DM Carpe's Serpents Skull

Game Master Byden

The merchant ship Jenivere has embarked upon a voyage from Magnimar to distant Eleder, in a land of jungles and ancient ruins. Our heroes have been picked up at one of the many ports along the way, and now head for the myth shrouded Mwangi expanse.


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Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

Any good spell advice for me? ;) Other than taking Suggestion as soon as I can get it, that is.


HP 10/10, 0 NL, AC Chelaxian Human ***INACTIVE*** Life Oracle/1

You're planning on continuing sorcerer, right? Maybe pick up shield, so you can survive without armor within whip range of the enemy. For battlefield control hideous laughter once you reach sorc/4 isn't bad either.


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

I already have Mage Armor, but I plan to pick up Shield later down the line. Hadn't considered Hideous Laughter yet! Thanks for the tip. ^^ With my Serpentine advantage, that one should be a trip to use...

Who's ever seen a T-Rex try to laugh? :p


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

You have a point, but a team work feat you can treat anyone else as having is pretty big. He can get 1d6 I can't believe it's not sneak attack, or the ability to ignore AOOs next to allies, etc.


There are a few 2nd level sorcerer spells worth considering: glitterdust, false life, web, and you can't go wrong with summon monster II.

try and see what your preferred (things change) role is and go from there.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Silent image is a great spell if used with imagination, I'd take it with me as DM, it's one of those spells that is a bit DM interpretation dependent. Grease is made of win.


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

I'm glad we're already good with the dryad lady, because from the looks of it, I am going to need her help. Badly. o_o


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

That's it. If we survive this, the next person to show up with a treasure map gets a free beating. =_=*


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Well 16000gps worth of treasure... Just sayin' ;)


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Okay so I suppose I should really count a lot of that at half value, but that would still make it 9195gps worth. I've tried to give you useful stuff, or at least cool stuff I think is worth its value. I won't drastically swap out treasure often, but there are a couple of big drops in the AP that just suck so I'll switch them out with good stuff.

The Pearl of Power isn't great for you guys, since it does not work for spontaneous casters, but you can always lend it to Jask, and Alexite can use it when you hit level four.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Yeah, this is definitely our first big time find. The pirate ship wasn't bad, but this was worth the effort in a big way. Everyone got something they can either use or possibly trade later.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

You should probably discuss wealth distribution OOC btw. I'll leave it up to you, can't recall if it was already discussed. Generally groups seem to go with either record everything found at half value and work out equal shares, or divvy up as makes sense. As a player I'm a big advocate of the former method, as I think it ends up making things fairer and its nice to have a record of everything, as a DM I leave it up to you guys. Jack is a bit ahead of the curve in wealth so far with his magic dagger. Does someone have the potions from the Jenivere recorded on their sheet btw?


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

I just took the mithral shirt because I already had a magic item and it's not magical (but still the best armor Jack could possibly get for quite a while). If anyone takes an issue with that, let me know.

Right now the dagger and the mithral shirt put Jack at about 3,100g for treasure. He's got a bottle of vintage wine that we found wayyyy back that I don't remember the exact value of as well.

There was 16,000gp in treasure in this haul, and probably.. what.. 3k in the fungus ship if you include the magic cloak?

We found some cash in the ship where we found Jack's dagger,
We found potions on the Jennivere,
We found potions in the cannibal witch's satchel.
We found random miscellaneous money in random miscellaneous places (fill in the blanks, I can't remember it all!)

I'm going to make a conservative rough estimate at around 20k. Feel free to track down all the specific numbers I may have left out in order to get a more accurate total.

Split 5 ways, that's 4k each. I'm at 3.1k + wine value.

What does Ishirou take from this particular treasure pile?

Did we ever elect someone to be the party banker?


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Well it rather depends upon whether you are counting half or full value for magic items, I think if its the later which is probably more useful you are at about 14000gp or so - though that's mostly a guess. I'd forgotten about the fungus loot. The locket from the Ghost Captain ship was pretty valuable to, and you've got a lot of 50gp value red pearls.

But please don't go claiming items in character until its been discussed, especially when others might well want them. You don't get to have stuff because you post first that isn't fair. If two or more characters want the same item I prefer discussion followed by roll off. I don't want a situation where those who are more laid back about stuff miss out.

Personally I am a greedy bastard who wants everything going, so I'm essentially trying to counter me and make sure nobody ends up being nice and getting last dibs because of it ;) If you would like something for your character and you've not got much already speak up! And I'd highly suggest checking out the items if you are unfamiliar with them.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Ishirou is taking a one sixth share, its probably fairer to do that at half magic item value so that's 1500gp rounding down a bit. He had asked to take his share in gold. Of coarse gold is going to be about as useful as a pair of shorts in Antartica for the next few levels...


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

I get what you mean. I just did what I thought the character would do. I didn't even really think about loot that much until you brought it up. I'm not really the kind of person that gets all huffy over it (this isn't world of warcraft, after all).

If someone else wants what I took, just tell me. I'll give it to you.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Yes don't worry Jack, it all makes sense IC, and is perfectly reasonable. I'd just prefer not to get IC item shotguns on items.


Jeez, I go out to dinner and come back to find over 20 posts! :)

Let me read the IC stuff and I'll let you know about Alexite and treasure.


@DM: I don't know what the original treasure was but this is nice (and useful).

I think magic items should be counted as full value so we can better see where we are when checking the level-wealth table.

So we have:

item (value in gp)

+1 dagger??? (2,000)
pearl of power (1,000)
mithral shirt (1,000)
red chainmail +1 (1,000)
Quick runner's shirt (1,000)
Feather steps slippers (2,000)
hat of disguise (1,800)
Aegis of recovery (1,500)
Hand of mage (900)
Scabbard of vigor (1,800)
cloak of resistance??? (1,000)

Here are my suggestion as to who should get what (only suggestions so please discuss):

mithril shirt: Jack, Alexite
chainmail +1: Dragolan, Joll?
Quick runner's shirt: Jack (better positioning?)
Feather step slippers: anyone can benefit but those that go into melee most
Aegis of recovery: lower hp PCs
Hand of mage: Quinta
Hat of disguise: Quinta
Dagger +1: Jack
Cloak of resistance: anyone
Scabbard of vigor: Jack, Alexite
Pearl of power: ???

So we have 11 magic items and there's only 5 of us so 2 each...


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

The Hand of the Mage is really an item for non mages, its literally useless for Quinta since it grants mage hand at will which she already has. Its good for stealthy characters imo. Sneak into somewhere and see an item you want across an open room just bring it to you. While its command word activated the duration is concentration so you can have it up and running for ages if you can afford to spend a standard action each turn. Its probably the one item Ishirou would be interested in.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

If you think Jack is annoying and juvenile now, you don't want to know what he'd do with that hand of the mage amulet, haha.


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

I think we left the locket behind, what with it drawing in a vengeful ghost. At least I know I didn't pick it up again.

I am fine with not getting the necromantic doodad that lets you use Mage Hand. ^^; Really, I am.
My preferences are for the Aegis and the Cloak... but the cloak can probably go to someone else; sooner or later, Quinta will want to invest in a Cloak of Charisma.

The Hat of Disguise does look nice, but I don't want to bogart too many magic items.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

You also gain 200XP each for making Ishirou friendly, putting your total to 4430.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

And 3rd level! Please list all the changes you are making to your character in this thread in bullet point format, so where you are placing skill ranks, what spells you gain, save bonuses, etc., etc. HP are average +1.


HP 10/10, 0 NL, AC Chelaxian Human ***INACTIVE*** Life Oracle/1

On Medium progression, 3rd level is 5000 xp.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Yup, you got 600 for returning to Aycenia, total of 3000 for earning her friendship by destroying the fungus isle. Its 2400XP in the AP, but thats for 4 so 600 each, and you guys faced considerably tougher opposition than the AP called for.

So your current total is 5030.


HP 10/10, 0 NL, AC Chelaxian Human ***INACTIVE*** Life Oracle/1

Cool--last thing I saw was 4430, though, so I wasn't sure where the rest of it came from.


Alright, everyone I need your opinion:

Toughness or deadly aim as my 3rd level feat?

Alexite is acting as one of the 'mini-tanks' since we really don't have a dedicated tank so toughness would help but...

He's really a pretty effective ranged combatant, at least at the beginning of the fight so...

Thoughts?


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

I think Deadly Aim suits Alexite well as our most effective damage dealer. Nobody else really does the kind of damage that you do right now with your power attacks and stuff. Deadly Aim just makes you that much more effective at any range. Toughness isn't a bad feat, but if you're killing a creature at range before it gets to us, or effectively shortening its lifespan by dealing free damage, you're much less likely to take damage in the first place since the creature isn't going to live as long to do that damage.

Does that make sense?


Jack Sand wrote:

I think Deadly Aim suits Alexite well as our most effective damage dealer. Nobody else really does the kind of damage that you do right now with your power attacks and stuff. Deadly Aim just makes you that much more effective at any range. Toughness isn't a bad feat, but if you're killing a creature at range before it gets to us, or effectively shortening its lifespan by dealing free damage, you're much less likely to take damage in the first place since the creature isn't going to live as long to do that damage.

Does that make sense?

Yes, it makes perfect sense and that's what I'm thinking as well but there are times when I won't get to use the bow (i.e., big fight with 12 cannibals and this last fight).

And I also can't afford to use the bow when the enemy is close; I need to be in there.

But with all that being said, I think you're right. Even if I only get an arrow or two in the enemy ranks, it will be better than the extra hit points from toughness. This argument gets even more lopsided once we are off the island and able to purchase a composite long bow or if I hit one of them x3 criticals.

Thanks!


HP 10/10, 0 NL, AC Chelaxian Human ***INACTIVE*** Life Oracle/1

Dragolan picks up:

  • +1 BAB
  • +1 FORT save
  • +1 REF save
  • +7 HP
  • L1 spell: Shield of Faith
  • Feat: Diehard
  • Revelation: Healing Hands
  • Skills: Taking FC bonus to skill ranks; incrementing Healing, Knowledge (Nature), Knowledge (Geography), Survival, Swim, Climb, and Profession (Cook/Wine Snob)

Did I miss anything?


M Human Inquisitor 1 HP 14/14 | AC 14 FF 13 Touch 11 | Saves +4/+1/+5 | Init + 1 | Percep +6

I am a bit busy now; I will update Joll tomorrow.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

  • BAB +1
  • FORT +1
  • WILL +1
  • HP +4
  • Sneak Attack (2d6)
  • Trap Sense (+1)
  • Feat: Skill Focus (Perception)
  • Skills: +1 to - Acrobatics, Bluff, Climb, Disable Device, Escape Artist, Knowledge (Dungeoneering), Linguistics, Perception, Sense Motive, Sleight of Hand, Stealth, Swim, Use Magic Device
  • Languages: Sylvan

    Sylvan makes the most sense since he's had access to a friendly dryad this level, and no other languages have really been featured. We could say that Jack spent time talking to Aycenia during the downtime he's spent with her, and his skill in linguistics + exceptional intelligence (and a great desire to impress her) allows him to pick up the language fairly quickly. He could also have picked up a few pointers from Pezock, since Tengus are talented with languages.

    We could even say he practiced his words and pronunciations during the downtime while they traveled around the island after the first meeting with Aycenia. He comes back, reports his progress with the language after he's healed, and they talk some more about it. Does that sound good? I could roleplay some of that out right now if you'd like, but I don't want to hold everyone up or delay the plot.


  • Lacedon Monster Info:
    AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

    I'm fine with that Jack, I always assume a lot of stuff happens that does not get mentioned, we can hardly post every conversation that occurs, etc.


    HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

    Cool, thanks!


    BAB: +1
    WILL save: +1
    hit points: +9
    Abilities:Endurance feat and Favored terrain (jungle)
    Feat: deadly aim
    Skills (+1 to): climb, handle animal, heal, knowledge nature, perception, stealth, and survival


    Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

    I'll update tomorrow; just got back from work and midnight approaches. ^^;


    Lacedon Monster Info:
    AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

    Hmmm, we're pretty close to six months of play to, about a week shy. So about two months a level, and I believe the module is meant to finish at 4th level - though I'm expecting you guys to be 5th or on the verge of it.

    I think its been nearly two weeks in game, maybe a bit closer to a week and a half.


    HP 10/10, 0 NL, AC Chelaxian Human ***INACTIVE*** Life Oracle/1

    I forgot to mention this; Dragolan's channel energy goes to 2d6.


    M Human Inquisitor 1 HP 14/14 | AC 14 FF 13 Touch 11 | Saves +4/+1/+5 | Init + 1 | Percep +6

    Almost done with Joll. I just need to pick a first-level spell. Unfortunately, he only has a 12 Dex, so Precision Damage is off the table for his teamwork feat.

    Interestingly, I had forgotten to add his HP bonuses from the Toughness feat and for being human. That has been fixed.


    Lacedon Monster Info:
    AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

    I think you've given yourself additional toughness hp for 2nd and 3rd level Joll, you start off with three and don't get anymore hp from toughness until 4th. Your hp should be 8+5+5 +3 con +3 toughness +3 favored class for 27.


    M Human Inquisitor 1 HP 14/14 | AC 14 FF 13 Touch 11 | Saves +4/+1/+5 | Init + 1 | Percep +6

    Yes, I see that now, problem corrected.


    M Human Inquisitor 1 HP 14/14 | AC 14 FF 13 Touch 11 | Saves +4/+1/+5 | Init + 1 | Percep +6

    Joll is finished

    - took Shield of Faith spell
    - Judgement Surge feat
    - 1 extra HP (human)
    +1 to Intimidate, Knowledge (Arcana), Perception, Sense Motive, Stealth, Survival


    Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

    Sorcerer level.
    +5 hp
    +1 Atk
    +1 Will save
    Feat: Weapon Focus (Whip)
    4 skill points: Diplomacy, Knowledge (nature), Perform (sing), Spellcraft
    1 cantrip: Disrupt undead
    +1 spell/day

    I'm gearing Quinta up for the Whip Mastery feat, and I've discovered I like tripping our opponents. ^^
    I figured she'd have learned more about nature recently, and the cantrip is caused by her new but heartfelt loathing for the hungry undead.


    HP 10/10, 0 NL, AC Chelaxian Human ***INACTIVE*** Life Oracle/1
    DM Carpe wrote:


    Remember you both recover 1 ability score point from resting to. I believe that leaves Jack at full and Quinta at -1 Dex.

    DM C, that turns out not to be the case. From the PRD:

    PRD wrote:
    Hit point and ability score damage caused by an affliction cannot be healed naturally while the affliction persists.


    Lacedon Monster Info:
    AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

    Right need you to come up with a plan of action here guys, so please try and chip in. I don't want to lead things too much here as its an important part of the adventure and I want you to be responsible for planning, etc.


    Lacedon Monster Info:
    AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

    Do you guys wish me to wait out the diseases before traveling? Or are you prepared to travel while Jack and Quinta are still afflicted, which might be a few days?


    HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

    I think we should wait til tomorrow, have Dragolan make another heal check so that the both of us can get a +4, then we should have Aycenia restore our attributes and then make the check. If both of us succeed, we'll be cured.


    Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

    I agree. Let's wait till morning.


    I think what Jack is proposing has lots of merit but it has too much risk.

    Assuming it's Quinta, she would be virtually defenseless in there and I don't think her rescuing anybody (by herself) is very realistic. Who knows if there's even anyone to be rescued?

    Letting Jack go is virtually the same although he's in a better position to defend himself.

    Here's my plan. Create a ruse to call some people out, have Quinta fascinate them, and we dispose of them. Hopefully that may draw others out and we can repeat. In the meantime, Jack can, stealthily and with the hat of disguise, infiltrate camp from another direction. Hopefully he can either free prisoners or at the very least get a better idea of strengths/weaknesses.

    Once Jack comes back with info (ex-prisoners?) we go all out or whatever tactics Jack's info determine.

    This plan initially has a low risk. Just 'calling' out cannibals and Jack infiltrating (stealth, disguise) just to 'observe'. Jack can always hightail out of there if in trouble.

    Thoughts?

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