| Dibbets |
Loot from Faruqqing to Hole in the Wall:
2.5 plundery points
a glittering diamond the size of a halfling's fist
wand of remove disease with 7 charges left.
earring of protection +1 (Kaul)
potion of cure moderate wounds
3 darkwood darts carved like angry birds.
masterful (non-magic) longsword with quilled quillons
a scroll case made of a large hollow bone
pocketful of shiny jewels
silver symbol of a four winged birdman
Hagbird of Kwa-ZU-ZU:
small rubies and chelish coins from before the altar
ornate morning star
hag jewelry
Dallywags:
customized dagger
signet ring with the Dallian crest
pack is a coil of rope
potion
pair of barbed darts
bronze badge with the Aspis Consortium seal
I'm a thinking that's about right Cap'n?
| "Keelhaul" Kaul |
Dibbs - not up to speed on the comics anymore - was buying the trade paperbacks but am a chunk of them behind... + all my comics and graphic novels are still in storage as we continue the everlasting saga of home renovation... hence my hazy memory of the Hunters etc. Brutal survivalists is how they should have made them look. Dropped ball that sounds like its been picked up.
Still holding out for the Walking Draug - Vikings meets Walking Dead hybrid... Ragnar vs roamers lol.
| Dibbets |
Kauly - the comics essentially 'resolved' the conflict with Negan, then took a two year skip forward. The hard core 'survivalists' aren't exactly what you might think but are in line with Kirkman's twisted noggin... and they look to be the new antagonists.
Right, now we've got the latest loot in order, looking back like:
Last vault deposit we've got 3,000gp left in there I think. I vote we convert that to Plunder points for ease of book-keeping?
Dibbs himself has 2k in tatt materials and ~2k in gems and gold from the last disbursement. Note: must force companions to take tattoos. I believe both Kaul and Jimmer have a bit left as well (Dingus spent his on the forcefangs ring).
Wee reminder of what we needs tae pick up on our way outa dodge...
| Dibbets |
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I am ridiculous... for many reasons not withstanding the lack of social contact and incessant keyboard tapping :P
For those interested Kickstarter round 3 will be happening for Dwarven Forge tiles on the 8th of March. This time round it's Sewers and Castles and Buildings Oh My!
After going 2 sets, then 3 sets on the last two... I might be in for a bit more this time...
For Kaul and Jim - you're about to get stabbed repeatedly with a small needle by Dibbs in thread. I am suggesting a tattoo CMW for each of ye:
Price = 2 x 5 x 25 x 4 = 1000gp - halved to 500gp worth of inks.
What might also be useful for the three of you (inc. Dingus) would be a tattoo air bubble:
Price = 1 x 5 x 25 x 4 = 500gp - halved to 250gp worth of inks.
And for himself one of obscuring mist:
Price: 500gp - halved to 250gp worth of inks.
If Dibbs works on those he can divest himself of the full 2k worth of inks.
| Dibbets |
Knowing our dear lord and commander's tender ways I'm guessing that means yer about to be dunked underwater... and set on fire. ;)
Especially given wee Dibbs has no clue what it is
| "Keelhaul" Kaul |
I'm not sure how Jim will feel about getting inked by sober-and-going-through-rum-withdrawal Dibbets.
Take it while you get it Jimmer. Wee soak is highly unlikely to be ever in this state again lol.
| Cap'n Voodoo |
honestly, I'm predisposed to let you all swing for the lack of survival skill. I don't know what the untrained DC would be... maybe 15, I'd give it to you for a 20. and I'd prob allow you to use your pro; sailor skill on the seas.
Jungle though... suits my evil intentions to put you at the mercy of Tum-Bobo. mwu-ha-HA!
| James "Madman Jim" Patterson |
You might have mentioned this before, but you picked out the monkey icon very early on in the campaign and commented that we'd find out why soon. Was that for Tum?
| James "Madman Jim" Patterson |
By RAW, avoiding getting lost is DC 15, and since Survival is one of those skills you can use untrained I'm not sure that the DC should be higher for untrained survivalists.
| "Keelhaul" Kaul |
Oh the subject of Walking Dead - am hoping that Rick and co turn heel... become the Enemy Within lol (alas I'll likely be disappointed)
Actually think the fish out of water scenario of us stumbling in the jungle is a fun mechanic - plus means Tum is ever more indispensable ;)
| Dibbets |
Partially I think the lack of Survival is a symptom of the hole left when the Groom departed. He took most of our Knowledge skills and a decent Survival skill (+9) with him... sniff.
Dibbs might have picked up Survival... if he didn't have to buy Climbing, Swimming and Acrobatics as three separate skills. A 4+Int skill point set only goes so far eh.
| Cap'n Voodoo |
You might have mentioned this before, but you picked out the monkey icon very early on in the campaign and commented that we'd find out why soon. Was that for Tum?
Aye. I wasn't really sure what I'd do with him, but it tickled me fancy.
a little inspiration perhaps? linky
| James "Madman Jim" Patterson |
Cool story, thanks.
Dibbets, can you do an anchor tattoo on Kaul's forearm with a bull's srength spell in it? Only problem would be that when he activates it, this music starts playing....
| Dibbets |
RAW the tattoos work the same as scrolls, just 4 times the price. Which means that Dibbs can only scribe spells that he actually knows - which cuts down on the options.
I might petition that in the future Dibbs could attempt to tattoo a spell off a scroll, but for the moment it's just the spells Dibbs can already cast
The ruleset agreed was as per Inner Sea Magic, but after the Razor Coast book came out the Cap'n said that I could potentially use the standard tattoos from there - but that the Tulita tattoos were out of bounds (which is fine and dandy by me).
| Cap'n Voodoo |
| Dibbets |
Read read read... hmm... read read read... hmmm... sh1t...
You're right Cap'n - which in my mind takes them from massively overpriced yet flavorful, to complete and utter tosh and not worth it at all. Not sure how I missed that, but RAW it's a horrifically sh1te option then.
Looks like Dibbs has got another 5 skill ranks and feat doing pish all for him.
As it stands right now - Dibbs could only scribe the Mermaid's Blessing from RC... which has the incredibly crap output of allowing someone to hold their breath for twice as long as normal once a day.
Note: Entirely my fault, and symptomatic of the completely asinine way Dibbets is built... but he isn't actually any good at almost anything - just the Perception skill... which isn't doing him really any good in the game thread anyhow. He's essentially just a walking CLW / CMW machine.
| "Keelhaul" Kaul |
Worth considering a cheeky wee rebuilt for the wee fella? Would allow him to fill some gaps and be less of a healing sticker?
Given he's the one with the monkey idol reckon Kaul should pick Survival up next level-up.
| Cap'n Voodoo |
Looks like Dibbs has got another 5 skill ranks and feat doing pish all for him.
settle down now, Dibbs. i still see potential. it's an ace-in-the-hole spell that can't be taken from you and serves in a pinch with just a touch. granted 4x scroll cost, but scrolls are dirt cheap.
and couldn't you use it with Imbue with spell ability? L4 and actually pricey, but what you were aiming for. and as I hinted, I might have a few bones to throw yet as well.
| Cap'n Voodoo |
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Note: Entirely my fault, and symptomatic of the completely asinine way Dibbets is built... but he isn't actually any good at almost anything - just the Perception skill... which isn't doing him really any good in the game thread anyhow. He's essentially just a walking CLW / CMW machine.
I like suboptimal. It makes for a much more interesting game. Builds character, I'd say!
As for healing bit, such is usually the case with a divine caster. Keep the front line standing and get a shot in where you can. It's not a glorious job, but someone's gotta do it.
| James "Madman Jim" Patterson |
Jim's not exactly optimized, either. d6+6 for a fifth level fighter? I think I had a fourth level PFS trip fighter doing 2d4+12 with a guisarme power attack, and his trip feats, weapon choice, and need for high INT made him less of a damage dealer than a fourth level greatsword fighter would have been.
| Dibbets |
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Yeah yeah, I know - don't interrupt me when I'm getting needlessly morose :P
I was actually finally planning to do some shopping / contingency planning to round out the character after the realisations... but who knows when we'll see a shop again!
Imbue with Spell Ability would do the trick... starting at level 10... and at the cost of investiture of 4th level slots...
| Cap'n Voodoo |
So Kaul was inquiring about insanity points and madness. I've been kinda following the IP system in the Freeport rules, but not really the Madness part which allows IP exchange for Madness of various intensity and durations. I haven't really paid much attention to them as I didn't want to nerf combat too much and I like having a pernicious kind of crazy creep. It has suited evil GM intentions at times. Here's what I've put on the Campaign Tab:
Jim = 4, Dingus = 6, Kaul = 8
IP may be gained in encounters with extra-planar beings or Fear effects, not typical encounters with standard death, undeath, and dismemberment. IP count against your WIS ability score for everything except spell casting, however they benefit occult knowledge checks.
Occult knowledge is a catch-all similar to bardic knowledge with regards to planar, aberrations, cults, etc. You may add half your IP score to your INT modifier to make an untrained check for anything that might fall under Occult Knowledge.
Insanity points result in an affliction that can be major or minor. In times of stress a Will Save DC 10+IP is required to act normally. Lesser restoration has no effect on insanity, but Restoration cures IP up to the caster level. Greater restoration, Heal, Limited wish, Miracle, or Wish immediately cures a target of all insanity.
I haven't really followed the 2nd sentence of the last paragraph, "In times of stress a Will Save DC 10+IP is required to act normally". I think I should clarify this and maybe grant an easier way to defer IP as well more closely follow the Freeport rules where IP can be 'spent' on Madness at a time of stress.
I'm considering-
Temp madness (2 IP) shaken, lasts for one combat
Short-term (4 IP) roll on FP table, Will DC 20 each day to end
Indefinite (8 IP) roll on FP table, Will DC 20 each week to end
Madness buys must be at the highest cost to total points so someone with 6 IP can only buy Short-term, 8 can only buy Indefinite. What do you think?
| James "Madman Jim" Patterson |
I'd like to give that a little more thought. Once you spend IP on some variety of madness, your generic penalty to WIS-related rolls is reduced, but you're left with a more specific set of penalties/behavior modifiers?
| Dibbets |
I'm all for the Short-term and Indefinite madnesses - as it gives us a tangible way to remove the IP without needing to shunt back to a priest and beg for restoration scrolls (which are darned expensive). Aids with the RP by giving a focus for the insanity, as well as tangibly changing it from the present you're really crap at Wisdom rolls to you're a bit broken inside feel.
The temporary seems a bit light on though - shaken isn't too bad a penalty and it'd only be a single fight.
| "Keelhaul" Kaul |
Agree with Madman and Dibbs - temporary is too meh. Short term and indefinite offers a better brand of crazy and will allow a venting of those pesky IPs whilst adding to the role-play ops by allowing a specific madness to seep out of our warped noodles.
Am definitely one for cashing in my 8IPs for making Kaul a wee bit more colourful lol - happy to act as the guinea pig to see how this would play out.
Hur.
| Cap'n Voodoo |
and I was trying to be kind given as the temporary madness chart might result in fainting, screaming, stuck in place or the dreaded confusion.
We can use it if you like or just have a will save- make it shaken, fail frightened, fail >5 panicked?
So give me a d20 roll on the wheel of madness when you want to freak out.
| "Keelhaul" Kaul |
To be fair the whole frightened, panicked scenario will likely be far more damaging to a small party like us. Having someone whose just bat $hit crazy will far more fun...
Thoughts are that I'll cash them in and have the craziness slowly manifest post-Pazuzu??
1d20 ⇒ 19 - hope that means in old skool money I get two for one hur-hur...
| Cap'n Voodoo |
Thoughts are that I'll cash them in and have the craziness slowly manifest post-Pazuzu??
1d20 - hope that means in old skool money I get two for one hur-hur...
yeah, can happen in any stressful time where you want to lose some IP.
19 eh, ouch. how about 1d3 + 1 ⇒ (1) + 1 = 2 afflictions. one down... give me another d20 if would be so kind.
| "Keelhaul" Kaul |
He could be Scottish lol
Skipper - with regards the fun now to be had reworking some of Kaul's crunch - am I right in thinking that the IP penalty no longer exists? But I've now my madnesses to factor in :)