DM Alexander Kilcoyne's Sargavan Saga

Game Master Alexander Kilcoyne

"What is this place? Puzzles in Azlant, more magic than you see in a year in Absalom. Wheels literally within wheels. Bound demons and wax golems? The expense must have been enormous. But why? To what end?"

Jakob

Pyramid, Level 1 | Pyramid, Level 2 | Pyramid, Level 3 |


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DM Alexander Kilcoyne wrote:
In addition to the doors in the corridor, it led south and became a T junction, the corridor leading east and west; just like the level above had begun- although without the galleries of armed skeletons...

Hard to see from the map, but specified in the boxed text when we entered the level.

Sovereign Court

Yup. The main reason why waking you was definitely optional.


I missed that there were doors leading out of this room not blocked by a force-field. If I had caught that, Ansha would probably have waited until the rest of the level was explored. >_>;


Tebati wrote:
Tebati has no interest in the device. "Whatever it is, the Custodian's experts will examine in at their leisure once we have cleared the level. Why waste our time on it now? Let us at least check around the corners at the end of the corridor to see if any danger awaits there."

No one listens to Tebati. :P


In my defense I was senseless. :)


This a lot to type in from my phone. :P

Hopefully I am not messing things up too bad Alex.


Joana wrote:
Tebati wrote:
Tebati has no interest in the device. "Whatever it is, the Custodian's experts will examine in at their leisure once we have cleared the level. Why waste our time on it now? Let us at least check around the corners at the end of the corridor to see if any danger awaits there."

No one listens to Tebati. :P

Hey, when Ansha gets it in her head to do something, she's so single-minded (and tunnel-visioned) it's scary!

Sovereign Court

At the festival of speed in the UK today. Posting may not happen until evening.


Male Human

These are real? Seriously?

Cliiick me!


Male Human Haunted Nature Oracle 4 (Ac 20 Cmd 20 Will+4 Ref+2 Fort+4)
F. Castor wrote:
These are real? Seriously?

Great now I want half of those.

Reminds me of a tournament back a con in 'ye ole mists o' Ad&D. Players got a budget to buy some magic items before hand. Necklace of strangulation was on the list basically as a joke.

Not so much a joke when my elf Mu/T snuck behind the high priest keeping the big bad alive and asked the GM "Pick-pocket can work in reverse, right?"


I remember the wand of wonder, bowl of watery death, and robe of vermin. So I presume the rest of them are real from some sourcebook somewhere. (Obviously, the bowl and robe were cursed items. As I recall, the robe of vermin detected as a robe of useful items until you put it on.)


Qhude wrote:

Qhude's player is bad at updating his sheet :P

The bit at the bottom was the last set of upgrades - which included enchanting the guisarme to +1. I'll update the sheet properly tonight.

By the way, did you ever get around to updating? It still doesn't look like it!

Dark Archive

No longer matters Drow Lich Epic level Wizard/Cleric of considerable ability

Another for the list. :) linky


Hey, robe of vermin's still in Pathfinder.

Suffers some copy/paste issues as well. The wearer "must cease all other activities in order to scratch, shift the robe, and generally show signs of the extreme discomfort caused by the bites and movement of these pests" -- but also takes penalties to attack rolls and skill checks and must make a Concentration check to cast a spell. So, which is it: Must he do nothing but show discomfort, a la the legacy item, or can he act normally with penalties? :P


Male Human (Mwangi - Bas'o tribe) Barbarian (Brutal Pugilist archetype) 4
Ansha wrote:
Qhude wrote:

Qhude's player is bad at updating his sheet :P

The bit at the bottom was the last set of upgrades - which included enchanting the guisarme to +1. I'll update the sheet properly tonight.

By the way, did you ever get around to updating? It still doesn't look like it!

Not yet... *whistles nonchalantly*


Qhude wrote:
For clarity - Qhude's not necessarily scowling, he's holding what for him is relatively close to a neutral expression.

So....he's scowling? ;P


Male Human (Mwangi - Bas'o tribe) Barbarian (Brutal Pugilist archetype) 4

Well... kindofyeah... but it's not deepening... that's something right?


I think I'm finally done illustrating this drawing. (I know I've said that before....) Ansha

Sovereign Court

Qhude wrote:
Ansha wrote:
Qhude wrote:

Qhude's player is bad at updating his sheet :P

The bit at the bottom was the last set of upgrades - which included enchanting the guisarme to +1. I'll update the sheet properly tonight.

By the way, did you ever get around to updating? It still doesn't look like it!
Not yet... *whistles nonchalantly*

.........


Male Human (Mwangi - Bas'o tribe) Barbarian (Brutal Pugilist archetype) 4

In my defence I've been in sick kiddo land since Friday :P


And he doesn't have HeroLab. If I ever had to go back to updating character sheets by hand.... :P


I like updating mine by hand, personally....


I had a two-weapon-fighting barbarian whom I had to run from HeroLab to keep up with the modifiers: 2-weapon-fighting (raging, non-raging, and fatigued), standard attack (raging, non-raging, and fatigued), Power Attack or not, bull's strength, bless, haste.... :P


Male Human

Good grief...


I haven't tried something that complicated in PbP yet. I'll stick with having to make the hard choices of what spells to cast. ;P


Tebati wrote:
...the concept of nature making a mockery of nature...

There is a fungus that does this to ants IRL: Ophiocordyceps unilateralis.


Tebati's taking Ansha's "zombie" terminology literally for now. Otherwise, we have the mystery of where exactly these servitors came from within a mortal lifetime and how they got past all the defenses into the pyramid.

Sovereign Court

But what a fine mystery it is :). Who says they came here after the defences came up...


Which is why I'm assuming they're undead, unless the poison also makes the servitors effectively immortal. Or the magic of the room which provides the water, nutrients, and sunlight the plants need to grow has a life-extending property. Which means our LG Order is totally okay with sentient beings being turned into mindless plant-slaves without even the possibility of death to free them from their servitude.

But that's just me. Tebati's going with zombies until corrected.


The plantoids may be relatively recent "additions" to the pyramid. They are summoned/called creatures. Their servitors could have been humans unlucky enough to be here when the plantoids arrived--or have summoned them themselves, only to lose control of them.


Meaning that some people stayed behind in the pyramid all these millennia? A sort of skeleton crew to keep the lightbulbs changed and the floors swept and ready to pull all the sheets off of the furniture when the Order returns? Possible.


Male Human Haunted Nature Oracle 4 (Ac 20 Cmd 20 Will+4 Ref+2 Fort+4)

Plants can live a LONG time.

One of the nifty aspects to the Nature Oracle's capstone is the ability to change your type to plant.

I am not sure but I think this is one of the few ways for a PC to violate the Max age wall.

Mind you this will never come up, but a plant can dream.


Other ways to get around the max age wall include the Longevity mythic path ability and the wizards' Immortality arcane discovery, which sadly requires level 20 (the mythic ability only requires mythic tier 1).


Male Human Haunted Nature Oracle 4 (Ac 20 Cmd 20 Will+4 Ref+2 Fort+4)

Also the Monk of the Four Winds capstone and one of the Alchemist's grand discoveries.

There might be others but at those power levels the game has ceased to make sense.


Honestly I love high-level campaigns, even in PFRPG. It just requires more thought, and often the focus of the campaign shifts away from combat.

I really want to use the Mythic rules as PFRPG's 'epic' rules, but so far my tabletop GM seems convinced that they are best used before then. Mind you, so far the mythic campaign (currently level 4/tier 2) we're in feels incredibly overpowered to me...which is probably a great deal why I think it's better to use the mythic tiers as tacked-on ad hoc levels 21-30.

Sovereign Court

Joana wrote:

Which is why I'm assuming they're undead, unless the poison also makes the servitors effectively immortal. Or the magic of the room which provides the water, nutrients, and sunlight the plants need to grow has a life-extending property. Which means our LG Order is totally okay with sentient beings being turned into mindless plant-slaves without even the possibility of death to free them from their servitude.

I'd definitely say the order was more LN than LG, despite the verification process.

Sovereign Court

Congrats on 4000 posts all and thanks for sticking with me!


Male Human (Mwangi - Bas'o tribe) Barbarian (Brutal Pugilist archetype) 4

Almost 7,000 if you count the OOC :)

It's been a ride, and I've no intent of stopping.


Here I was waiting to see what you were going to do to the new guy for taking the 4000th post. ;)

Sovereign Court

He will be thoroughly verbally abused over Facebook chat.


Hold portal's a first-level spell, Ansha. Why aren't you Schrödinger's wizard? ;P


Ansha has two scrolls of Hold Portal on her. The problem is that the duration is so short--only 1 minute per level, and the two scrolls are caster level 2.


By the way, AK, when Ansha was peering into the Rare Botanical Specimens room, did it look like the second door on the east side also opened into the same room?

Sovereign Court

Yup.


Male Human (Mwangi - Bas'o tribe) Barbarian (Brutal Pugilist archetype) 4

WotC's creative department knows no bounds - here's their sample character built during the D&D Basic Rules (actual quotes):
with a player named Bob building his dwarf character Bruenor.
decides that a gruff mountain dwarf fits the character
Bob imagines Bruenor charging into battle with an axe, one horn on his helmet broken off. He makes Bruenor a fighter
Bruenor might be a brash fighter, but Bob decides he wants the dwarf to be older, wiser, and a good leader
Bruenor comes from a noble line, but his clan was expelled from its homeland when Bruenor was very young. He grew up working as a smith in the remote villages of Icewind Dale. But Bruenor has a heroic destiny - to reclaim his homeland
caring, sensitive dwarf who genuinely loves his friends and allies, but he hides this soft heart behind a gruff, snarling demeanor.
he aspires to someday reclaim Mithral Hall, his homeland from the shadow dragon that drove the dwarves out.

Turns out D&D Basic lets you play any character you want... you know... as long as they are a direct expy of a character from a R A Salvatore novel.

Snark aside, the ruleset actually looks ok - it's based on a 3rd edition chassis with some of both 2nd and 4th included on top.


Meh, they're being 'clever.' Once upon a time, we're meant to believe, Bob Salvatore sat down and rolled up Bruenor just like you're rolling up Joe the Fighter, and now 'Bob' is a millionaire for writing crappy books about his PC! Maybe you can too!

While I get why they're tying the new release to their most profitable product line (Did you get to the part about generating Artemis Entreri's background?), it's kind of amusing that they're basing it on a character that the time jump from 3 to 4e killed off.

Mechanically, I couldn't get over how much the PDF reminded me of early 3.0. It does look simpler, which is a good thing for newbies (thank God I learned in AD&D because a 3.x book could just make you cry if you picked it up cold), but reducing your attack bonus, skills bonus, saving throw modifier, etc., to a flat +2 slowly scaling up to +6 makes it look kind of boring. How much can you feel like you're advancing in power when your numbers stay the same for three or four levels in a row? I suppose the shiny new class abilities are meant to make up for it.


I think several adventuring companies in Forgotten Realms (Knights of Eveningstar/Myth Drannor and Company of Crazed Venturers) are former PCs. The way I understand it, several of the Paizo staff's characters made it into APs, and I think include a couple of iconics. So in theory your PC could end up in a written supplement (probably not a novel though).

I agree though, R.A. Salvatore's novels have been crap for at least a decade. The last ones I enjoyed were Siege of Darkness and its post-Dark Elf Trilogy sequels.

In our tabletop mythic game, one player is playing a drow female on the surface of Golarion. I partially blame Salvatore for making non-evil drow PCs "cool"--I hate Drizzt so much.


Male Human (Mwangi - Bas'o tribe) Barbarian (Brutal Pugilist archetype) 4

Yeah - that and every single one of the race quotes seemed to be from a book released over 20 years ago. And similarly I don't disagree with them basing it on Forgotten Realms or Dragonlance... but surely they could've gone with some more contemporary references?

It is very reminiscent of 3.0 Core, though they are obviously listening to what 'works'. Archetypes, no empty levels, etc.

Few more interesting tidbits:
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one
Feats are gone - you have to swap out an Ability Score Increase to actually get one.
They've gone an interesting direction with the spells. Nothing is tied to caster level anymore - it's dependent on what spell slot you prepare it into.
Guiding Bolt is a brutal spell for 1st level - 4d6 damage plus advantage on the next attack. Same with Inflict Wounds for 3d10 damage. Sure they need a successful attack - but if they hit...
Actually Magic Missile is worse - 3d4+3 unavoidable damage. (but none of the three nor any evocation spell scales with any effectiveness)
Haste got nerfed big time - it's now a single target concentration spell.
Almost zero buffing spells - maybe this is meant to be the leveller between martial and casters?

The feats being removed doesn't sit well with me though... looks like the vast majority of your character decisions are locked in at Level 1 when you choose a class. And with no Power Attack or similar damage boosts - how does a Fighter keep pace with the Sneak Attack progression of a rogue?


Qhude wrote:
Yeah - that and every single one of the race quotes seemed to be from a book released over 20 years ago. And similarly I don't disagree with them basing it on Forgotten Realms or Dragonlance... but surely they could've gone with some more contemporary references?

Speaking as an at-best casual acquaintance rather than a fan of any of WotC's campaign settings, I think going with Drizzt and his friends is an attempt to find common ground with people not already tuned in to their products. I didn't recognize any of the non-Salvatore references; I assumed they were from other licensed products but couldn't have told you how contemporary they were.

I think it's also an attempt to reach out to former customers who didn't go with them into 4e: a deliberate appeal to nostalgia. "Hey, remember back in the '80s when you were first reading The Crystal Shard and playing AD&D? This is like that!"

And any totally new customers who pick up the PDF and enjoy the game and later discover they can buy books about Bruenor and Regis and Artemis are a new market for the novels. (Although Regis is totally a bait-and-switch. Salvatore clearly had no idea what to do with the character past the whole magic-ruby thing. I've never seen a recurring character make less contribution to the plot.)

Qhude wrote:
And with no Power Attack or similar damage boosts - how does a Fighter keep pace with the Sneak Attack progression of a rogue?

Unless I'm missing something, it looks like rogues never get more than one attack per round. So at level 20, they get one attack at +6 to hit and do an extra 10d6, while fighters get four attacks at +6. Martial weapons mostly start at a d8 for damage dice and go up from there, while simple weapons, which a rogue is limited to, cap out at a d6.

I doubt the rules will end up being imbalanced, but I'm not interested in taking a step back to less customization of characters, where, as you say, you're locked into a path with few possible deviations once you've made your first-level choices. It's certainly a simpler game, but simplicity isn't a selling point for me. The more moving parts the game has, the more satisfying an experience it is for me. I don't see the fun in playing a PC that a thousand other people are playing with different names. It's why I avoid the Guides.

EDIT: Also, having fought pugwampis at low level and heard the general moaning about the Misfortune hex, I can't imagine the frustration of expanding 'disadvantage' to more situations.


3 years, 3 levels- happy birthday/anniversary to the Sargavan Saga :P

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