Belkar Bitterleaf

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RPG Superstar 9 Season Dedicated Voter. Organized Play Member. 792 posts (7,663 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters. 31 aliases.


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Dark Archive

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Female Half-Elf Bard 1
stats:
HP: (9/9) AC 16/18 shield (FF 16, Touch 12) CMD 14 FS +1, RS +4, WS +1 (+2 vs enchantments), Initiative: +6 Perception: +5 (low-light vision)

So, I recently watched Gremlins with my kids and it gives me an idea. Kara speaks Goblin, so...

Kara walks alongside Shaya and crouches down next to the goblin's head, speaking to her in a strange, chittering tongue. Some of it even sounds melodic, punctuated by the soldier clapping her hands together dramatically.

Goblin:

Ekkie, me Queen Boggy of the Bog Stink tribe. Me use big Gobbo Magic to look like Longshanks. You see that ugly horse? He smell my gobbo magic and get scared. I kill Longshanks in their sleep, take all their shinies. But Ekkie ruins everything! Now you join me, we take all the loots. Two gobbos better than one. Three, if we save Plarg. Or I let big one write words on you.

Hear our song:
Boggies sneak and Boggies kill,
Boggies steal for a thrill.
If you try to make Bogs fight,
We chomp off you head with one big bite!

So, whatcha gonna do? You boggy-friend, or dog food?

Bluff: 1d20 + 7 ⇒ (10) + 7 = 17

Perfom (Sing): 1d20 + 3 ⇒ (17) + 3 = 20

Dark Archive

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Female Half-Elf Bard 1
stats:
HP: (9/9) AC 16/18 shield (FF 16, Touch 12) CMD 14 FS +1, RS +4, WS +1 (+2 vs enchantments), Initiative: +6 Perception: +5 (low-light vision)

Kara is formerly a captain in the Molthuni army who at one point bought in wholeheartedly to the rhetoric of her superior officers and government officials. She was well-known and well-respected for her daring, and she loved the admiration she would receive from her exploits.

This changed when her squad was sent on a suicide mission to recover an artifact of dark power, and only she survived. It struck her with its power, weakened her greatly, and only her stubbornness kept her alive to crawl back to her encampment. She lived, but could never quite swing a blade the way she once could. As she lay awake in her tent recovering from the blast of dark magic, she realized that, for all their fancy words, her superiors saw her as nothing more than the disposable footsoldiers who enlisted with the promise of gaining citizenship.

She stole a horse, fled to Nirmathas, and offered her services to those who might appreciate her talents: the Pathfinder Society. Perhaps she could keep dangerous magical weapons out of the hands of those who betrayed her, and away from loyal soldiers who sacrifice everything, only to be cast aside.

That's what I have so far. I ported over stats from a different profile for formatting, I just need to put in Kara's stats.


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Gamer Please read the announcements!

First, I have to apologize. I missed an important detail! I forgot to post important information from the secret door room that was already open when you checked it out (the last room you explored in the Sanctum).

First was the room description: A stone effigy of a humanoid figure stands at the north end of this room, its arms spread in a gesture of supplication, or as if commanding an object to rise in the air. The figure’s face is devoid of detail, with only vague contours where the eyes and nose should be. An extensive series of hieroglyphs covers the western wall, opposite a stone bench that stands against the eastern wall. And the hieroglyphs, translated from the Ancient Osiriani:

"Woe to you who would plunder the Reliquary of the Thrice-Divided Soul. Turn away, lest the harsh judgment of the Forgotten One fall upon you and your descendants for a thousand generations. Turn away, for his ka cannot be appeased and it shall call forth legions of the dead and the damned. Turn away, and may the All-Seeing Eye and the Lady of Graves take pity on you, for if not, the Forgotten Pharaoh shall consume you, body and soul."

Knowledge (Religion) 15:
You can identify the “ka” as one component of the ancient Osirian concept of the soul, which was divided into five parts. The ka contains a person’s “vital spark,” that which distinguishes the living from the dead.

Mirri would've noticed droplets of blood on the floor near the door, marred by soled footprints. The blood is still tacky, hinting at its recent origin. Also, she'd have found faint traces of an inscription or writing on the secret door, which can be identified as...

Knowledge Arcana 23 or Spellcraft 18:
... the remnants of a discharged glyph of warding

Mirri also noticed subtle indentations around the figure’s ears and chin as if something was supposed to be placed over the figure’s head or upon its face. She saw that while a fine layer of dust coats the body of the effigy, the head is free of dust, as if it once wore some sort of mask or headdress that was removed recently.

Finally, assuming Petra and Ibrahim detect Magic: the entire room has a dim magical aura, centered on the effigy to the north. The nature of the aura is difficult to identify, but...

Knowledge Arcana 25:
You determine that until recently, the room held a source of necromantic power of overwhelming strength.

Sorry to interrupt the scene, but I realized I forgot to give you that vital information. If you want to make those rolls and react to them (and if that makes you want to do anything additional in the time before the auction) let me know and we'll insert the scenes as flashbacks here. Next post will respond to auction stuff.


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Gamer Please read the announcements!

Thanks for all of the work on the Loot Tracker, Say'ri!


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Gamer Please read the announcements!

There is a weird, mystical sensation as all of you experience a strange phenomenon simultaneously--there is something in your boot! How did it get there?

You may all choose an item worth up to 50 gp that you find in your boot. Ho ho ho, Merry Christmas!


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Gamer Please read the announcements!

Sorry, Petra, I thought the bird was tiny. Say'ri, save your hero point (as you'll see below). Also, I'd prefer if we hold off on Akhentepi's transformation until a little later. One, because we haven't yet hit level 3, but, more importantly, this is kind of Petra's moment. :-)

The hellish eagle rakes a small cut on the sadist's arm as he floats up, trying to escape.

But Anubis' judgment is not to be denied, delivered swiftly through the skilled hands of his devoted follower. Petra pulls back the drawstring effortlessly, as though it were a strand of a spider's web. When the arrow leaves her hand it strikes true and with great force, burying up to the feathers in the center of Thurzen's chest. He looks down at it in disbelief, clutches at the arrow, and literally drops dead, falling to the ground with a loud thud.

A sense of calm permeates Petra's being, a feeling of divine approval of her actions when faced with her nemesis. Though her memories will endure, with Thurzen dead, flames no longer hold sway over Petra. Burned drawback is removed!

Congratulations, you are all level 3! Finish up here and get the bleep out of the necropolis before more ghouls arrive. Let me know what your next move is.


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You're level 11? Spend 200 gp and get some Sleeves of Many Garments for your hedgehog. Problem solved.

Sovereign Court

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Male Human Skald (Spell Warrior) 6
stats:
HP: (42/42) AC 22 (FF 22, Touch 12) CMD 18 FS +8, RS +6, WS +6, Initiative: +7 Perception: +8

Only time for quick post, but I wanted to get in before the attacks. Restart weapon song with ghost touch and flaming (or +1 and ghost touch for mundane) with all my other usual bonuses.


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Hello everyone, I just wanted to talk up an event that was my most fun experience at Gen Con last year.

The Four Horsemen pathfinder game was amazing--great characters, varied and challenging encounters, a good mix of RP, Puzzles, and Combat.

The GMs were knowledgeable and tactical, but also fun. The writing was amazing.

It was a great time. I thoroughly enjoyed myself and won some great swag in the process.

There are still tickets left, so if you're looking for a fun Pathfinder game at Gencon and you have nothing scheduled Thursday at Noon (and Friday at Noon in case you qualify for the finals) I encourage you to sign up.

If you have any questions, please ask. I will answer to the best of my knowledge based on last year's event.

Event Id: RPG1687968

Link for signup


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RainyDayNinja wrote:

Rip: "We need to go to three different time periods to kill Vandal Savage simultaneously."

Stein: "OK, which one should we do first?"

Rip: "First? No, we need to split up into three teams and do it simultaneously."

Stein: "I don't think you understand what 'simultaneously' means. Even our entire team has never beaten Savage before. Besides, we have a time machine, remember?"

Rip: "I SAID WE'RE SPLITTING UP, OK?!"

Sarah: "Fine, let me get my sniper rifle, and I'll set up-"

Rip: "No sniper rifle. We kill him in hand-to-hand combat!"

Ray: "But Firestorm and I can fly and shoot energy beams."

Rip: "I SAID HAND-TO-HAND COMBAT, OK?!"

I loved how Ray was boxing one of those crappy Hawk-girl wannabes while Mick beat Savage in a street fight. It's like Ray forgets he has powers. And Savage in 1944 literally used knives to deflect automatic weapons fire and slaughter a platoon of Nazis by himself, but 14 years later he can't beat (weaponless) Mick in a one-on-one brawl? They could've at least had Ray say: "Gee, that Chronos training really paid off" or something like that.

Carter and Kendra are such worthless fighters. She gets sniped when they're flying away and then Rip's just like: "Don't worry, we'll just rescue her later," She's more useless than Princess Peach.

And really, the whole season we're told that only Kendra can kill Savage, and then it ends up not mattering at all?

Finally--yeah, Savage can go back and talk to himself (without causing too much damage to the timestream, apparently) but there's still only one of him. If they kill him in 1958, he doesn't survive to 2021 to go back and find himself. So why do they need to kill him three times?


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episode:

Sure, the time masters manipulating time explains a lot of the incompetent things the team did throughout the season. In the end battle during this episode, the team was actually successfully killing their opponents instead of shooting over their heads, so that was good.

I liked that they achieved success, though I think it would've been cooler if Snart froze his hand, cut it off, and wedged it in there, then ran out with the others. "What? You didn't think I was gonna stay behind, did you? Our ship can regrow my hand!"

Believe it or not, the worst bit of writing that was handwaved had nothing to do with time travel, the Oculus, etc. It was something that happened off camera--please show me how 110 lb Sara carried 250 lb unconscious Mick to the time ship. I know she's tough and a good fighter, but as Marcus from Bad Santa said: "Special treatment? It's a matter of f+~%ing physics! So unless you got a forklift handy, maybe you can lend a hand!"


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stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)
Elize 'Lys' Brokenshield wrote:
I blame lack of sleep and an overabundance of physics in the past week. Also, I formally apologise and accept the rubbing of said mistake in my face.

That's ok, Keltza. No hard feelings.

:-)


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Gamer Please read the announcements!

Layout of the Tooth and Hookah

In the evening the Tooth and Hookah is quite busy. People crowd into the tavern, smoking the water pipes and drinking heavily. There is a diverse assortment of patrons, some loudly conversing and some keeping to themselves.

Most of the patrons are quite clearly adventuring parties, likely others who have tried their luck in the necropolis.

One group sits quietly and rolls their eyes as their seemingly self-appointed leader, a red-faced man with a handlebar mustache, boasts loudly about the mummy they defeated and the riches they acquired. He wears a thin-blade dueling sword on his hip.

Sense Motive, DC 14:

The man is clearly lying.

One group, all female, with two of them dressed identically including wearing matching veils, sits near a third group. A red-haired Ulfen from the second approaches the third, and the two parties converse politely and quietly. The third group is heavily-armed (but not armored), apparently geared more for stealth and speed than brawn.

A woman dressed in a "Taldan dandy's idea of adventuring gear", including a purple foppish hat, is at the bar conversing with the bartender. He hands her an expensive glass of wine, revealing an ugly black scar on his arm as he does so. Ibrahim and Petra recognize her as one of the occupants of the suite upstairs. Near her sits a young Keleshite man with kohl-rimmed eyes and a Garundi man in heavy armor. All three of them wear pendents.

Knowledge (Religion) DC 10:

Holy Symbols of Nethys, God of Magic

Perception DC 18:

A tall, dusky-skinned half-elf watches the group at the bar with interest, particularly the foppish lady.

Also sitting near the Taldan woman but not speaking to anyone is a dwarf with red, braided hair. He wears armor crafted from the hide of some great insect and sips his beverage with a forlorn expression on his face.

By far the most jarring sight, though, is the table of halflings sitting closest to the kitchen. Two of them are slumbering, one upright in his chair and one with his head on the table. The third paints a ridiculous scene--the halfling wears a dented helm and armor that is covered in grease and alcohol. Across his back is slung a large club and a scimitar sized for a human, the crossguard shaped like a falcon on fire. In his hand he holds a giant severed claw that he is attempting, with varying degrees of success, to raise a full pint of beer to his lips and drink. A good portion of his beverage spills on the floor, where it is instantly lapped up by the ugliest dog you have ever seen. The mastiff, easily 200 lbs., has scratches on her hide and great tufts of fur that have been seemingly ripped off. Her muzzle, when she lifts it from the haunch of meat and bowl of water set out for her, is scarred by horrific burns.


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I can't get on the spreadsheet right now, but I'll take a wait list spot if there's any more. DM Zinou is awesome!


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Well, I thought last week's episode was above average compared to the previous few, but I'm still mad at their "tactics" and the choices that they make.

I watched this episode with my 6 (soon to be 7) year old daughter. It was interesting that I could teach her about how people were intolerant in the past of interracial marriage and homosexuality (though I still think that when you are trying to "blend in", you don't have your backstory be an interracial couple in the 50's, especially when the wife is the one that Savage wants to find and kill).

Anyway, as my daughter was watching the show and she saw Snart blast a guy with his gun, she was like: "Wait, that guy has a freeze gun? Why don't they just have him shoot Savage?" Indeed.

I mean, they were a little bit more tactical, but they had the knife, knew where Savage was living, and had the element of surprise. "We need to figure out what Savage is up to at the hospital". Why? Your mission is to kill him, not to dick around with all of his little plots throughout history.

Give Cold's gun to Ray, have him hide in Kendra's pocket at least during the meeting. Pop out, freeze his legs, blade to the heart. Game over.


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Gamer Please read the announcements!

The bustling desert city of Wati is near bursting with excitement. Adventurers from every corner of the Inner Sea region have assembled here beneath the hot Osirian sun to explore the tombs of the city’s necropolis, waiting only to be assigned their first sites for exploration. Surrounding the participants, the public has gathered to observe the ceremony as well. There is a festival-like quality in the air, and numerous street vendors are hawking goods and refreshments to participants and spectators alike. Some merchants have even brought what can only be considered adventuring gear to sell as last minute convenience items to explorers, while others advertise that they’ll buy recovered treasures and antiquities from those who visit their establishments.
Numerous adventuring groups stand in small clusters near the stage, made up of multiple nationalities and races. Most keep to themselves, but some teams engage in quiet conversation with other teams, mostly speculating about what they’ll likely face in the necropolis.

In front of the imposing edifice of the Grand Mausoleum, an immense awning has been erected between decorated pillars in the market to provide shade for the priests of Pharasma overseeing the lottery. Beneath the awning, two urns sit atop a table elevated a few feet above the ground on a wooden stage constructed for the event. The high priestess of the Grand Mausoleum, Sebti the Crocodile, sits behind the table, while two acolytes confer with her at either side.

Sebti is surprisingly young to hold such a distinguished position, but she has a confident air of authority. She calls for silence, then begins:

Oh Lady of the Graves, bless these here who have come upon the behest of your mighty servants, the great nation of Osirion. May you watch over them and guide their hands and actions as they proceed into your most sacred reliquaries. May their fates be just, and death not come to them before the time you've ordained.

She then gives a brief history of the founding of the necropolis, then:

Let the lottery begin! Although many of you have requested specific sites to explore, we must leave these matters to fate. The Lady of Graves is a far better judge of destiny than we of this mortal sphere. The gates of the necropolis will open at sunrise tomorrow. Use this evening to prepare yourselves for the task ahead. Let these rules guide you in your endeavors in this holy place: remember how this came to pass, every slave’s hut is a memorial, and honor the departed. May you go with the Lady’s blessing.

The priests of the Grand Mausoleum have decided on a lottery to distribute access to the tombs to make the process impartial and subject to the dictates of fate, in keeping with Pharasmin religious tenets. The church has mapped the necropolis and designated selected sites within it for exploration, dividing them into three pools, from the smallest and simplest of structures to the largest and potentially most complex. Each party of explorers is assigned three sites, one at a time, so that a group must complete its exploration of one site before gaining access to another.

After Sebti returns to her seat, the two acolytes accompanying her each draw a wooden token from one of the urns on the table. The first token identifies the adventuring group, matching the token that group received when it registered for the lottery. The second token determines which tomb is assigned to that group. A single representative of the chosen group is then summoned to the stage to present the token his group received at registration to one of the acolytes.

After nine groups have been called, one of the acolytes calls out Ibrahim’s Angels! and awaits a representative from the group.

Who’s going up?

Sebti’s rules—everyone read:

Remember How This Came to Pass: The Plague of Madness was unleashed upon the city of Wati while religious authorities were engaged in infighting. This rule is a reminder that the necropolis remains a holy place, and those who engage in needless conflict and banditry are not only criminals, but accursed.
Every Slave’s Hut Is a Memorial: Every structure within the necropolis is a testament to the people who lived and died in the city. Explorers must not desecrate or vandalize standing structures and tombs, but preserve them as the memorials they were intended to be. Some structures may be trapped or decrepit, but willful and unnecessary destruction will not be tolerated.
Honor the Departed: The dead should be treated with dignity and respect. If the interred need to be disturbed to recover an antiquity or relic, they should be returned to their resting places carefully. It is understood that the ancient dead are often brittle, but there is no need for the contents of a sarcophagus to be summarily dumped on the ground. This rule does not apply to the undead or other abominations.

Petra:

You scour the crowd for signs of Thurzen and his thugs, but to no avail.

Ibrahim:

You notice that the group that is renting out the large suite at the Tooth and Hookah (near your own room) are calling themselves “The Scorched Hand”. The one who claims their lottery assignment is a woman in a Taldan dandy’s idea of an adventuring outfit. Her pink outfit is capped off with a foppish hat with a feather in it.

GM Stuff:

Perception Petra: 1d20 + 7 ⇒ (5) + 7 = 12
Lottery: 1d12 ⇒ 9


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Congrats everybody, and thanks GM for considering me and taking the time to review all the submissions.

It stings a little that there was a different Lore Warden selected, and that no divine casters were chosen and my original submission was a cleric--makes me think I had a shot, hehe. But the chosen 5 are great, so I can't complain.

So--anybody else here have the Book and want to DM? ;-)


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Anybody else obsessively checking the thread? By me posting this, did I just give false hope that the results were posted? Mwa ha ha!


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I'm ready to accept a few plot holes, sure. Although, what's up with the whole "not knowing where Savage is" repeating story arcs? Savage isn't a time traveler, he's immortal. Remember when Rip got the drop on him in Ancient Egypt by himself, but couldn't pull the trigger (for whatever reason--he has no problem murdering lackeys every episode, but let me freeze when faced with the man who murdered my family)? Could we travel back to that location 5 minutes earlier, have Snart freeze Savage's legs, and have Kendra plant the dagger in his chest? That was quick.

Fine, whatever, you can't do that. My main issues are what should be a rich opportunity for several different stories has just been the same exact story EVERY EPISODE.

LoT Episodes 1- infinite
1) Crisis, we need to locate a macguffin.
2) Split up the team, leave the other half on the ship.
3) While Team A moves to secure the macguffin, Team B ditches out on a different task.
4) One of the teams gets in jeopardy.
5) Teams coalesce in an *epic battle and save each other, but Savage gets away.

*Epic battle = Ray flies in and shoots a couple random blasts! Hawkgirl swoops in and hits two mooks! Sarah knocks out a couple mooks with a stick! Firestorm flies in dramatically! Mick and Snart run in and...shoot their fire and ice over the heads of the mooks to "scare" them!

Seriously, you have a crazed arsonist and when he arrives with the cavalry he doesn't kill ANYONE? I guess you want it to be a "family show", but why aren't the villains on your team going for kill shots?

Second issue--Rip is the worst field general in history, but everyone who meets him who has heard of him treats him like he's time-traveler Batman.

Seriously, Vandal is tough, but why fight fair? Snart, freeze him. Kendra, kill him. Done.

Look at the last episode...

Rip's awesome tactics:

"Ok, so there's a ship that is holding our macguffin. We know it's a trap. Who should I take with me? Hmm. Ok, I'll take old guy, young guy with messed up ACL, and psychopath murderer."

"Captain, do you want to take the criminal mastermind who can keep the psychopath in check?"

"Nah."

"How about the master assassin who is great at stealth, or the super genius who has a suit that can both shrink and allow him to sneak around, or bring amazing weapons to the fight?

"Nah, we're good. I mean, if need be, old guy and hurt guy can form a nuclear powerhouse."

---5 min later----
"Crap, we need to leave someone on the ship. Old guy, you stay here. I'll take hurt guy and psychopath."

"But, then you don't have nuclear powerhouse anymore..."

"It's cool, I have a pistol and psychopath has a fire gun. Plus, hurt guy is a mechanic, so he can disable any futuristic technology we might face. We got this."

Absurd.


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Hello everyone! I'm going to be running a Mummy's Mask game here on PBP and I'm looking to recruit 3-4 players (I already have one player, a Daring Champion Cavalier).

If this sounds like something you're interested in, please read the Player's Guide and make a character with the following guidelines:

1st level, 15 point buy
Max HP for 1st level, half+1 for subsequent levels
All Paizo materials allowed, 3rd party content allowed with approval
Races: All are allowed, but you should know that I'm not usually too thrilled about crazily-exotic races.
Classes: All are allowed, and I have no problem with reskinning fluff to fit a concept. Ex: Ninja and Samurai don't have to be from Minkai.
Alignment: Any, though you need to be able to get along with others.
150 starting gp
1 trait plus one campaign trait. If you take a drawback, you may choose an additional (non-campaign) trait. I like drawbacks because they help to flesh out characters, so if you're going to do it, please have it help enhance your character (instead of solely for a minor mechanical benefit).

House Rules

I use Background Skills and Hero Points.

Any character who meets the prerequisites for either Power Attack and/or Combat Expertise gains that feat as a Bonus Feat.

Fighters receive the Combat Stamina feat at Level 1 as a Bonus Feat.

*The Khopesh--I'm sorry, but I just don't think that (mechanically) slapping the Trip property on a longsword justifies requiring an Exotic Weapon Proficiency feat. The thing is, the AP has a fair number of Khopesh (khopeshes?) and I want to keep with the flavor of Osirion and let people use it without requiring a feat tax. So anyone who is proficient in all Martial Weapons can spend one skill rank (one time, not every level) to gain proficiency in the Khopesh.

What I'm looking for:
Character concept questions or AP questions
Character submissions
Please, no IC RPing in this thread.

When you submit your character, please type up everything into a profile (you don't need to post as that alias if you don't want to permanently create the alias). In your profile, please include a background for your character, as well as an IC RP sample. I will post as one of my aliases if you'd like a sample of how I format.

There is a lot of dungeon crawling in the first adventure, so I'll have some suggestions on how we can keep things running smoothly with that in PbP. If you have PbP experience and availability to post every day, that is certainly a point in your favor.

One last thing--this AP assumes that the PCs already know each other and have already decided to enter the lottery to explore the buildings in Wati together. So once selections are made, we may need to tweak people's backgrounds a little bit to make everything mesh. You all should be team players working together, so a brooding mute loner may not be the best choice.

Now, who wants to start the tomb raiding?


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GM, how do you feel about multiple submissions? Normally I wouldn't ask, but I've been reading through the weapon master's handbook and I really have an itch to play a fighter. Can I submit two characters? If not I might stat up a fighter and withdraw my cleric, if that's ok. I have what I think is a good concept and, of course, I'll read the PG tomorrow.

Dark Archive

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Nerfwin advances, flicking his wrist. A wand launches from his sleeve into his hand and he deftly taps Pepper's forehead with it.

It'll hurt for a second, but it'll keep you alive...

Move action

Swift action: Spring-loaded Wrist sheath wand into my hand

Standard: Cast Infernal Healing from my wand on Pepper. Fast Healing: 1 for 10 rounds.

Dark Archive

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Pepper Berrythwaite wrote:

"I don't mind givin' that wand of burnin' love a try." Pepper points to the wand of burning hands. "Might be comin' in handy." She is trained in UMD, but only at +5.

Nerfwin looks apprehensively at the gunslinger. Um, you have great skill with that Alkenstar weapon, but are you skilled in the arcane arts? Magic is not to be wielded recklessly...

Is it ok if I take the wand? I can use it with no UMD roll needed, and my only other weapon is a crossbow. :-)


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Could you perhaps join the other game (as a player) that your friends are involved in and seem to be committed to?

If they are your RL friends and are actively enjoying and participating in this other game, why haven't they invited you? Or have they?

I'm not trying to be a jerk, I just know how you feel.

Sovereign Court

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My Level 4 Spell Warrior Skald is a pretty decent buffer. Check my profile.

Dedicated Voter Season 9

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So, it was my first attempt at RPG Superstar and I survived the culls, which I was proud of. After seeing so many items and following the discussion on the different threads, I came up with a few critiques of my own for my item:

1) Name--I wanted to convey what it did and have it be memorable, but I think the final result didn't have a lot of "oomf"

2) Could cause problems for GMs--not everyone knows the performance combat rules. But, I was going for something unique, and I didn't see any other items affecting performance combat, so I had that going for me at least!

3) The "bag of cats" problem--I thought I worded it well enough to avoid that (as I don't believe cats or other low-intelligence creatures would "observe" a battle), but I wonder if people thought the problem was still there.

What else am I missing here? Thanks for the feedback!

Axe of the Roaring Crowd
Aura moderate enchantment; CL 7th
Slot none; Price 32,320 gp; Weight 7 lbs.
Description
This +1 furyborn hooked axe appears unremarkable until its wielder fights in front of a crowd. If the bearer of the axe of the roaring crowd is engaged in combat while being observed by at least five onlookers (sentient creatures who do not contribute to either side of the battle, excluding combatants who have yet to act), he can start a performance combat as a free action. When so used, the axe takes on a polished, glinting sheen, the slightest wounds it deals spray great arcs of blood in the air, and its missed strikes ring loudly off enemy armor.

These effects grant the wielder of the axe of the roaring crowd a +1 luck bonus on all performance combat checks. Additionally, during any performance combat, the wielder gains a luck bonus on attack rolls and weapon damage rolls equal to the number of victory points he has.
Construction
Requirements Craft Magic Arms and Armor, divine favor, rage; Cost 16,320 gp


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stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

I like the fact that the orcs are a huge threat and that the battle is grueling and long-term. I do think it is a little on the monotonous side, though, with the multiple waves of the same orcs. I know there was an alchemist in the last wave, but he was killed before he could do much. Like, if there were some cavalier orcs riding wolves, or a phalanx of slowly advancing shield wall orcs, or some giants, or orcs with tamed great beasts it would be a little more exciting than just the green tide. But maybe that's what's coming in the next wave?

I also agree with Beltzer about missing the tavern scene. I just know that there isn't a lot of call for extended RP during a mass battle. But I think that we care enough about our characters that when the battle dies down, we'll be able to pick up with the more RP scenes that, I think, we all enjoy.

1/5

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Woo hoo, I get a free reroll because of my messenger bag! Great addition, and one that I was hoping for but not expecting!


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Halfling Arcanist 4

Reminds me of the Fifth Element. Any of you seen that movie?

Everyone get clear of the circle, please. I'd like to try something.

I moved myself back, after Kel moves back (or posts and says he would prefer to stay there), I will...

Enora rummages around in her pack and grabs her waterskin, holding it out to her unseen servant.

Go pour a little water on that pillar she says, pointing to the NE one.


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DM - Voice of the Voiceless wrote:
Richard Pett wrote:

Hereafter is the first part of my 9 part urban horror AP Levee, which Greg is looking at now - enviously - heh heh. The Blight is the disturbing city within which the AP takes place and where my own campaign is based. It's very much an adult, horrific, sweaty place of alchemy; it's Frankenstein meets Alice. I can't wait to see it out and see what people think of it.

-----

The Blight and Levee make up 2 parts of a whole, the Blight is the city guide teeming with sleazy madness and alleyways that lead to terror, with districts, NPCs and aspects unique in their horror but easy to slip into an existing campaign if you so wish. Levee is the 9 part (level 1-10) urban horror AP that explores it, and the things lurking in the corners of her mirrors.

The two can happily coexist or not, but like being together. I'm just editing it now, it's spiffing in its nastiness.

Plus, Levee is not only totally different to Tsar being full on nasty 18 cert horror based entirely in the city that spawned it, but its by far superior. Heh heh, have at you Vaughan!

It's a full blown city / AP setting from the man that brought you The Sixfold Trial, The Wormwood Mutiny, Sound of a Thousand Screams, Skinsaw Murders, Trial of the Beast and others. All Pett all the time... with no filter on.

That sounds amazing! Loved Sixfold Trial and Wormwood Mutiny. My whole family and I are sick now, but in a couple days I should have my character ready to go for some piratey goodness.

Grand Lodge

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Half-Elf Bloodrager 4
stats:
HP: (40/40) AC 21 (FF 21, Touch 14) CMD 20 FS +8, RS +5, WS +5 (+2 vs enchantment, +2 additional when raging), +2 vs friendly spells, Initiative: +2 Perception: +9 (Low-Light Vision)

Murderous halfling through the window--best plan ever? ;-)


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Male Half Elf Inquisitor (Infiltrator) 2/Ranger (Warden/Urban Ranger) 1 AC: 18 (FF: 16 Touch: 12) HP: 22/22 FS: +6 RS: +4 WS: +5 (+2 additional vs enchantment) Init: +4 (+6 urban) Perception: +10 (+12 urban)

After the Derro has said all it has to say, and Raamanti drops him into unconsciousness, Gaius draws his dagger.

I understand that...some of you would see this man tried for his crimes. But we are acting on behalf of the law and he has openly confessed to murder and reanimation of corpses. I will pass my judgment on him in the name of Korvosa, rather that worry about him escaping his bonds or afflicting us with his magic. Or would it be more humane to sever his hands and tongue to ensure he complies? He made his choices, he must live with the consequences.

If no one stops him, Gaius will stab the Derro in the temple.

Later, at Zart's words:

You may be right--perhaps the city is past hope. I don't fault you for leaving--good luck to you, and Raamanti. Keep your daughter close, and may your own shadow weaving keep the darkness at bay.

Gaius shakes the man's hand, then begins the grim work of leading a cart laden with body parts back to the field marshal.


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Male Half Elf Inquisitor (Infiltrator) 2/Ranger (Warden/Urban Ranger) 1 AC: 18 (FF: 16 Touch: 12) HP: 22/22 FS: +6 RS: +4 WS: +5 (+2 additional vs enchantment) Init: +4 (+6 urban) Perception: +10 (+12 urban)

So, just in the interest of transparency--

A fellow forum-poster here (whom I do not know) PMed me and said he has been monitoring our game here for a while. While he has little PbP experience before recently, he has a lot of GMing experience and would be willing to run this game for me, Pyron, Tolenn, and Wednesday. He wants to run it more as we've expressed our own thoughts of characters driving a story, hence the reason for Rakdon not getting the invite.

The reason I'm posting it here and not just Pming people is because I think GM Fenwick and Rakdon are good guys, but I can see the writing on the wall. As it is with this group composition and slow pace, this game seems like it won't last much longer and I, for one, would like the story to continue.

Fenwick--I think you have the makings of being an awesome GM, especially at your young age. The thing is, though, that your first year of college starts soon, right? I am very tame by most people's standards (not going out drinking all the time and whatnot) and, keeping that in mind, there was no way I'd be able to have time to run a game with any sort of consistency in my first year of college.

Meeting people, adjusting to a much tougher courseload, a greater amount of independence/responsibility--I know my updates would be few and far between.

I think with those two factors, this game won't last much longer. Just wanted to get everyone's thoughts. I have no hard feelings toward anyone, for what it's worth.


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Male Half Elf Inquisitor (Infiltrator) 2/Ranger (Warden/Urban Ranger) 1 AC: 18 (FF: 16 Touch: 12) HP: 22/22 FS: +6 RS: +4 WS: +5 (+2 additional vs enchantment) Init: +4 (+6 urban) Perception: +10 (+12 urban)
Rakdon Tripus wrote:
dude seriously you are screwing up my experience plan, besides Rakdon would have done it when you turned your back and was at least at good few feet away. Besides this won't alert him by killing a shark, noise was already made.

I think you and I just have different expectations of what we want out of this game. I (and, it seems from their actions, the other players) am playing a character who has motivations and wants to accomplish certain things that revolve around driving a memorable, dynamic story. It seems that you view it more like a videogame with monsters to defeat and treasure to obtain. Neither is right or wrong, but if your goal is at odds with the rest of the group, then I just see this type of thing continuing to happen (which, no offense, is not very fun for me). I don't want to overstep my bounds as I am just a player in this, not the GM. But perhaps we should all talk this out in the discussion thread and see what the other players and GM feel about this?


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Male Half Elf Inquisitor (Infiltrator) 2/Ranger (Warden/Urban Ranger) 1 AC: 18 (FF: 16 Touch: 12) HP: 22/22 FS: +6 RS: +4 WS: +5 (+2 additional vs enchantment) Init: +4 (+6 urban) Perception: +10 (+12 urban)

After pulling the elf safely from the dangers of the water, Gaius glares, staring angrily into Rakdon's face.

We are moments away from our vengeance, and you decide to take a stroll on your own? Have you forgotten Lamm's transgressions? You jeopardize everything we've worked for right at the moment of action! Do NOT wander off again. Come with us to claim what's ours, or leave, but if you alert Lamm to our presence I will throw you to his crocodile myself.

With that, the inquisitor returns to the warehouse to see Pyron off.

Friend, are you sure you want to leave now? We can tie up Hookshanks and have the children await our return. If you insist on leaving, please return as swiftly as you can. I promise, we will not fail.


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CanisDirus wrote:
Tell her, Corbin...

I-I-I-I-I ain't got no fire, I mean, I don't smoke, I mean, if I knew...


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stats:
Zarskia Galembar
Female Human Investigator 11
LE Medium Humanoid (Human)
Init +3 (+3 Dex); Senses Perception +16
DEFENSE
AC 22, touch 13, flat-footed 19 (+5 armor, +4 shield, +3 Dex) (+3 additional vs traps)
hp 90 (11d8 + 37)
Fort +8 (3 base, +1 Con, +2 resistance, +2 morale)
Ref +14 (7 base, + 3 Dex, +2 resistance, +2 morale) (+3 additional vs traps)
Will +13 (7 base, +2 Wis, + 2 resistance, +2 morale)
DR 10/adamantine; Immune poison [/b]
OFFENSE
Spd 30 ft
Melee mwk dagger +13/+8 (1d4/19-20 plus poison) and mwk dagger +13/+8 (1d4/19-20 plus poison)
Ranged mwk dagger +13/+8 (1d4/19-20 plus poison) and mwk dagger +13/+8 (1d4/19-20 plus poison)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 10 (0)
Dex 17 (+3)
Con 12 (+2)
Int 17 (+3)
Wis 14 (+3)
Cha 8 (-1)
Base Atk +8
CMB +8 (+8 BAB, +0 Str)
CMD 21 (10 +8 BAB, +3 Dex, +0 Str)
Feats
Extra Talent (Empathy), Extra Talent (Poison Conversion), Improved Two-Weapon Fighting, Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Dagger)
Skills
Acrobatics +17 (11 ranks, +3 class, +3 Dex) (ranks from Headband of Intellect)
*Bluff +13 (11 ranks, +3 class, -1 Cha)(can roll inspiration twice and take higher when passing secret messages)
Craft (Alchemy) +17 (11 ranks, +3 class, +3 Int) (+11 additional competence when creating alchemical item)
Craft (Traps) +17 (11 ranks, +3 class, +3 Int)
*Disable Device +19 (6 ranks, +3 class, +3 Dex, +2 masterwork tools, +5 trapfinding)
*Disguise +3 (1 rank, +3 class, -1 Cha)
Fly +8 (5 ranks, +3 Dex)
Heal +7 (2 ranks, +3 class, +2 Wis)
*Intimidate -1 (0 ranks, -1 Cha)
*Knowledge (Arcana) +12 (6 ranks, +3 class, +3 Int)
*Knowledge (Local) +12 (6 ranks, +3 class, +3 Int)
*Knowledge (Nature) +11 (5 ranks, +3 class, +3 Int)
*Linguistics +8 (2 ranks, +3 class, +3 Int) (can roll inspiration twice and take higher when making forgeries)
Perception +16 (11 ranks, +3 class, +2 Wis)(+5 additional to locate traps)
Sense Motive +16 (11 ranks, +3 class, +2 Wis)
*Sleight of Hand +12 (6 ranks, +3 class, +3 Dex)
*Spellcraft +11 (5 ranks, +3 class, +3 Int)
*=can use Inspiration on these skills without expending a point of Inspiration
Total Points: 110 (10 Investigator x11 levels)
Languages Abyssal, Aklo, Common, Infernal, Osiriani, Polyglot (2 base, +2 Int (w/o headband), +2 linguistics)
Combat Gear
Giant wasp poison (2), purple worm poison (changed to contact) (2), shadow essence (contact) (2), Deathblade (contact), Nightmare Vapor (contact)
Other Gear
+1 Mithral Chain Shirt
Blinkback Belt
Masterwork Daggers (6) (4 in blinkback belt)
Cloak of Resistance +2
Headband of Vast Intelligence +2 (Acrobatics)
Masterwork thieve’s tools
Tindertwigs (3)
Potion of Heroism
Potion of Invisibility
Keys to all locks in the apothecary
Formula book
Diamond dust worth 500 gp

Formulas known
All prepared extracts, plus Alter Self, Barkskin, Crafter’s Fortune, Discern Lies, Greater Invisibility, Invisibility, Keen Senses, Perceive Clues, Spider Climb, Undetectable Alignment, and Water Breathing

Extracts Prepared--Concentration checks +14

DC: 14 1st—Anticipate Peril, Cure Light Wounds, Disguise Self, Expeditious Retreat, Longshot, Shield

DC: 15 2nd—Alchemical Allocation, Bear’s Endurance, Cat’s Grace, False Life, See Invisibility

DC: 16 3rd—Cure Serious Wounds, Displacement, Fly, Haste, Protection from Energy

DC: 17 4th—Dragon’s Breath (Green), Stoneskin

SPECIAL ABILITIES
Bonus Feat Gain a bonus feat at Level 1 (human)
Skilled Gain +1 skill point per level (human)
Alchemy (Ex) +11 bonus to craft alchemical items, can prepare extracts
Inspiration (Ex)Can add 1d8 to an ability check (free action), skill check (free action), attack roll (free action), or saving throw (immediate action) after the roll is made by expending one point. 8 points per day
Trapfinding +5 Bonus to locate traps and to Disable Device
Poison Lore Can examine and neutralize poisons
Poison Immunity (Ex)
Investigator Talents Poison Conversion (as Rogue Talent), Empathy (with Sense motive rolls 2d20s and twice for inspiration, takes higher of both; once per day can spend inspiration to use Detect Thoughts WS DC 18 on single target), Sticky Poison (poison lasts for 3 strikes), Underworld Inspiration, Amazing Inspiration (d8 instead of d6 for inspiration), combat inspiration (only costs one usage for attacks and saves), Hidden Agendas (roll inspiration twice and take higher for Bluff to pass secret message or Linguistics to create forgeries, can use inspiration without expending a usage on saves vs divination spells/effects)
Keen Recollection Can make all Knowledge checks untrained
Trap Sense +3
Studied Combat Standard action to study an opponent, gain +5 insight to melee attack rolls for one round.
Studied Strike +4d6 Add precision damage vs studied target (and cancel the studied effect)
Swift Alchemy Create items quickly.
Proficiencies Simple weapons, hand crossbow, rapier, sap, shortbow, shortsword, sword cane, light armor.

I didn’t want the PCs to have to face bomber alchemists in two consecutive adventures, so I thought it would be cool to change Zarskia to a poison-specializing investigator. I focused on her information gathering/deceptive role as the leader of the spy ring, so I’m playing it that she will know a great deal about the relatively-famous PCs when they come to attack her.

Note) I changed the terinav root on the Toxic Door Handle to Burnt Othur Fumes (changed to contact poison via poison conversion). I also changed the guards’ swords just to masterwork and gave them each a tanglefoot bag. Combining this with the slight gear changes (blinkback belt is most notable) /poison differences results in a little less treasure (assuming Zarskia crafts the poison), but my PCs are overtreasured so I don’t mind. I also assumed that there will be a feat called Extra Talent that allows Investigators to get an extra talent. Finally, I allowed Zarskia to take the Sticky Poison Rogue Talent even though it wasn’t one of the listed ones, as I feel it fits.

Before Combat) Zarskia drinks an extract of falselife every day and stoneskin and haste (from a potion using alchemical allocation) as soon as she is aware of visitors or trouble at the apothecary.

If the PCs come in with a password and try to get the drop on her instead of coming in guns blazing, Zarskia has time to prepare. She has her guards offer food and drink (poisoned with Black Lotus Extract changed to ingested) as well as Elven Absinthe (Hey, I think my Drunken Master PC might just do it and if he lowers his Con in the process, so be it. Muu hu ha ha ha). They will take their time to fetch the items to give Zarskia more time to prepare. While the PCs are waiting, she applies her Giant Wasp Poison doses to two guards’ swords (lasts for 3 strikes due to Sticky Poison). She also poisons all of her daggers (4 in the Blinkback Belt get Deathblade, Nightmare Vapor, Purple Worm, Purple Worm), and her two others get Shadow Essence. She drinks extracts of Fly, Protection From Energy (Fire), Expeditious Retreat, Bear’s Endurance, Cat’s Grace, Longshot, Shield, Anticipate Peril (none of these are included in her stats). This takes less than a minute and a half and hopefully won’t make the PCs too suspicious.

During Combat) Zarskia will talk for awhile to try to let any ingested poison take effect, while trying to learn what the PCs know. At some point she tries to sleight of hand draw the deathblade dagger and throw it at the party’s most powerful caster. Once combat begins she will continue throwing daggers, retreating as necessary. Any guards with her will use tanglefoot bags on heavily-armored foes first, then try to use their poisoned blades to further hurt their opponents’ defenses. If she isn’t slowing them down, Zarskia will drink her potion of invisibility and flee farther into the building, trying to lure them through her traps and her pet’s lair. Her last desperate move is to use her extract of Dragon’s Breath to finish off weakened PCs. Zarskia values her own life far more than anything and will try to flee, but if captured she will do whatever she can to save her own life.


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Has anyone mentioned Diehard yet? One point of nonlethal damage can circumvent Diehard's benefit and knock the person out.

"You want to hit me with a longsword? Fine, I'll stand my ground and keep fighting. But please don't have a small child punch me for one nonlethal..."


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Fruian Thistlefoot wrote:
Quote:
I would argue heavily that The Moutain is Chaotic Evil, he literally revels in destruction and causing suffering to others. He only follows Tywin because he has to, not out of any sense of loyalty.

What you described is Lawful evil. A chaotic person cares not about laws, Authority, or respect of persons. The mountain's Brother the Hound is Chaotic Neutral as he does not respect authority any longer "F!&+ the King" and all that Jazz.

A Lawful evil person can just as much enjoy Destruction and Causing suffering to others. Example is the Hell Knights. They enjoy bringing destruction...when ordered to do so...and Quiet enjoy Torturing victims.

Alignment is subjective, but I still disagree with you. Gregor doesn't have any respect for the law at all. He follows Tywin's orders because doing so allows him greater access to more destruction (and probably because he's smart enough to know that anyone who defies Tywin ends up defeated/destroyed).

Gregor's disregard for the law:
1) In the Hand's tournament he slaughters his horse after losing to trickery, then proceeds to attack his unarmed opponent to try to murder him in front of everyone. That is Chaotic, not Lawful.

2) The story that Polliver tells--in a sour mood after losing the above joust, Gregor and his cronies stay in an inn. The lackeys start grabbing the innkeeper's young daughter and call her "whore" and other awful things. When the owner petitions Gregor to act according to his "knightly" duties and defend his daughter's honor, Gregor rapes the girl. This is not lawful.

3) As Oberyn made clear, Gregor raped and murdered Elia and murdered her children. This is chaotic, not lawful. And please don't say that he was ordered to do so, so he's lawful. A lawful person doesn't follow an unjust order. Would a paladin be forced to murder Elia if he was ordered to do so? No.


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As the others approach the captors and captive, Theodric is left standing alone with Lann.

I know that you aren't familiar with our social intricacies, so let me further explain what just happened here. In times of moral conflict, one would think that reason and good sense would win out, right? In actuality, they are often cast aside like refuse. More often than not, a shiny sword and a loud voice will carry the argument, especially among soldiers. So if you want your ideas to be heard, start searching for another holy blade. For my part, I have neither the skill nor desire to wreath my head in flame, but perhaps an illusion of such will serve when I next desire to make my thoughts known.

The scholar smiles slightly, both to show Lann that he is not being entirely serious and also, it seems, because he is amused by his own comments.


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Make an evil inquisitor with the infiltrator archetype. Have him choose to detect as neutral good and vouch for the fighter.


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Insain Dragoon wrote:

My overview on the Advanced class guide playtest

SKR: Ignored and hand waved criticisms, talked down to players,and went on his merry way. Based on changes in the second draft it's obvious that SKR doesn't care much for the Hunter or Brawler considering how bad both those classes are.

Well, I admittedly didn't follow the Hunter thread very much, but I did follow the Brawler thread. I have to wholeheartedly disagree with you on a number of fronts.

1) It was quite obvious that people didn't read the thread, then posted their thoughts on how to "fix" things. Many people kept posting the same suggestions over and over. I'd probably get annoyed too if I had to post 500 times that Brawler's Strike overcoming DR was non-negotiable.

2) There were several changes that were made to the Brawler class that both improved its playability and demonstrated that the devs, SKR in this case, WERE listening. Read the last part of the closed thread. I favorited it so I could keep going back to it. Increased uses of martial maneuvers, earlier access to Knockout, size penalty to awesome blow gone, and Brawler's Strike changed to (Ex). I felt like the people who read the entire thread and contributed had all of their issues considered and many of them rectified.

3) The brawler is not a bad class, it's actually awesome.


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Uh, the GM allowed the wizard to use Mage Hand to choke a lamia to death?

Since that is one of the most ridiculous things I've ever heard (and absolutely not within the allowed abilities of the spell), I propose this semi-retcon for your DM (which, IMO, is more believable than a mage hand choke):

The lamia is a powerful enchantress/illusionist. She used a spell to make the wizard think he killed her with his cantrip. When your ranger goes to help her and the baby, she notices that you are actually semi decent and tells you that she will spare you, but the murderous oracle is going to be her puppet.

*persistent dominate person*

If the oracle complains meta-gamey about the "CR" of facing a leveled lamia, well, it wasn't hostile and he chose to initiate the fight. Lesson learned.


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MrSin wrote:
robert best 549 wrote:
Tels wrote:

Sounds more like a tyrant.

FEED ME YOUR MAGIC OR I SHALL EAT YOUR LOOT!

Hey nothing wrong with having a evil plan already in place for a class.
Or we can just take it from our cohorts or unconscious casters. Lots of ways to farm it if you let people siphon it from others.

For sure, it would have to be regulated. But if done right it could be a pretty cool mechanic, IMO.


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People seem to like the "magic hacker" aspect of the arcanist, but dislike the overall effectiveness (or lack thereof) of consume items. Since there needs to be some way to recharge the arcane reservoir, what if the arcanist instead had access to either a base class feature or exploit called "Siphon Magic" or something similar. It would allow him to target a caster and drain some spell levels from them, using the stolen spell levels (and/or possibly Su/SLA uses per day) as the fuel to recharge the AR.

I know there'd have to be limits, but it might help with the whole "loot" problem. The party bard/cleric/druid might rather sacrifice some spells instead if letting the arcanist eat all if the items.


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Yeah, I would definitely do that if I ran this again, but I didn't get the idea to tie the Chelish ships together until we were already in Book 2. :-(


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Green of Skin, Round of Buttock wrote:
ferrinwulf wrote:
Also some of the problem might be that you have 3 ships. At this stage you should really only have one.

We aren't sailing 3 ships at present: We just *captured* 3 (including the Wormwood).

Do you mean the Man's Promise? Because if you guys were able to capture the Wormwood, your DM definitely didn't play that right. Harrigan should be able to kill your entire party by himself.

As to the boredom of the sandbox part--yes, there is written into the adventure a section where you are supposed to prey on ships and engage in "piracy", but the best thing about a sandbox is that YOU get to choose what you want to do. Are you sick of sailing around looking for ships to attack? Go to Tidewater Rock now. Or sail into the Shackles--it'll be a rude awakening, but at least not boring.

From a DM's perspective--this section is really hard to run. I tried to come up with different encounters, supplementing the book ones as written, to keep things fluid and interesting.

For example, I made the different Chelish ships all part of one fleet and in communication with each other. They had Quaal's Bird Tokens so when the Dowager Queen was taken, they sent word to the Famished Mane and the Dominator. On the Famished Mane, I added some devils, including one who just watched the fight invisibly and teleported back to the Dominator to inform them of the party's skills and tactics (I think I used an accuser devil maybe?).

Anyway, it's very hard to DM. Your DM would probably appreciate it if you just said: "Hey, enough sailing around, we want to go do 'xyz'".


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SR, if something is a full-round action, can I start it this round with a standard and then finish it next round with a move action? I thought I saw that somewhere, so I'll post as if it's allowed. If it's not, I'll double move 60 ft toward the clown and draw my crossbow as I go.

Gah, bloody fast!

Marcus hurries after the clown (30 ft move to AP 43), unslinging his crossbow as he goes. He jams a bolt into the chamber and starts winding the winch. As he loads the weapon, he calls over his shoulder to the farmers, no one individual in particular.

Standard: Start loading

Free?: Talk to farmers

Go to the inn, find Lyrica, the maid who came with us. Tell her Marcus says, 'F@*# your armor--get your sword and get out here now, before more people die.' Then you say 'more' again. She'll come, and she might be able to put this thing down.


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So after an extremely long hiatus, we're getting together for some S&S and I thought of something devious for the Regatta:

Harrigan: "So, you two invisible stalkers. Where are you? Ok, here. Take this anchor feather token. Fly over to THAT ship and use it. Kill anyone who tries to remove the anchor."

Anyone thought of this? Seems more effective and devious than trying to kill the PCs' pilot, and only costs 50 more gp.


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Cheater! Fallen Paladin! Fallen Paladin! ;-)

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