I'm finishing up my level 2
- I'll take average HP's so +7
- New spells: Ear Piercing Scream,Ray of Enfeeblement,Faerie Fire
- Hex: Prehensile Hair
- 7 skill ranks: Appraise, Knowledge(Arcana), Knowledge(History),Knowledge(Planes),Perception, Spellcraft, Use Magic Device

Kel the Guardsman |

Kel will eventually be fine in the scout role, but right now his armor check penalty is too big to stealth well.
Right now it looks like Rex and Tina have comparable stealth and perception scores, and Rex is a lot more durable, so he'd be my nominee for the scout position.

The Unruly GM |

Fighter/Paladin/Shadowdancer. You've got me intrigued. That's definitely not a progression that I would have expected.
As for the scouting, Kosz is going to stay behind in Neathholm. He'll give the cloak to whoever wants it before you all leave though.

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I made some updates to the loot sheet. It turns out Deia doesn't need the backpack after all. If somebody wants it, grab it or we can sell.
By my count, we have 529 gp/trade goods to trade. We could probably come up with another few hundred (holy water, some potions) if we had to.
Do people generally know how much magic items cost? I hope Neathholm has a lay-away plan or is willing to give us quests.

Rex Kayn |

Level 2 Level up.
Avg HP 5+1+1+2=9 for a total of 22
Saves: Fort +1, Ref +1
BAB +1
Skills (5 Ranks):
Acrobatics
Craft:Alchemy
Perception
Knowledge (Engineering)
Stealth
Special Abilities
Nimble +1
Gear:
MW Chain Shirt
(Technically this puts me at a medium load counting all gear, but how are we playing encumbrance? Strict or using armor as the basis for the load and other gear doesn't matter as long as your are not carrying a ton of stuff?)
As for the other loot items, I don't need anything.
Crafting:
Just to note I actually had 11 Bullets and Black Powder, but for some odd reason I tracked it as only 10 so I still have 6 Shots left.
I would also like to craft 5 bullets and 5 doses of black powder during our day of down time.
Black Powder(5) (5GP - 10% of retail using Gunsmithing/Craft)
Bullets (5) (5SP - 10% of retail using Gunsmithing/Craft)

The Unruly GM |

Use your armor as your baseline for encumbrance. I'm not going to be a stickler for calculating weight.
For crafting bullets/black powder/anything that produces in bulk but requires a minimum of 1 day, I'll allow crafting on a per-hour basis. The formula will be equal to the maximum allowable crafting price divided by the price for each item divided by 24, with the result rounded down. So that way it gives you the number of items producible in an hour. Spending an entire day in production gives you higher yields because you're able to find a better rhythm to your work and work more efficiently. Regardless of how little you may wish to craft, the time it takes will always be a minimum of an hour.
For black powder(10gp a dose, 1000gp max per day), that would mean you craft 4 doses an hour. (With the Gunsmithing feat powder would be 1000/1/24, which is 41 doses after rounding down.)
For bullets(1gp, 1000gp max), that would mean you can craft 41 bullets per hour. (With the Gunsmithing feat bullets would be 1000/0.1/24, which is 416 after rounding down.)
So crafting one hour of bullets and one hour of black powder(two hours total) would only give you a total of 4 usable shots, with an extra 37 bullets that just need additional powder.(Or 41 shots and 375 extra bullets with the Gunsmithing feat.)
I'll add this addition to the house rules section of the campaign info tab.

Maximillian Akorius |

Nice job Deia. The plot thickens!
-Posted with Wayfinder

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Yes, there are lots of unexpected plot twists so far that I both do not expect and find very interesting. That makes it fun.
I'm curious to see both Aravashnial's response and whether or not it disturbs anybody else.

Kel the Guardsman |

Lots of holiday stuff coming up for me in the next two weeks. My posting time will be pretty diminished. I'll get a post in when I can, but please don't hold the game up for me.

The Unruly GM |

Ok, well, it's been a few months since we started, and a lot has happened in game even if we're still a good way away from even finishing the first book of the AP. I want to take this time to ask for opinions on how I'm running things, how things are going, etc. If there's anything that you think I need to improve on or that should change, please tell me. You can either post it in here or send me a PM. Consider it a performance review for the GM so that I can try to make things better going forward.
On a more specific note, with the loss of Kosz we've opened up one of Terendelev's scales. The scale that Kosz has is the Sacred Weapon scale, which is one of the original 4 that are published as part of the AP. With the scales being non-functional if more than one is in your possession, I was wondering what you guys wanted to do with the extra. I'd prefer to keep the 4 original scales in the game if possible, but I'll leave it up to you. So toss out some ideas. Off the top of my head, I'd say you could maybe trade it for some supplies. It's hard to place a value on an artifact, but I could figure something out.
Also, have you guys sorted out what you're doing with the loot yet?

Kel the Guardsman |

You've been handling things very well. The two most important things for a PbP GM are to be constantly pushing the action and to keep things organized. You've been doing both like an old pro. Clearly you have a knack for this.
With the Scale, I think we should make a list of them, let everyone pick the one they like (arguing as necessary), and then let Kosz keep the leftover one.
It would be nice to keep him around as an NPC somehow. If he's staying here, maybe he can be our diplomatic envoy to the mongrel folk, as a sort of counterpoint to Lann. That way he can come back later if the PC comes back.
As for loot, your tracking sheet looks pretty up to date. How about we give all the salable items to Horgus and ask him to do some business? I'm pretty determined to break this guy of his racism. Usually that just takes exposure and constructive discussion (i.e. diplomacy checks)

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Agreed, I really like how the AP is going. Things I especially like:
- Every NPC comes to life and each one feels like their own person
- Maps for combats/major areas
- Scenes seem to flow well and everybody is happy to move on when we bog down on minor details or when we have exhausted useful actions.
I would not change anything. Once we complete the book, I plan to buy it and see how our experiences compare to a plain reading of the text.
On the scales specifically, I think the Sacred Weaponry scale is the best or second best so keeping that one is fine with me. I'd bet that if you let us know which ones are not strictly in the AP, we could find a way to get one onto Kosz.
On loot in general, everything assigned to the character Sell on the sheet is up for trade. I'm not heavily looking at other people's character sheets, but I'm working on the assumption that if an item is assigned to somebody, they took it into account when they did their leveling-up. I think there are only one or two things that have real value (the potion of invisibility is the main one) that nobody as asked for. Before the whole Aravashnial twist, I thought we would be doing the trading now. I would say that Kel has a good idea but I don't want Horgus running off with our money too :)

Maximillian Akorius |

I echo Deia's sentiments and say that the NPCs are really great! I appreciate all the hard work that goes into them.
If I understand correctly, the non-original scales are the Aid scale and the Shield Other scale. Thoughts about those?

The Unruly GM |

If I understand correctly, the non-original scales are the Aid scale and the Shield Other scale. Thoughts about those?
Those would be the ones.
As for Kosz being an NPC from here on out, I could do that, but I'm not going to have him stick with the party. This AP has already been a bit heavy on ever-present NPCs, and from what I've seen in the later installments it only gets marginally better. As for what I planned with Kosz, I figured he could stick around back here and train the mongrelmen. Being a diplomatic liason would work as well.
Whenever you're ready to actually sell the loot rather than just having it sorted, let me know. I won't require it to be roleplayed in character, but I want to know when it happens.

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That's interesting about the scales. I'd call the Shield Other scale my other contender for best/second best one. The scale that casts Aid is nice, but does not scale nearly as well. I could see arguments either way but I'm good with whichever one you want removed.
I'm good for selling everything labeled sell. Somebody raise your hand to get the cloak from Kosz too.

The Unruly GM |

No, I think you're fine. I think Max just didn't realize you already took it. It's marked on the loot sheet that it's yours though.

The Unruly GM |

For selling the stuff, I'm going to say that you sell it after you find Aravashnial. If you want to give it to Horgus and make him sell it, we can do that. Otherwise I'll just assume that one of the main party does it.