All's Well that Ends in a Well

Game Master Choon


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Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17
Maglin wrote:

@DW cool and thanks. Wanted to make sure all's good between us since it's the internet.

The post about the undead is helpful, I already knew some of that stuff but there were gaps which are now filled in.

And now I gotta check my spells again and take a look at if I really need all of them. To be honest, that'll probably happen tonight.

‎ Yup Yup, all good. I'm going to just assume that in our downtime (lunch breaks, camp, etc) that Dalkk has given you open access to his formulae book btw. Probably not to take out of his sight or anything, but please assume that you have access to it and any spells within.

Swapping out Fox's Cunning for Lesser Restoration.

I added earplugs and more animal feed. Self sufficient besides water for 16 days now. Also in my capacity I think you forgot my MWK Backpack? It treats carrying capacity as STR +1.


The Man. The Myth. The Mask!

BTW, this town is safe from most of the nasties that leak out of the dungeon because of distance. It will be at least the days journey to the dungeon, but forage DC's will be much lower than in the dungeon itself.


The Man. The Myth. The Mask!

You'll also need a marching and watch order at some point so youall may as well get thinking on that now.


Male (M) Elan soulknife (shielded blade) 6/aegis (abarent) 3
passive defenses:
DR 2/- Saves Fort +7 reflex +6 will 10 AC 25 ff 23, t 13) CMD 12

Marco should probably go first or second with the rogue alongside


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Vuzi will be toward the back. Near the wizard?


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

I'd prefer the wizard in the center towards the back. Either Vuzi or I should take the true rear since we'll both have a better chance of survivng a hit from behind. In combat I make for a solid secondary tank but am effective most anywhere would step forward in an actual engagement. I think a lucky rogue or trap would be a very bad thing for a Flat Footed Maglin


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

I would suggest a loose diamond

Front

__C__
_E_S_
V_M_I
__D__

Cain with Simon/Emily forward and scouting, softies in the safest spot in the middle, with medium AC Vuzi and Ignatzia on the perimeter and both with a guard to the front and our softest Maglin in the middle. Another Heavy on the back end to take the first hit from behind and the greatest range to still help the front.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

@Cain

I was going through char sheets looking at AC for marching orders. You like Chainmail armor. Is this an ability? It's not in your equipment. If it is actual armor then your over the 5000 budget, even more so if you wanted to grab rations or anything.

4000 = Headband of Wis +2
1000 = Quickrunner's Shirt
0150 = Chainmail Armor

Re: Marching Order
Also if we use the marching order above, Vuzi and Emily should take the safer flank, with Simon and Ignatzia on the more threatened one due to higher Flat Footed AC


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Looks about right to me. Where does L'nshpad go in this scheme? Could be at the back or in between the squish row and DW. I also think that it's a good idea to try to hide V&I behind E&S so that enemies can't just take AoOs and charge. I'd also suggest 35 or 45 feet between the front and the back.

Do Vuzi and Ignatzia have defensive buffs or other defences? Maglin has mage armor active for some of the day, and my rabbit gives +2 AC vs the first three attacks 75% of the time. I'm also shaken below 50% hp.

What about if we have to be single file? I suggest

C
S
E
I
M
V
D

For similar reasons. Seems like it'd be rough, especially since a lot of Simon's effectiveness is based on him and Emily both being adjacent to one another and the enemy.


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

I'll have Mage Armor.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Also remember that Cain has his Psi Crystal. We shouldn't be easilly surprised by anything besides traps laying in wait. I kinda picture Emily and Simon as row and and a half, filling in the larger space between row 1 and 2 vs row 2 and 3.

In motion I picture Emily and Simon going forward and using their enhanced senses (specifically scent and perception) followed by Cain walking beyond them as our 10ft pole with claws. Then Simon and Emily would move forward past him again. Back rows would keep pace.

L'nshpad is either ridden or behind me depending on risk of combat. As much as possible I'd like to clear a room before he comes in.

If we're ever forced into a single file situation where alternative climb checks can't be made then I think I'd like to swap Ignatzia and Vuzi in your diagram. If it is a tunnel situation I think Ignatzia provides a better balance behind me with opposing skills.

That said between climbing ability and large size I would do most anything to not be single file, even if that means walking on the ceiling upside down, in which case I think Vuzi might be best at the rear.

This table is challenging, we all have pulled off so many little tricks that stats such as STR seem to have no bearing on typical roles as Tank


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I didn't really pull any tricks, I think.

Wizard is a balanced class.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

DW has just brought it to my attention that my stats are lower than they should be.

Currently I have

8
16>>was 14 before racial
12>>was 14 before racial
20>>was 18 before racial
10
13

Which is an 8, an 18, and a thirteen point buy with no +1 at 4th level. Mind if I change it to the following?

8
16>>was 14 before racial
12>>was 14 before racial
21>>was 18 before racial and 4th level advancement
10
14

I don't really know how I managed to do this to myself. Obviously with a high cha that is doing next to nothing mechanical for me, I'm not trying to squeeze everything I can out of these stats. The main mechanical difference between my current array and the new one is the slightly higher intelligence, which only matters for two reasons: 1) increasing it by one more would get me up to 22 2) I get to have the highest int in the party.

Does GM Choon have thoughts on this? I'd be fine taking the 13 point buy and losing the 4th level advancement as an idiot tax, but I'd prefer not to.


The Man. The Myth. The Mask!

@Cain: We have discussed his gold situation. As both an ageis and soulknife he has limited categories on which to spend gold. There are more expensive items later that will benefit him in the "weapon" and "armor" categories, so I'm making a slight exception to the gold limits in his case.

@stats: Good eye. I didn't notice that. Go ahead and update to the better stats as I missed it too.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

@Cain volunteering for first watch

Did Cain go with Dalkk or is Cain volunteering for first watch at the inn?

Edit: Also... I can haz craft check?

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

oh I misread something, I thought we were all going
hmm


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Am I safe to assume that I'm able to purchase a journal before going to sleep?


The Man. The Myth. The Mask!

Yes. I just need to know when Dekk gets back and I need a decision inn whether you plan to go to the Mouth of Doom or the entrance proper


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I think there's some more shopping that we need to do, and we ought to place the order for the boat with the merchant so that it comes in a few weeks or months.

We don't know anything about either entrance right?

Edit: what's today's date in game?


The Man. The Myth. The Mask!

Rova 4th, aka September 4th. You know very little of the Mouth of Doom other than it is mostly underground and will be much harder to find than the "front door".


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

I thought the Mouth of Doom was the front Entrance?

I just checked the players guide. Page 11 in the Barracks, Behnard tells us he was with one group who went into The Mouth of Doom, then later was hired by a group looking for a different entrance. Was this a mislead or is there 3+ Entrances?

Edit: Dalkk's return - Is this group headed towards the Hillcrest that I am familiar with or a different direction? If they are headed towards the Hillcrest, how far off is it from the time they get up? Days? hours? 20 min?


The Man. The Myth. The Mask!

There are many entrances. Two of which you know about. One is the main sunken graveyard you scouted yourselves, then there is the Mouth of Doom that the people in town mentioned, and there are a few others that you may discover on your adventures.


The Man. The Myth. The Mask!

The group you follow goes in a different direction than the crest you scouted into the Dragonmarsh Lowlands. They get a few hours out of town before they stop for the night and make camp next to the road.


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

Players guide said the front entrance had a bunch of melted adventurers right inside the entrance. Do we want to try that or the Harder mouth of doom?

-Posted with Wayfinder


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

I like the Mouth of Doom idea, but I won't be upset if we go to the front door.

If we go through the harder entrance Mouth of Doom, it might get us lower in the Dungeon when we finally get there.

Do we think that the more "used" front entrance will have the first few rooms already looted and the baddies just waiting for fresh meat to come through the entrance?


The Man. The Myth. The Mask!

I'll try to get some relevant maps up tonight, but that can't happen for a few hours at least.


I'll have something up either late tonight or early tommorow (EST). It's been a busy few days for me, I haven't had much time to post.

I might be making a few mechanical changes to my character- but I don't have time to explain now.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Melted adventurers = ooze? Or would the ooze eat everything and leave behind only shiny weapons?

I don't think we really have a lot of information about which way will work out better for us, to be honest. I suggest the harder entrance, no bravery without madness, right?


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

I could go either way, but I vote through the main entrance. I don't much like the idea of wandering through jungle and swamp in hopes of maybe finding it. I would 100% be on board with seeking out the other entrances from within though and use them later once we know where they actually are


I'm all for going to the more direct enterance first- however, I would like to scout out the enterance/ get a look at what's behind the door to it before we go charging into the dungeon. It would be nice to know what we face before chargin in blindly.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

I'd be in favor of sending in a herd and flock of goats and chickens ahead of us and see how far they get. If nothing else, now we have a source of food and the dungeon entrance. If they get slaughtered the next room in, then they revealed an ambush or trap for us. If they get deeper, we'll know to be extra concerned if we come across blood hoof and feathers


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I'd vote to use tactical rats. That'd make the villagers more fond of us, I think, since it'd have the side effect of incentivising people to catch rats, who are unlikable. Might cost more though. I specifically asked about rats in the recruitment thread, although I was joking at the time.

It is a good idea to scout early though. When we're still outside and near the entrance we have the opportunity to easily return to the village and buy a solution. We can also easily return, sleep, and change our spells for the day. I think that only effects me though.


DW Duck wrote:
I'd be in favor of sending in a herd and flock of goats and chickens ahead of us and see how far they get. If nothing else, now we have a source of food and the dungeon entrance. If they get slaughtered the next room in, then they revealed an ambush or trap for us. If they get deeper, we'll know to be extra concerned if we come across blood hoof and feathers

This is hilarious and I love it. I'm totally up for doing this- but does someone have a way to ensure that the animals don't just run away afterwards? I can charm animals, but I don't think that extends to talking to them.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Simon has a solid handle animal I believe (assume), but livestock is cheaply lead with some leather straps and reed cages. I assume the Main Entrance has a door of some kind. Running away isn't much of a concern I don't think?


The Man. The Myth. The Mask!

I have added your icons to the map. You may need to zoom in a bit...


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Hey GM, can you make the map a separate slide? The pictures of us are really small so I have to zoom in, and when I do my computer has a hard time zooming out. It works eventually but it's a bit irritating. Plus if you made it a separate slide I don't see a downside.

Edit: lol


The Man. The Myth. The Mask!

I'll work on it. One sec.


DW Duck wrote:
Simon has a solid handle animal I believe (assume), but livestock is cheaply lead with some leather straps and reed cages. I assume the Main Entrance has a door of some kind. Running away isn't much of a concern I don't think?

Okay, that works then.

Also, did I wind up needing to contribute any gold towards the boat or any other party purchase? If so, let me know.

I do prefer the tactical rat solution though. Especially because at next level I can gain access to a power that should let me have a lot of fun with rats- link fate is a fun power.

Also, Choon- I just want to make sure I understand this- if I manifest read thoughts away from the creature who's thoughts I want to detect, then use it on them- say they fail their save. Are they aware that I'm (or anyone) detecting their thoughts?

Now say they succeed on their save. Do they still know?

Furthermore- if I use Empathic conncection power, then use compelling voice on the same creature, does this give me an increased range of tasks that would be considered "reasonable" by the creature? Ie- it's reasonable to help out someone you are "friends" with, as opposed to some random woman invading your dungeon.

What level of influence can I wield over creatures with compelling voice- how effective it is in part determined by how much leeway you let me have with it.

Also- if anyone knows of any good second level psion powers (including telepath and seer discipline powers), please let me know. I'm really struggling with this one.

EDIT: Sorry i havent resolved this earlier- things have been busy IRL and I haven't had time to tinker with my character.


The Man. The Myth. The Mask!

Map enlarged, but at 40'/square I'm kinda fighting a loosing battle vs token size.


The Man. The Myth. The Mask!
Michael7123 wrote:

Also, Choon- I just want to make sure I understand this- if I manifest read thoughts away from the creature who's thoughts I want to detect, then use it on them- say they fail their save. Are they aware that I'm (or anyone) detecting their thoughts?

No

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Now say they succeed on their save. Do they still know?

They know they succeeded on a save, they don't know what or from where. It's super suspicious.

Quote:
Furthermore- if I use Empathic conncection power, then use compelling voice on the same creature, does this give me an increased range of tasks that would be considered "reasonable" by the creature? Ie- it's reasonable to help out someone you are "friends" with, as opposed to some random woman invading your dungeon.

Yes, but the more you push this the higher the tightrope you walk.

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What level of influence can I wield over creatures with compelling voice- how effective it is in part determined by how much leeway you let me have with it.

You could convince someone to walk away to patrol somewhere else. You couldn't use it to unlock a door and leave it open.

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EDIT: Sorry i havent resolved this earlier- things have been busy IRL and I haven't had time to tinker with my character.

No worries. :)


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

The biggest objection I have to the Rats for these purposes is that Rats are everywhere, and probably wont set off any traps or lure any predators. Goats and chickens are exceptionally larger and more likely to be attacked, or at worse feed us. If you have some kind of control over them though then picking up rats as well would be a good idea.

Chickens are 1 gp each, Goats are 6 gp each... how many do we want to get?

Boat: Simon put in 50, Maglin put in 100. The rest of us are pretty close to broke. We don't have the boat yet, just placed the order for it. If you have cash to spare, I'm sure Maglin wouldn't mind splitting the 100 with you.


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

I've got 16 GP left. I'm happy to throw what I have in for the boat or the goat and chickens.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

We might want to consider a party fund at some point for these expenses. Traditionally I've played with an 'extra man'. If there is 6 of us we divide treasure 7 ways, with the 7th going to group purchases like the boat or fees. Should the group fund become excessive we can then draw from it and split it 6 ways.

@Vuzi Thank you so much! That response was awesome!


RE treasure- while I normally like splitting things evenly with a seventh slot for party funds, we also should take into account gear we find, or items useful for one class specifically. The hypothetical paladin gets the holy avenger, for example.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Is RA T2 related to us?


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17
Michael7123 wrote:
RE treasure- while I normally like splitting things evenly with a seventh slot for party funds, we also should take into account gear we find, or items useful for one class specifically. The hypothetical paladin gets the holy avenger, for example.

I think we're going to have a lot of competing classes. Do we want to give Magic Equipment and such on top of the share of raw gold? Bid for it? Allow players to purchase the item for half it's value from the party and bid if there's more than 1 interested person? Hand it out on good faith?


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

@Ducks&Goats: Well Simon can Summon animals up to 6/day everytime they remain for 4 minutes. You would need to bring food and water for them as well, unless you suspect them to die at the first day.
I have the feeling that Simon would NOT be amazed by that action in any way.

@All: I am kinda sick right now, so can't give you an eta for some long post. Maybe in a few hours or tomorrow...


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5
DW Duck wrote:
Michael7123 wrote:
RE treasure- while I normally like splitting things evenly with a seventh slot for party funds, we also should take into account gear we find, or items useful for one class specifically. The hypothetical paladin gets the holy avenger, for example.
I think we're going to have a lot of competing classes. Do we want to give Magic Equipment and such on top of the share of raw gold? Bid for it? Allow players to purchase the item for half it's value from the party and bid if there's more than 1 interested person? Hand it out on good faith?

In other game's I've been in, consensus decides who can use the gear the most and they get it. With the understanding that when they get an upgrade the gear would go to the next person who might be able to use it. If no one can use it and it's sold the money is split.

If you use your own gold to purchase a piece of gear, you decide if you want to let someone else use it or sell it for all the money.

Just an idea.

@Duck Thanks.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17
Vuzi Ognok wrote:
DW Duck wrote:
Michael7123 wrote:
RE treasure- while I normally like splitting things evenly with a seventh slot for party funds, we also should take into account gear we find, or items useful for one class specifically. The hypothetical paladin gets the holy avenger, for example.
I think we're going to have a lot of competing classes. Do we want to give Magic Equipment and such on top of the share of raw gold? Bid for it? Allow players to purchase the item for half it's value from the party and bid if there's more than 1 interested person? Hand it out on good faith?

In other game's I've been in, consensus decides who can use the gear the most and they get it. With the understanding that when they get an upgrade the gear would go to the next person who might be able to use it. If no one can use it and it's sold the money is split.

If you use your own gold to purchase a piece of gear, you decide if you want to let someone else use it or sell it for all the money.

Just an idea.

@Duck Thanks.

+1 to treasure management

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