DM Brainiac's Ruins of Azlant: Gills and Grit! (Inactive)

Game Master Brainiac

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INACTIVE - GAME DIED

For once we nabbed a magic item that I want! Since I have no magical abilities at all, that ring of swimming could be handy.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2
Tobar Iverrov wrote:
For once we nabbed a magic item that I want! Since I have no magical abilities at all, that ring of swimming could be handy.

Gideon already has one, so it's all yours!


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

Hey, GM:

Do you have Ultimate Widerness?

There are some rules for harvesting rare herbal things in there that are kind of cool. The most relevant IIRC is Merfolk's Comb. If possible I would like to have looked for this in my underwater explorations over the last month.


I haven't read Ultimate Wilderness, but I found the herb-gathering rules on the SRD. It's a DC 25 Profession (herbalist) check to gather merfolk's comb, so I'll assume you were able to find a few doses of it.

1d4 ⇒ 4
2d6 ⇒ (6, 5) = 11

4 to be exact. Unfortunately, you'll have to wait 11 in-game months to look for more in the region around Talmandor's Bounty again!


INACTIVE - GAME DIED
Weyve Murkwater wrote:
Tobar Iverrov wrote:
For once we nabbed a magic item that I want! Since I have no magical abilities at all, that ring of swimming could be handy.

Gideon already has one, so it's all yours!

*yoink*


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2
DM Brainiac wrote:
...4 to be exact. Unfortunately, you'll have to wait 11 in-game months to look for more in the region around Talmandor's Bounty again!

OK, that will be handy.

The only flaw with the rules is that while it says that you can't harvest from an "area" more than every so often, it doesn't specify how big an "area" is.

Weyve will probably keep looking if he is in a new "area" and has time.


I'll assume an "area" is about an 8-mile square region. That would be about the size of a hex if the map was set up Kingmaker-style. :)


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2
DM Brainiac wrote:
I'll assume an "area" is about an 8-mile square region. That would be about the size of a hex if the map was set up Kingmaker-style. :)

This was my first thought. But a 12-mile wide "kingmaker" hex is actually 124.7 Square Miles. That's awfully large.

An "area" is a region that you can search for herbs in a single 8-hour period. Or alternately you can gather as you travel overland, halving your travel speed just like if you are using Survival to forage for food as you travel. NOTE: If you are using the first option, you actually would get more herbs as a result (1 extra yield per successful attempt).

I don't think you could scour a 124 square mile area in 8 hours.

But since according to your roll I get 4 attempts to search for Merfolk's Comb in that area, here are some rolls (because taking 10 is not a success):

Herbalism DC 25: 1d20 + 13 ⇒ (6) + 13 = 19 Fail
Herbalism DC 25: 1d20 + 13 ⇒ (16) + 13 = 29 Success!
Herbalism DC 25: 1d20 + 13 ⇒ (14) + 13 = 27 Success!
Herbalism DC 25: 1d20 + 13 ⇒ (9) + 13 = 22 Fail

So that is 4 doses we end up with.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

GM: How do you feel about the idea of using the Undercasting rules for Summon Monster spells?

Generally if you are going to summon in combat, using anything but the highest level spell for it is a mistake. But I wouldn't mind having access to lower level ones for utility reasons, though it's questionable if it is worth a spell known slot.

What do you think?


That's fine with me.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

You ever have a character that made you think to yourself, "Holy crap, I wish I knew half as much about stuff as this guy does..."?


I updated the map of Ancorato with the locations of Joskadlar and the waterfall cave.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

How do we want to divvy up the cost of the restoration scroll? Gideon can put up as much as 1,600 of it, but I'm more than willing to let the cost of it be divided up among us. How much was it again? 1,700?


Yes, 1,700.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

I'm putting in my 100 gold of course. I can sell my armoured coat for an extra 25 as well.


INACTIVE - GAME DIED

Don't be silly - tank selling armor? I'm sitting on a ton of cash. I'll put up 1k if the rest can get shared around.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

If Tobar is putting up 1K, Gideon will put up 600, then Terana can cover the last hundred. Sound good?


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Sounds good to me! :)


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

An armor coat makes great backup armor for when you don't have time to put the plate mail on.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

That axe good for anyone? It's basically the same as Terana's glaive so I could hold it if no-one else wants it, so that I have a close combat weapon too. Better that anyone else who wants it gets it first though.


INACTIVE - GAME DIED

Not me - if I'm in melee I'm already doing subpar. Gonna take Empty Quiver Style next level anyhow.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

No good for me either. Gideon's not much of a "swing for the fences" kinda guy.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

Guys, I've been getting over a throat infection that slowed me down a lot more than I expected. Hopefully I will get things back to normal this weekend.


Gideon can use his roll to escape for the liberating command. That means gets out as an immediate action and can still act normally this round.


INACTIVE - GAME DIED

Hey DM, thought I'd mention because I keep forgetting: If I have at least 1 grit point, I get +2 to initiative.


Ah, good to know! Perhaps you could change your status line to "Initiative +3 (+5)" so we both remember. :)


I will be on vacation from tomorrow until Monday, April 16th. I will try to post when I can, but updates will be sporadic until I return.


The map of Ancorato has been updated.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Man, me and Tobar need something that grant a swim speed...I can't find anything cheap to do it, though. The best I've found for a low-level character is the Touch of the Sea spell, which we don't have access to. The cheapest magic item I've found that does it was 14,000 retail.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

Maybe I should grab a wand of bless. It would probably be good to be able to spam that.


Koloshkora's wand has 34 charges, so you can use as many as you need.


RETIRED - divine guardian of the Compass (Ruins of Azlant)
Weyve Murkwater wrote:
Maybe I should grab a wand of bless. It would probably be good to be able to spam that.

It's a lovely basic buff. Maybe the clerics in the village can make it?


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2
Terana Murkwater wrote:
Weyve Murkwater wrote:
Maybe I should grab a wand of bless. It would probably be good to be able to spam that.
It's a lovely basic buff. Maybe the clerics in the village can make it?

Not so far... they can't even do magic armor and weapons.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Craft Wand is only CL3 for requirements, its actually one of the easiest ones along with CWI...


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2
Terana Murkwater wrote:
Craft Wand is only CL3 for requirements, its actually one of the easiest ones along with CWI...

Actually no, it's CL 5, the same as Arms and Armor.


Yep, caster level 5. Alba Divenvaar has Brew Potion, Father Eamon has Craft Wondrous Item, and Father Kurvis has Scribe Scroll, but those are the only crafting feats the NPCs in Talmandor's Bounty have access to at the moment.


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Ah - my bad. I thought it was 3 for some reason... that's why I don't play casters/crafters very often!


INACTIVE - GAME DIED

Can the locathah go out of water? Would they get use out of those necklaces of airy adaptation or whatever?


INACTIVE - GAME DIED

Gunslinger (bolt ace) 5
+1 BAB
+8 hit points

Class feature: Crossbow training (+Dex to damage, +1 to crit magnitude)

Skills: +1 each of: Acrobatics, Climb, Disable Device, Perception, Survival, Swim; Craft (weaponsmith), Knowledge (engineering)

Feat: Empty Quiver Style (finally I can get rid of that light mace I'm always carrying around...)


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Soo... turns out I cheated myself of about 15 HP last level... I'm more tanky now! :D

Paladin 5
+10 HP
+1 BAB
Divine Bond (Weapon)
Skills - unimportant! (main thing is Linguistics to get Aquan)
Feat: Spear Dancer - I now dazzle for one round any creature I hit with the glaive!


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2
Terana Murkwater wrote:
Feat: Spear Dancer - I now dazzle for one round any creature I hit with the glaive!

Dazzled only gives a -1 to hit... that doesn't sound that big a deal. If you want AC you could just take Dodge...?

Personally I think I would pick Power Attack though. -2 to hit and +6 to damage at your level. Average glaive damage goes from 10.5 to 16.5.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

I haven't picked spells or skills yet, but I will get:

1d8 HD = 5 HP +2 CON = 7
+1 second level spell per day
+1 second level spell known
+1 first level spell known
2 Oracle Curse Spells known
Favored Class: +1 first level spell known
Feat: Spell Focus (Illusion)


Tobar Iverrov wrote:
Can the locathah go out of water? Would they get use out of those necklaces of airy adaptation or whatever?

Locathah are amphibious, but their base land speed is only 10 feet, so they could benefit from the necklaces. They would be willing to buy them from you.


RETIRED - divine guardian of the Compass (Ruins of Azlant)
DM Brainiac wrote:
Tobar Iverrov wrote:
Can the locathah go out of water? Would they get use out of those necklaces of airy adaptation or whatever?
Locathah are amphibious, but their base land speed is only 10 feet, so they could benefit from the necklaces. They would be willing to buy them from you.

The non-water breathers among us are keeping 2 first right?

Fair point about PA - I do like Spear Dancer for its fluffiness though, it has more application than dodge to some degree because if I hit them they take the penalty even if they attack one of you guys, so thats the benefit against dodge.

What do we think? Debuffs or more damage?


The necklaces let water breathers breathe air, not the other way around. You would still get the enhancement bonus to speed, though.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

I'll have to do my leveling up after work tonight; I didn't have a chance to yesterday. Level five means my Archaeologist's Luck bonus goes up! Woo!


Male Human

Sorry guys! Last couple days were really busy; it was the seniors last couple of days at the high school I teach at. Making sure everything was squared away for 40 or so that I have. On to the level up!

Level: +1 Bard(Archaeologist)

HP: [+6 (5+1); total 33

Skill Points: 12 (9 Adventuring + 3 Background)
--Adventuring Skills:
+1 Diplomacy
+1 Disable Device
+1 Know(Dungeoneeering)
+1 Know(Local)
+1 Know(Nature)
+1 Perception
+1 Sense Motive
+1 Survival
+1 Use Magic Device

--Background Skills:
+1 Know(Geography)
+1 Linguistics (New Language: Aquan)
+1 Craft (jewelry)

Feats: +1 (Precise Shot - finally!)

Special Abilities: Archaeologist's Luck(+2); Lore Master (1/day)

Spells: +1 lv2 spell - Having a hard time deciding here and would like some second opinions. I want either Invisibility (losing Vanish for a different spell), Heroism, or Suggestion.

If I replace Vanish with Invisibility, I'll use the 5th-level spell switch to replace Vanish; otherwise, I'll drop Sleep and replace the dropped 1st-level spell with either Comprehend Languages or Anticipate Peril (to cast on Terana if we're anticipating a fight). Any thoughts?


RETIRED - divine guardian of the Compass (Ruins of Azlant)

Heroism is a lovely buff that sticks around for a long time - any member of the party benefits. Also Invisibility might lack applicability a bit in this AP since I imagine its pretty obvious underwater! :)


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6
Terana Murkwater wrote:
Heroism is a lovely buff that sticks around for a long time - any member of the party benefits. Also Invisibility might lack applicability a bit in this AP since I imagine its pretty obvious underwater! :)

Huh. Y'know, I hadn't considered that. We'll go with Heroism, then. I don't think I'll ever have to worry about someone in the party trying to resist its effect.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

Also, Weyve can already cast invisibility. It is a spell from his revelation.

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