DM Fflash's Iron Gods Campaign Reboot (Inactive)

Game Master DM Fflash

Chapter 3: The Choking Tower
Smokewood

Roll 20 Link


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M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid

Sounds like it was a good session. Where are we now, are we back in the city?

I think we seriously need to resupply on our healing supplies. We have blown through 2 wands of healing, several scrolls and all the spells. Maybe we can find a stronger wand of healing.

I will work on crafting more scrolls too.


Male Human Mechanist/Savage Technologist Level 7

Still in the Scrapwall, still in Hellions final resting place at the moment.


Male Human Mechanist/Savage Technologist Level 7

I do not like the new boards...sad


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

Yeah, not liking them either. But as long as they stay up...=)


There will be more rolls tonfix things. This was apparently a massive rebuild.


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

Hmm, can anyone else click on the 'How to format your text' button? I can't. but I found the cheat sheet now so I can post rolls again. They will probably still suck, but oh well...=)


M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid

Yeah that no longer works for me either


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

RE: Loot... Razorend will claim the timeworn magboots, unless someone else wants them. We will need to do a sell/split once we get back to Torch.

RE: Retraining... during the downtime, Razorend will retrain some of his combat maneuvers. His contemplations and growing expertise in the Veiled Moon maneuvers has opened his awareness to new concepts in the Riven Hourglass discipline!

* Retrain Flurry Strike (1) for Minute Hand (1)
* Retrain Iron Fang (2) for Temporal Burn (2)
* Retrain Sight Piercing Fang (3) for Temporal Fury (3)

3x class features at 5 days each requires 15 days and 900 gold.

DM's discretion on all of the above?


M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid

What sorts of things are available in Scrapwall? I know it is a barter town, and we know of some things....but if we were to spend time shopping, it might be good to know what we have there.


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

Once in Torch, Oskar will spend time training a skill Rank in Alchemy, then he will craft 80 rounds of Alchemical Cartridges, 40 bullets and 40 pellets. = 480gp & 1day.

Gunsmithing [Paizo Inc. - Ultimate Combat, p.103]
You know the secrets of repairing and restoring firearms.
If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Ammunition - You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM's discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).


Oskar has a free skill rank just lying around?


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

Sorry I just saw your post. TOO, MANY, TABs! hehe

I got 5 with level up. 6 ranks in: Survival, Perception, Knowledge (Engineering). 5 Ranks in: Knowledge (Dungeoneering). 4 in Craft (Weapons). and now 1 in Craft (Alchemy).


Which level up? I'm a bit confused. Hasn't been enough XP, yet.


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

I dinged after the live game I attended. That's why I asked when we level up. Oskar is currently 6th level, level 1 fighter and level 5 gunslinger. Maybe I missed something too? I added the xp as you gave it.


Oskar Griesgram wrote:
I dinged after the live game I attended. That's why I asked when we level up. Oskar is currently 6th level, level 1 fighter and level 5 gunslinger. Maybe I missed something too? I added the xp as you gave it.

OK, so you dinged after the rest where everyone else leveled up? Got it. Thought you were assuming 7


Male Human Mechanist/Savage Technologist Level 7

Is there a loot list of what's available in town from shops?


It's in the Torch Legend on Roll20.


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

7th Level Stats:

+1 level Technomancer

Feat: Superior Summons

Skills: +1 Intimidate, +1 Perception, +1 Disable Device, +3 Knowledge Arcana, +1 Spellcraft

HP: 1d4 + 2 ⇒ (3) + 2 = 5


M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid

Level 7 stats

Domain
Shadow Conjuration

Spells
1st - Magic Stone
4th - Cure Serious Wounds
4th - Greater Flaming Sphere

Feat
Spell Focus - evocation

Skills: 1-swim, 1-perception, 2-spellcraft, 1-climb

HP
1d8 + 2 ⇒ (3) + 2 = 5


M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid

Let's go throw the loot spreadsheet and sell of what we don't want. I am sure we could all use come coin to make some purchases.

The mithril bracers, do we know any more about them. Are they magical?
Ridic is interested in those, depending on what they are.


Male Human Mechanist/Savage Technologist Level 7

Level 7

1 - Savage Technologist
HP - 1d12 + 1 + 73 ⇒ (12) + 1 + 73 = 86
BAB +1
Fort +1
Ref +1
Will +1
Trap Sense +2
Rage Power - Beast Totem - +2 Natural Armor

Skills

Craft Weapons +1
Diplomacy +1
Disable Device +1
Know - Engineering +1
Perception +1
Feat - Power Attack (Might take Weapon Pref Chainsaw if no one else wants it)

Fav Class bonus to Superstition Rage Power


Male Human Mechanist/Savage Technologist Level 7

Can anyone in town make my chain magical?


Torch's stat block:

Base Value: 2,400 gp (75% chance to have an item equal to or less than this)
Purchase Limit: 5,000 gp (Single item sale limit in town)
Special addition on technology items based on Technic League influence in any city and fear of getting caught. Doesn't change purchase limit, but may make you subject to Technic League interest
Spellcasting: 3rd

Unique items and characters are listed in the Torch Legend on Roll 20.

For Kovax, modifying an item is the same as buying the item, so that's the limit, but you'd only pay the difference between your current item and the one you're purchasing. The end item value is the limit not the purchase delta.


HPs are rolled per the campaign tab, so both Ridic and Kovax can reroll theirs.


Kovax, in order to take Beast Totem, you have to have Lesser Beast Totem first.


Male Human Mechanist/Savage Technologist Level 7

Damn I always forget that - 1d7 + 5 ⇒ (6) + 5 = 11

I do have lessor beast. Lessor Beast, Superstition and now Beast


Did you swap smasher for lesser beast at some point?

I don't see that in the discussion thread anywhere.

I don't mind the retrain, just costs time and money per retraining rules. Class abilities take 5 days and at your level will cost 450gp.

Retrain costs:

Unless stated otherwise, retraining costs gp equal to 10 × your level × the number of days required to retrain. This is normally paid in full at the start of the retraining period, but the GM might allow you to divide these payments over multiple days. At the GM’s discretion, this training cost could be up to 50% higher or lower, depending on situational factors within the settlement—availability of trainers, local economy, cost of materials, and so on.


Urgeon, 2 free spells for leveling up?

Recondition is an awesome ability


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Additional spells: Dispel Magic, Fireball


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

+1 Stalker level
+1d5 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8 hit points (includes favored class bonus)
+ Phantom Reach stalker art (spend 1 ki, make martial strike at range of Close)
+ Flicker Strike maneuver (basically a teleport Spring Attack vs flat-footed)
+ Discipline Focus (Veiled Moon) feat (+2 to DCs for maneuver effects from that discipline, also +2 damage when using favored weapons)
+1 skills: Acrobatics, Escape Artist, Heal, Perception, Sense Motive, Stealth


M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid

Thoughts on selling the goods? I need to resupply and some cash would be helpful!!

Wake up slackers!


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

Yes, I agree that we need to sell off the excess / unclaimed gear. I have no purchase plans, but needed some gold for the retraining costs.

That being said, I can't make sense of the spreadsheet. It runs all the way back to the campaign start, so there's a ton of stuff in there that's already sold/claimed. What do we have to identify and what is still unclaimed?


M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid

If you scroll to the right, the person that claimed it is listed in the column. If it is blank, it is unclaimed.

Tike do you have more information on the mithril bracers, or are they in need of identifying? I don't know if the notes were lacking or we never had it checked out.


800gp, nonmagical.


A good rule is once you xfer an item to your character sheet or sell it, hide the row.


I've updated the spreadsheet a bit. Red highlighted items will flag the Technic League (i.e. no one in Torch will buy them from you)

Don't forget that you can break down tech items and add them to your crafting recipe list.

Also, you have raw inubrix that you can make into a masterwork weapon if you wish. Torch smiths will do it. Assume enough leftover inubrix to pay for the crafting weapon/ammo (i.e. no cost to you) Must be a light weapon or 10 pieces of ammo.

Inubrix Weapons:

An inubrix weapon deals damage as if it were one size category smaller than its actual size, and is always treated as if it had the broken condition. It ignores all armor or shield bonuses granted by iron or steel armor or shields. Inubrix weapons cannot damage these materials at all (and, by extension, cannot harm iron golems or similar creatures). Inubrix increases a weapon’s costs by 5,000 gp.


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

The only thing I can see that i'd like it that +1 Breastplate, and that one Cryo Grenade.

I'm making those cartridges, I'm not sure where i'll get that cash, I might take some of the reward money for that, then give the rest back to the town.


M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid

We should jump on quick with a hangouts session and get the loot sorted in 10 minutes rather than it dragging on.

Anyone around tomorrow night? I can jump on after 6pm est


I can do a whole game session if you guys are available, too? Inventory session Is fine as well.


M Human (Kellid) Blight Druid, S16, D10, C14, I10, W19, CH10, HP59, AC17, Init 1, Perception +14 Level 7 Druid

I guess we need more lead time for this group to check the boards.


I'll send a note to everyone, right quick.


Male Android Stalker 7 :: AC 22 (t17, f15) :: 53 hp

I might be able to hop on for a minute but not sure when I'll be back to my room.


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

Live Session in 2 hours, correct? I should be able to attend.


Charlie unlikely to be available but may have the loot sheet updated for us by then.


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

Quick hack on the sell items: 22698.4 total, 4539.68 split.


Male Human Mechanist/Savage Technologist Level 7

Loot sheet looks good to me. I don't think I will be free to jump on in an hour.

Chainsaw runs on batteries? Like the 7 Urgeon is carrying or something else?


Chainsaw runs on batteries.

And I count 25 batteries on the loot list, total.


few values were missing in the spreadsheet, so I updated it. Once you all say OK, we can hide all the rows that are either sold or that you all have agreed that someone has. That means "Put it on your character sheet!"

Split is currently 5760.68 if everyone agrees to what has been sold.

I would suggest agreement is by posting "I'm good with loot distro" in the discussion tab here.


Male Dwarf Gunslinger 5/fighter 1 HP 68 : AC 22 / T14 / FF18: Fort 8 / Ref 7 / Will 3 : Init +5; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework, +13 on checks related to metals, jewels, and gemstones)

"I'm good with loot distro"


M Human (Kellid) Diviner 6 Technomancer 1, HP 38/54 , AC 13 (17 w/ mage armor), Init +11, Perception +12, Fort +5, Ref +5, Will +7
Spells:
6/6 1st 5/5 2nd 2/4 3rd Wands: MM 7/44 SR 4/16 REx 14/18 REn 34/34 RoR 12/17 G 36/38

I'm good with the distro. Urgeon has Craft Wand and Craft Wondrous Item. Let me know what you want crafted.

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