DM Fflash's Iron Gods Campaign Reboot (Inactive)

Game Master DM Fflash

Chapter 3: The Choking Tower
Smokewood

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Male Human Mechanist/Savage Technologist Level 7

Almost any of those will be just fine for me


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

I can do the 4th, 9th and 11th


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

Should be available.


Waiting to hear from Charlie, but let's plan for Wednesday, Star Wars Day, May the 4th at 8:00 to 8:15 pm eastern start time (depending on me getting the baby down).


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 getting in late Wednesday evening. I'll log on if I can - otherwise press on without me.


Reminder that tonight is game night

-Posted with Wayfinder


Male Human Mechanist/Savage Technologist Level 7

We using Curse again for voice


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

Where is everyone....Are we still playing?


Congrats, level 3 achieved! Post your level ups here. Read HP rules.


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

Level 3 Hit Points: 1d5 + 3 ⇒ (1) + 3 = 4

+1 hit point FCB

+ Deadly Ambush art

+ Iron Fang manuever

+1 Acro, Climb, Escape Artist, Heal, Perception, Stealth

+ Deadly Agility feat


How about another run next week? Tues, Wed, or Thursday?

Need an update for Urgeon as well and a shopping list if you intend to purchase before heading back in.

-Posted with Wayfinder


Male Human Mechanist/Savage Technologist Level 7

Level 3 Empiricist

HD - 1d5 + 3 + 1 + 19 ⇒ (4) + 3 + 1 + 19 = 27

Ceaseless Observation (Ex)

An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.

+1 BAB
Ref +1
Will +1

1st level spell - 1

Spells Added
Comprehend Languages
Enlarge Person

Skills - 10

Diplomacy - 2
Disable Device - 1
Perception - 1
Sense Motive - 1
Spellcraft - 1
Stealth - 2
UMD - 2

Feat - Precise Shot


Male Human Mechanist/Savage Technologist Level 7

Here is the list of found items

Ring of Pro +1 (Found before, IDed now)
Cloak of Res +1 (Found before, IDed now)
Light Hammer +1 - (Found before, IDed now)
Chain Shirt +1 = (Found before, IDed now)
Magic studded leather +1

2 potions Invis
6 Potions CLW

MW Thieves Tools
6 Sun Rods

MW Raiper
MW Long Sword
6 sets MW Studded Leather
4 Hand Xbows
35 Bolts
1 Buckler
3 Slings

set of books smuggling, gambling, bad stuff

50 silver disks
153 GP

Spell Book

    *Chill touch
    *Corrosive touch
    *Magic Weapon
    *Vanish
    *Bull Str
    *Mirror Image


Male Human Mechanist/Savage Technologist Level 7

Thursday is the only good day for me


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

Would like to claim the +1 studded leather and at least 1 of the invisibility potions. A CLW wouldn't suck either.


Male Human Mechanist/Savage Technologist Level 7

I think everyone but Ridic should grab 2 potions since he has the wand (how many charges are left?)

I am fine with you having the Studded

Tike does the shop have those arms bands you and Dave were talking about that help with Carry Cap? If so I would like the +1 Chain Shirt if not I think it may bump me over my carry cap in which case I may buy the Haversack and take the shirt anyway.


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

Muleback cords


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

Yeah Ridic is fine without a potion. there are 20 charges left on teh group wand, and Ridic bought another wand last time we were in town, so he has 50 on reserve ;)


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

Can we go over Scribe Scroll and Brew potion again?

What are the costs to perform each? I decided to swap out the feats we had talked about last night, but I wanted to be sure I really understand the rules around scribing and brewing.


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

Ridic is interested in a Sun Rod and a potion of invisibility.


For the live game, looks like Ridic only available on Wednesday and Kovax is only available on Thursday. We will look for another day.

For Ridic

Scribe Scroll

Brew Potion

Feat descriptions are above.

Scrolls cost 25 gp per level / per caster level. Can make it at any caster level you are are able to make (up to 3 right now) but has to be minimum to cast a spell. You can put any spell on a scroll.

Potions cost 50gp per level / per caster level. Can make it at any caster level you are are able to make (up to 3 right now) but has to be minimum to cast a spell. You are limited to 3rd level spells or lower, casting time of less than 1 minute (not equal to) and has a target of one or more creatures or objects. (That means no area effect and no caster only spells)

Both take 2 hours to make if less than 250gp base value. Over that it takes a day per 1000gp base value.

So using min levels for what you can do right now:

Scrolls:
1st level spell, CL1: 25gp to buy, 12.5gp to craft (can make 1 every 2 hours)
2nd level spell, CL3: 150gp to buy, 75gp to craft (can make 1 every 2 hours)

Potions:
1st level spell, CL1: 50gp to buy, 25gp to craft (can make 1 every 2 hours)
2nd level spell, CL3: 300gp to buy, 150gp to craft (can make 1 every day)


Just waiting on Urgeon's level up and for you guys to work out shopping/selling/buying.

Muleback Cords chance: 1d100 ⇒ 23; Available!


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

HP: 1d4 + 2 ⇒ (1) + 2 = 3

Feat: Technologist

New Spells: Detect Thoughts, Summon Monster II

Skills: +1r Disable Device, Perception, Knowledge (Nature, Religion, Engineering), Diplomacy, Spellcraft

Full stats are posted in his profile


Technologist feat is unavailable until Chapter 2. I'll let you retro train it for free at that time if you want to select another for the time being

-Posted with Wayfinder


Also, if Urgeon or Kovax intend to copy anything from the spellbook, make your Spellcraft rolls and decrement the cost to learn a new spell.

Learning New Spells:
Spells Copied from Another's Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing To decipher an arcane magical writing (such as a single spell in another's spellbook or on a scroll), a character must make a Spellcraft check (DC 20 + the spell's level). If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A read magic spell automatically deciphers magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic.

Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.


Urgeon, where's your favored class bonus going? HPs, I assume?


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

Urgeon will select Craft Wondrous Item instead of technologist.

Urgeon will attempt to copy all six spells after using read magic. Spellcraft checks in the order that the spells are listed above:

Spellcraft: 1d20 + 10 ⇒ (11) + 10 = 21; chill touch - success
Spellcraft: 1d20 + 10 ⇒ (6) + 10 = 16; corrosive touch - success
Spellcraft: 1d20 + 10 ⇒ (3) + 10 = 13; magic weapon - fail
Spellcraft: 1d20 + 10 ⇒ (8) + 10 = 18; vanish - success
Spellcraft: 1d20 + 10 ⇒ (16) + 10 = 26; bull's strength - success
Spellcraft: 1d20 + 10 ⇒ (2) + 10 = 12; mirror image - fail

FCB: HPs.


Male Human Mechanist/Savage Technologist Level 7

Actually I will buy that Mithril Chain Shirt that you listed earlier instead of the Muleback Cords, depending on what we sell I may have enough for both.


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

Not sure if its included above, but if I take the magic studded leather, then my mwk chain shirt will go in the pot.


Did you guys cash silverdisks from Sanvil as well? See Kovax post up a ways. That and tech items from Sanvil not included in the new Kovax post.

-Posted with Wayfinder


Don't forget 20% off purchases.

At this point, I'm mainly.waiting on you to finish shopping and tell me when you want to reenter or if you want to do anything differently.

Kovax won't learn much about the buzzing item nor will Khonnir within the few hours you have.

-Posted with Wayfinder


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

I would like to create these 2 scrolls.

Scroll Barkskin lvl 2 -75GP
Scroll Lesser restoration lvl 2 -75GP

As for shopping, I have little money left over, so unless we sell some loot, I am done and ready to move on.


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've added all of the additional loot to the loot tracker spreadsheet (campaign tab). Assuming we just cash in the gems, coins and silverdisks, that totals at 3785gp, which is a 946gp split each.


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

Sounds good to me....any objections?


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

Not from me... I think I will hold off on purchases for a bit. Trying to save up for an adamantine weapon. A cloak of elvenkind would not suck either.


I hid the rows that were cashed in or subsequently identified. Make sure you go in and claim what you want of the remaining. You can still sell more and get a few more coins.

Anyone buying adamantine ammo per Khonnir's recommendation? Remember everything has a 20% discount.


Male Human Mechanist/Savage Technologist Level 7

It's worth it to sell all the MW items I think as well, not sure any of us are going to use any of them as well as selling the hand crossbows.

I am interested in the Ring of Pro or the Cloak of Resistance.

But those might be better served on others, but before we head down again lets get that sorted.

You didn't say if I can use the ability to create my own bullets at my lower cost or not, if not then it's not worth it to me to buy them. 50gp a shot is way to much


Half price, not 1/10th. Game balance and all.

-Posted with Wayfinder


Male Human Mechanist/Savage Technologist Level 7

That understandable. I will pick up 10 shots then for 250 right?

If I ever manage to find a block of adamantine though I could make them though?


Yes, or repurpose a weapon.

-Posted with Wayfinder


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)

chance to recover them?

-Posted with Wayfinder


Bullets? No. "Unlike other types of ammunition, firearm ammunition is destroyed when it is used, and has no chance of being retrieved on a miss. "


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

The ring of protection, cloak of resistance, etc. have a note that we found before. Did we not already distribute these items? I thought we had given the ring of protection to Ridic. Also, we previously sold a MW hammer and chain mail - probably these items.

Urgeon will save his gold for now.


Male Human Mechanist/Savage Technologist Level 7

Can I make these?

Weapons Blanch


With Craft Alchemy? Sure. You wouldn't be able to purchase them so much, but you could attempt to craft them.


Kovax, let me know what your prepared extracts are and once you finish your purchases, I'll send you a new block for your character profile.


Male Human Mechanist/Savage Technologist Level 7

Ok cool I will craft that then instead of buying 10 bullets and use it to make 10 bullets.

I will craft a 2nd one but not coat any of the bullets yet, just to have as a backup

Weapons Blanch DC 25 - 1d20 + 10 ⇒ (15) + 10 = 25

Weapons Blanch DC 25 - 1d20 + 10 ⇒ (15) + 10 = 25

My extracts will be two Long Arms and 1 Enlarge Person


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

Ridic did take a ring of protection....Not sure if it is the same one on the list, or if we actually found 2.


Just one

-Posted with Wayfinder


Anything else or are we done with purchases and you're ready to head back in?

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