DM Bigrin's Second Darkness (Inactive)

Game Master bigrin42

A foul omen looms in the sky over the scoundrel city of Riddleport, an ominous shadow that defies the light. Is it a curse laid millennia ago by forgotten mages? Does it forewarn against the return of some terrible foe? Or does it portend a terrible


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Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

I'm sort of planning to take Craft Magic Weapon at level 5. ^^ Just get me the scrolls and stuff I need, and I'll make you some beautiful weaponry, my friends.


The boots have a spongy sole, and Bruendor feels like they would probably be very quiet on stone or wood floors +2 circumstance bonus to stealth


half-elf Oracle 13 | HP 107 | AC 27/15/24 | F +8, R +9, W +11(+2) | init +3, Perception +8 | CMB +10, CMD 25

The mithral chainmail is light armor and on Lefrik will increase his speed by 10' as it removes the slow armor penalty he has right now for regular chainmail. Kel will donate all her treasure share towards getting better armor for Calla and Brue, a better axe for Lefrik, and goods that Anklebiter needs.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

Definitely makes sense to give the chainmail to Lefrik. I wouldn't worry about donating treasure share at this point -- we'll all eventually get better stuff.

Other than that, does this work for everyone:
Crossbow, bolts -- Calla
Ring, slippers, rapier -- Bruendor
Potion -- Anklebiter

Keep the glue, perfume, boots and diamond dust. (Who should get the boots? If we're having Brue scout, make sense for him, but we could also give them to whomever's noisiest -- Lefrik, then Kelendra -- to try to mitigate that a little.)

Sell and split the rest?


half-elf Oracle 13 | HP 107 | AC 27/15/24 | F +8, R +9, W +11(+2) | init +3, Perception +8 | CMB +10, CMD 25

All that looks good to me. If Brue has the spider slippers that will occupy his feet slot, and Kel and Lefrik are so far back on stealth the +2 for one of them won't make much of a difference for party stealth, so maybe Calla should have the boots and be extra good at stealth?


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

All of these things look fine to me. :)


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

Good point about the slippers. Duh. Personally, I'd rather see Kel or Lefrik get the slight boost at this point -- I assume we'll all have magic footwear eventually.


half-elf Oracle 13 | HP 107 | AC 27/15/24 | F +8, R +9, W +11(+2) | init +3, Perception +8 | CMB +10, CMD 25

Boots to Lefrik then, I think he had the lowest stealth at a -5, between the mithral chainmail and boots he might be in the positive range now!


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

Indeed, Kel.

Anyone have thoughts on my two second-level spells I know?
I'm leaning toward CMW and invis, but others that could be of use are (probably in descending order...) hold person, restoration (lesser), see invisibility, silence, spiritual weapon, tongues, undetectable alignment, and zone of truth.

Added after Kel's comments -- if you've got CMW and lesser restoration, maybe I'll take Invisibility. I tend to prefer spells to be used out of combat for inquisitors, since they've already got enough they can do in combat.

+1 Con, +9 HP
Saves: +1 to Will, +2 to Fort (from Con)
+1 BAB
Level 2 spells: ?
Skills: +1 Heal, Swim, Perception, Stealth, Survival, Spellcraft, +2 Know (local)


half-elf Oracle 13 | HP 107 | AC 27/15/24 | F +8, R +9, W +11(+2) | init +3, Perception +8 | CMB +10, CMD 25

Kel can turn her lvl2 spells to 4 CMW a day, probably one of us should have lesser restoration so Kel could take that, Hold Person is a battle changer when you have a Lefrik and Bruendor hacking and slashing the paralyzed foe.

level 4

+1 Con
+11 HP
saves: +1 to Will and Fort (from Con)
+1 BAB
level 2 spells: Lesser Restoration (or Hold Person?), Hypnotic Pattern
skills: heal +3, bluff +1
moonlight bridge, coat of stars, spray of shooting stars, and interstellar void all increase


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

Level 4:

HP: 9 (5+1+3), total=37
Skills (9): Acrobatics, Appraise, Climb, Disable Device, Knowledge (dungeoneering), Knowledge (local), Perception, Stealth, Swim.
+1 BAB
+1 to Ref save
Uncanny Dodge
Rogue Talent: Combat Trick (Improved Disarm)
+1 Str


Male(HP:(198; DR 2(3 when raging);AC:22/12/22;F+17,R+8,W+9;Init +0;Per +15) Human (Ulfen) Barbarian 13

Level 4:
HP: 11 (7+3+1), total=47
Skills: +1 to Perception, +1 to Stealth, +1 to Knowledge: Nature, +1 to Intimidate, and +1 to Swim (looks like i may need that last)
+1 BAB
Barbarian Rage Power: Renewed Vigor
+1 Str


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

Level 4:

HP: total of 28

+1 to Int. [What else was I going to boost, really? ^^]

Skills:
+1 to Diplomacy
+1 Knowledge (arcana)
+1 Knowledge (religion) [demons were mentioned, so...]
+1 Linguistics [learning Elven]
+1 Perception
+1 Spellcraft

New spells:

Limp Lash
Protection from Arrows

If our budget stretches that far, I'd like to pick up and scribe Scorching Ray, and maybe Summon Monster II. They'd be mighty useful, I think.
Hmm... Fox's Cunning looks quite, quite tasty... *shakes head* Ahem! It all depends on what the party can spare.


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

Which reminds me: once we're done playing Big Damn Heroes, we need to pawn off this treasure and buy some new stuff.


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

Aww, poor Kel...


half-elf Oracle 13 | HP 107 | AC 27/15/24 | F +8, R +9, W +11(+2) | init +3, Perception +8 | CMB +10, CMD 25

Great RPing all around! This is a quality group and I feel fortunate to have joined your adventures.


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

Same here, for everyone. ^^


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

So how much did we get from selling our loot?

Also, I decided to move one point from Know (local) and add one to Linguistics, to reflect Calla studying the journal and teaching herself Undercommon. Settled on invisibility and CMW (always good to have a backup healer when it's absolutely needed) as my new spells.

Dang. Too bad Calla's not good. I was just looking at the Lantern Bearer prestige class and might've considered taking a couple levels of it (assuming we interact with them more) ... though actually, I guess it would require me to use a feat on a martial weapon proficiency, which I don't know if I'd want to do.


Selling everything except what was claimed, with a 5% bonus for your efforts in the disaster and your opening the Goblin up as a hospital and shelter, nets you 4752.85 gold to split, which comes down to 950.57 gp each.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

I'd propose we go with 792 gp each, with a similar share (plus 8 sp, 5 cp) for party treasure (wand of CLW, perhaps?)

Or another thought. I know Anklebiter wants to do some scribing and whatnot, but we could instead use the money to get two weapons upgraded to +1 (Lefrik's axe and I was going to say Brue's sword, though I guess he now has the magic rapier, so Calla's bow or if she's going to be in melee Kel's weapon of choice), then still have 750 for a wand of CLW. Plus a silver or two for everyone else! I'd forgotten that Brue's got a magic weapon now -- maybe just take 2,000 to upgrade Lefrik's axe? Or on like a fourth thought, if Anklebiter's planning to take craft magic arms/armor at 5th level, we just wait a bit longer. Which I'm now leaning toward.

If we did that, Calla could donate some of her money to Anklebiter for scribing (though she also could get some scrolls, I suppose) but it would mean the three people who didn't get the +1 weapons would need to be in line for a little more treasure from the next haul.

Sorry, this was all pretty scattershot.


half-elf Oracle 13 | HP 107 | AC 27/15/24 | F +8, R +9, W +11(+2) | init +3, Perception +8 | CMB +10, CMD 25

For Anklebiter to enchant the items they'll need to be masterwork quality, so we should get masterwork items now for whatever we want enchanted later as we may not be near a city at 5th level. (or is there a spell now that makes items masterwork, thought I saw that a few weeks ago?)


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

I think I saw it as well, but it's a temporary effect, right?


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

Nope.

It's not much for savings, though. Basically instead of selling your weapon/armor/whatever for half price and then paying full price for the MW version, you just pay the difference.


half-elf Oracle 13 | HP 107 | AC 27/15/24 | F +8, R +9, W +11(+2) | init +3, Perception +8 | CMB +10, CMD 25

Nice, so we can get masterwork quality later if we have access to the spell. In that case Kel doesn't need anything and will donate her share to Lefrik's axe.


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

We definitely need a Happy Stick. I'm surprised we've made it as far as we have without one, honestly! I'm curious to see how available they are at the moment though. I suspect curative magic is at a premium in the city right now.

And I'm definitely on board with getting Lefrik a magical axe. We all chip in and get him a good one, with something enscribed in Skald on the blade. Does anyone know Skald?

Oh, and I've got a good name for us. How does "The Saul Survivors" sound?


Male(HP:(198; DR 2(3 when raging);AC:22/12/22;F+17,R+8,W+9;Init +0;Per +15) Human (Ulfen) Barbarian 13

My you folks are a generous lot, thanks :)

And, well, as an Ulfen, Lefrik speaks Skald.
No making fun of his accent!


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

Well, right, but it's hardly a surprise if ask you!

New plan: we trick Lefrik into reciting some Ulfen epic poetry for us for inspiration, and buy a weapon with an appropriate name from the poem on it.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

OK, we've got Lefrik a magic axe and ourselves a Wand of CLW (who do we want to carry that? Calla's going to mainly be a combatant, but I'm thinking since Kel already has more healing, it makes sense for Calla in cases of emergency).

With Kwava's money, we've got 2,252.85 gp after we pay for passage to the island.

I think it makes sense to be prepared for the drow's poison. Neutralize poison is a fourth-level spell, so we could possible get some scrolls or some potions of delay poison (2nd level) or even just some antidote.

Anything specific we want vs. demons? We've got magic weapons for two of us and Calla could use the hand crossbow if she had to to deal with DR.


half-elf Oracle 13 | HP 107 | AC 27/15/24 | F +8, R +9, W +11(+2) | init +3, Perception +8 | CMB +10, CMD 25

The wand of CLW on Calla makes sense.

Antitoxin would be great if we can find some that works against the drow poison (isn't antitoxin specific to a poison type?), at 50gp each a few of those would be good to have for the +5 bonus.

Delay poison is a 1st level spell for clerics and would serve well enough in a pinch, it would delay the effects for hours, giving us enough time to get through combat(s). (For Kel and Calla this will be a 2nd level spell.)

Neutralize poison is a 3rd level spell for clerics, but will be 4th for Kel and Calla. We could get a scroll for 375gp, but for that price we could also get a 25 charge wand of delay poison.

For the cost and number of uses, the wand of delay poison would be a good starting point, we still might have someone unconscious for a few hours, but hopefully not during combat.


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

Cold iron works against demons, right? Weapon blanches at the very least, but a cold iron weapon of some sort might not be a bad plan.


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

I think so, yes.


I am going to be traveling from Wednesday through Monday night. I should have internet while I am gone (going to the farm, so maybe not reliable internet) and I uploaded all my mapping stuff to Google Drive, so I should be able to keep up with exploration and combats. If not, please don't lynch me.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

Sounds good. OK, let's figure out exactly what we want/need.

Cold iron weapons/blanches -- weapons cost twice as much (so Calla's going to spend a couple of her own gold to get a score of cold iron arrows); blanches cost 20 gp but only last for one attack, so aren't really worth the money IMO.

Looks like delay poison is a second-level spell for anyone but rangers. I like the idea of getting a wand, but it's 4,500 if we can't find a ranger to do it. Even at half price, if we can find one with just 25 charges, I'm not sure if 2,250 is too much (we can afford it, but that's basically the rest of our reserves -- we'd have 2.85 gp). Maybe Kwava can hook us up with a ranger?

Other options are an antidote kit This small box contains a wide variety of remedies and treatments against not only specific poisons but also their most common methods of delivery, including such things as purgatives to eliminate ingested toxins. It grants a +3 circumstance bonus on Heal checks made to treat poison. An antidote kit is exhausted after 10 uses. for 100 gp; a couple of those could be helpful. Calla dropped a rank into heal, so that'd give her +10, but it's still relying on dicebot.

Antitoxin If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. is 50 gp.

Thoughts? Let's figure this out so we can move on.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

Just FYI, I've been having Interwebs problems at home, so don't know if I'll be able to post Tuesday.


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

Blanches don't seem like a good plan in the long run, so a cold iron dagger or something might be a good investiment. The wand's a bust plan for now, so let's get some antitoxin and antidote kits.

Oh, and light. That's the other thing we learn from the fight. We need a way to counter their ability to conjure darkness. Lanterns would be my go-to for general travel, but everyone needs a sunrod or two, so we can light up a room if we have to.


half-elf Oracle 13 | HP 107 | AC 27/15/24 | F +8, R +9, W +11(+2) | init +3, Perception +8 | CMB +10, CMD 25

Dang, I was going by hero lab with the 375gp for a 25 charge wand, but you're right about it only being from one class. What do you say GM, are there any cheap wands of delay poison lurking about Riddleport?

A fat stack of sunrods, some lanterns, antidote, and antitoxin all sound like good ideas, let's get those.


1d100 ⇒ 62 No cheap wands of Delay Poison, sorry. Antitoxins would be your best bet.


half-elf Oracle 13 | HP 107 | AC 27/15/24 | F +8, R +9, W +11(+2) | init +3, Perception +8 | CMB +10, CMD 25

alright, sunrods, antitoxin, antidote, and lanterns, done.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

Sunrods are 2 gp each; so each of us get two for 20 gp total. (I'd say if we want (more?) lanterns, just drop personal cash on that.)

1 antidote kit for 100 gp. Kel has +10 Heal, so I propose she carries this.

2 antitoxin each is 500.

That's 620, which leaves 1632.85 gp left over, that I'd propose splitting between Kel, Calla, Anklebiter and Bruendor, giving them 408 gp, 2 sp and 1 cp each. (I figure Lefrik got the axe and party treasure got the wand and other supplies, so this seems fair to me, though I think we all seem cool about helping each other out with cash.)

As a note to myself, I'm updating Calla with all of this now, so need to change it if anyone objects. Barring objections, I'd say we're ready to move on.


Male(HP:(198; DR 2(3 when raging);AC:22/12/22;F+17,R+8,W+9;Init +0;Per +15) Human (Ulfen) Barbarian 13

More than fair. I appreciate you handling the details


half-elf Oracle 13 | HP 107 | AC 27/15/24 | F +8, R +9, W +11(+2) | init +3, Perception +8 | CMB +10, CMD 25

can Kel shed 335 of that for a masterwork light crossbow?

RPG Superstar 2012 Top 16

It's fine with me. :)

I think the GM said we had time to get supplies.


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

Same here. If I have the math right, that splits the remaining treasure to 324.46 each. Is that accurate, Calla?

Current purchases: 2 sunrods, 2 antitoxins (already figured into split), masterwork chain shirt (250gp), silver light mace (25gp), cold iron dagger (4 gp). Total: 279 gp.

Sales (based on 50% sell back): Wooden armor (10 gp), dagger (1 gp), morningstar (4 gp). Total: 15 gp.

Current Expenditures: 264 gp.

Oh. One more thing. Splash weapons. We got blindsided by that cockroach swarm. Does everyone have a plan against that?


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

I had the split as 408 gp, 2 sp and 1 cp.

Splash weapons do seem like a good idea.


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

Ah, never mind, I see where I screwed up. Kel's request for funds made me think that it was coming out of the initial funds for some weird reason. Chalk it up to being distracted while doing math.

Acid is 10gp per vial and does a d6 points of acid damage on a successful hit. Alchemist's fire is double, but can set the target on fire for another round. Since we've got money, I lean towards the alchemist's fire.

Previous Expenditures: 264 gp.

New Purchases: 2 alchemist's fire (40 gp).

New Total Expenditure: 304 gp.


half-elf Oracle 13 | HP 107 | AC 27/15/24 | F +8, R +9, W +11(+2) | init +3, Perception +8 | CMB +10, CMD 25

new monies: 408
masterwork l. crossbow: 335
alchemist fire x3: 60
sunrods x5: 10
total = 405 + 3gp


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

Okay, so I have 408 gp, minus the 100 gp I spent on those scrolls becomes 308 gp.

I would like to get Summon Monster II for combat situations.
That's 40 gp for scribing and 150 gp for purchase, becomes 190 gp.
Spellcraft check to see whether I can master the scroll once purchased: 1d20 + 10 ⇒ (1) + 10 = 11 ... That looks like a no. Rodents. Nix the 40 gp for scribing.

Leaving me with 158 gp.

I can, however, now pick up a scroll of Masterwork Transformation.
150 gp for purchase. Spellcraft check to see whether I can master it to scribe it into my book: Spellcraft 1d20 + 10 ⇒ (1) + 10 = 11.

What is this? =_= Twice in a row...? Now I'll have to wait until level 5 before I can try again...! *sighs*

Oh, well. I have two scrolls and 8 gp left.
If anyone wants to spot me some cash for a second scrolls of Summon Monster II, I won't say no. ^^ It's bound to come in useful.

Anklebiter will be spending 50 gp on a bag of Vicious Caltrops, as per Goblins of Golarion, and 1 sp on a Toss Glove, as per the same book. You never know when they might come in handy. ;)


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

Sure, I can do that -- how much do you need?


Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13

To purchase a 2nd-level Wizard's scroll, I need 150 gp. *bows* Thank you.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

150 gp subtracted from my total.

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