DM Fflash's Shackled City Campaign

Game Master DM Fflash

Chapter 10: Thirteen Cages

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Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

hahah, all good :)


Malcolm:

So I finally went and read up on Advanced Firearms to ensure I understood the rules. In the process, I found Oil of Silence as a magic item, BTW. 250 gp, lasts for 1 hour. Just an fyi.

I understand all the basic rules now, although I don't entirely understand the caveat for the feat Deadly Aim, so if you decide to take that, we'll need to discuss it.

The big one is metal cartridges for advanced firearm ammunition. Just want to make sure you're aware they're required for all your ammo. I don't know if you calculated it into your original purchase, but ensure you do from here on out (especially since you'll be making your own ammo, correct) since they're 15gp each (expensive ammo ...)

Ive decided that the cost and difficulty of a silencer should be equivalent to the magical construction of such an item, which would be the cost of a +1 silenced weapon (base cost of enchantment 8000gp). Since you wouldn't be enchanting the +1, we take 2,000 off the top for a total crafting base cost of 6,000gp. Need to hammer out a DC and a misfire process to account for not having either a feat or magical spell requirement.


Nemoris wrote:
Level 4 stuff

Nemoris, you're short a skill point for human.

Also, waiting on Malcolm's skill point allocations for my sheets.


Male Human Gunslinger lvl 6 (AC 21 / HP 73 / Init +7 / Fort +9 / Ref +12 / Will +6)
DM Fflash wrote:
** spoiler omitted **

DM:
Crafting Ammunition only costs me 10% of the retail cost. So only 1.5GP per metal case and I did calculate that when I made my toon:

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).

I do have the Gunsmithing Feat:Gunsmithing so I am not sure what you mean by - Ive decided that the cost and difficulty of a silencer should be equivalent to the magical construction of such an item, which would be the cost of a +1 silenced weapon (base cost of enchantment 8000gp). Since you wouldn't be enchanting the +1, we take 2,000 off the top for a total crafting base cost of 6,000gp. Need to hammer out a DC and a misfire process to account for not having either a feat or magical spell requirement.

Below I have included what it costs to craft a gun using this feat, it's cost is 50% the cost of the final item, so would I take that into account on the pricing you have included above? It costs me 2,000 GP to create a new revolver with the feat, I am not sure why a silencer costing 3x the cost to build the revolver. Based on your numbers above, I am creating an item that would retail at 12,000 GP that provides no bonus to attack, damage or anything. 12k GP is the equivalent of a 2.5 enhanced weapon. So adding a nonmagical silencer is more expensive then adding the Holy feature to a weapon and almost as expensive to add the Speed ability.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).


Malcolm Reigns wrote:
DM Fflash wrote:
** spoiler omitted **
** spoiler omitted **...

Malcolm:
Read the second half of that first paragraph you copy/pasted after "GM's discretion" about the cost of metal cartridges. Pretty self explanatory ... you should be paying 7.5gp per cartridge if I'm OK with it. Since you can't buy them, I sorta have to be.

You are paying the cost equivalent of the ability for game balance. The same reason a +1 silenced sword costs more than just the sword or the adamantine sword (equivalent in your case of an advanced firearm by cost). Why should you get the same ability for less than anyone else in the game? In D&D abilities added to weapons cost more exponentially when they are on the same weapon, regardless of the individual item.

The feat I was referring to is Craft Magic Arms & Armor ... just making everything equivalent. Your feat allows you to craft weapons specifically ... since we're stretching it to make modifications without forcing you to take another feat, there needs to be an equivalent requirement.


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

Malcolm Skills:

Acrobatics +1 (2 Total)
Craft: Gunsmithing +1 (4 Total)
Climb +1 (1 Total)
Heal +1 (1 Total)
Perception +3 (4 Total)
Sense Motive +1 (4 Total)


We've been through several encounters and there hasn't been a loot claim thread yet. Several unidentified magic items, one very useful identified magic item unclaimed. Etc.

Magma, can you post what's out there so far and unclaimed?


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

Tongue Eater Fight

Expandable masterwork studded leather
magical falchion
magical crystal attached to falchion
magical mask
4 magical potions

Boots of Striding and Springing

2 small spears
2 small slings
2 small leather armors
1 small masterwork shortbow
17 arrows
1 small masterwork longsword
1 small masterwork studded leather
2 vials medium spider venom

The boots might be good for one of our melee guys.

After talking with Tike I realized I am overweight on my carried gear, mostly in my misc stuff like my bedroll and tent and what not, if no one is opposed can I store this gear in the bag of holding?


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN
Malcolm Reigns wrote:

Tongue Eater Fight

Expandable masterwork studded leather
magical falchion
magical crystal attached to falchion
magical mask
4 magical potions

Boots of Striding and Springing

2 small spears
2 small slings
2 small leather armors
1 small masterwork shortbow
17 arrows
1 small masterwork longsword
1 small masterwork studded leather
2 vials medium spider venom

The boots might be good for one of our melee guys.

After talking with Tike I realized I am overweight on my carried gear, mostly in my misc stuff like my bedroll and tent and what not, if no one is opposed can I store this gear in the bag of holding?

That looks good to me


Malcolm:

More on crafting the silencer; silence is a +1 ability. Here's the problem ... in enchanting, you can't get a +1 ability without enhancing the weapon to +1, making it a minimum of +2 for a +1 silenced weapon: 8,000gp (note the base value of the weapon isn't included here, ever, so your 4,000gp for the revolver is irrelevant to the discussion ... an adamantine masterwork longsword costs 3,365gp before enchantment and I'd say your weapon is on par with that). Since we're using "technology" that can be moved from 1 weapon to another, i decided to go with the delta cost for the +1 ability (6,000gp). As a compromise, let's say you can't use the silencer on any other weapon and it costs 4,000 gp base (2,000 to craft) to make. If you want to make one that you can move from weapon to weapon (we'll call that masterwork), stick with the 6,000/3,000 above

BTW, you still have the option of commissioning oils of silence to be made. Nowzai's mentor can make them at PHB prices ... so 250gp for an oil that lasts for an hour. Up to you. Permanent for 4,000 (half when crafted assuming success) or temp for 250 per shot.

DC to craft will be: 20 for complex/superior item


Hope you guys are OK with rolling your own saves ... I know that's a change, but people like to feel in control of stuff that can affect them directly AND you'll remember that you're say ... immune to poison (case in point: Magma)... whereas I may forget to look it up.

As am fyi ... the link for the current map should always be the same, so if I forget to link it in a current round, if you click on a previous one, it should be updated.


RE: saving throws, I'd say the DM should reserve the ability to roll them as required: some effects may impact the flow of the monster's immediate actions. In those situations, to keep things moving quickly, it may make sense to DM roll it, vs waiting for us to respond with the dice.


I always reserve the right in the sake of moving the game along. :)


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

DM:

Thanks for the compromise.

So are we using the crafting rules for the gunsmithing feat then? Which is 1 day of work per 1,000 GP needed.

I love rolling our own saves. Thanks for the change!


Malcolm:

Using crafting rolls only for non-gun/non-ammo crafting (so, special mods like this one) 1 day/1,000gp base value, yes


The IDs for the magic items was pretty vague. I'm guessing you disapproved the Take 10?


No, you can choose either. Up to you, but you only get 1/day. I assumed you took the rolls vice take 10.


I'd prefer to Take 10, honestly, but we can leave it for now.


Ok, we'll assume you take 10 on the first days rolls and then reroll as required on future days. I'll update the items soon.

FYI, all ... I'm out of town without my computer or source book so I can't progress the explorations until Sunday. Other discussions are available though as needed.


Okay - just let me know if it fails on a 10, so I know to roll later. I'm sure using detect magic to determine its relative strength will probably let me know that ahead of time.


Male Fetchling Slayer 7/ Red Mantis 5

Dalamus will take the arrows


I'll give you the IDs for now since I can't move the game along. Let you guys distribute:

8 potions CLW
falchion +1
cloak of resistance +2
Boots of striding and springing

lesser crystal of returning (when attached to a weapon, gives the Quickdraw feat & allows the user to summon the weapon to his hands if within 60')

Heartripper - +1 dagger with X3 crit multiplier. If used to sacrificially remove a heart, it becomes a +2 flaming burst dagger for 1 hour and the next spell cast by the blade owner gains 2 metamagic feats (of choice) without an increase in spell level reqt.


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:

Epik is interested in the cloak and the crystal.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN
DM Fflash wrote:

I'll give you the IDs for now since I can't move the game along. Let you guys distribute:

8 potions CLW
falchion +1
cloak of resistance +2
Boots of striding and springing

lesser crystal of returning (when attached to a weapon, gives the Quickdraw feat & allows the user to summon the weapon to his hands if within 60')

Heartripper - +1 dagger with X3 crit multiplier. If used to sacrificially remove a heart, it becomes a +2 flaming burst dagger for 1 hour and the next spell cast by the blade owner gains 2 metamagic feats (of choice) without an increase in spell level reqt.

Okay who has what for healing potions?

i will take the boots if no one wants them
i have 1 CMW


Male Human Wizard (Conjuror) 10 / Loremaster 4

I'll take 2-3 of the CLW pots, then 1 each to the group. I can also take the dagger, but intend to sell it off.


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

Did he fail on the ID for the magical mask?


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6

I'd definitely take the dagger or falchion. I've got a wrist sheath I can put the dagger in and have it as my backup/dr magic weapon. If it's better to sell off that's fine too, just at some point want to get a dagger that I can use if our gear is taken, or we need magic items to damage something.

Sadly I don't think I'll be using it for sacrifices :)

Dalamus, that dagger not good for you?


I don't have the info on the mask with me.


Male Fetchling Slayer 7/ Red Mantis 5

Ok I will take clw as well....and if no one wants it, I will take the cloak of resistance +2, at least until we can sell it.


In general, the mask does something like: conceal you from detect spells, bonus to bluff and allow you to cast disguise self a couple times a day.

Both Dalamus and Epik have requested the cloak. Either work it out or roll a d100. High wins


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

Since I am new to the game I wanted to ask how everyone feels about magic item distribution.

From an MMO background it was always a "need before greed" type thing. If there is an item that would be a big boost for your character you could say I need that, everyone who also needs rolls and winner gets it.

Any gear that was just going to be sold off would either be rolled on and winner can do with as he wants or it was that all items that no one wanted would go in a pool and someone sells at the end of the day and divides the money evenly.

I just haven't been here for any loot things and I don't want to be the FNG that wants all the items.

The cloak would be big for me because my saves are 2/5/2 and the boots would be solid as well but they seem to make more sense for someone who will need to close in melee combat so Epik or Magma seems like a better fit to me.

The crystal is solid as well for adding to a throwing dagger so once I am out of ammo or in a situation where my gun will be too loud I can still do something in combat, my physical attacks are a joke but I can throw fairly well.

Any feedback on how loot has been distributed before would help.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

Everyone should get 1 CLW and the Question is who gets the extra ones.


Male Fetchling Slayer 7/ Red Mantis 5
Malcolm Reigns wrote:

Since I am new to the game I wanted to ask how everyone feels about magic item distribution.

From an MMO background it was always a "need before greed" type thing. If there is an item that would be a big boost for your character you could say I need that, everyone who also needs rolls and winner gets it.

Any gear that was just going to be sold off would either be rolled on and winner can do with as he wants or it was that all items that no one wanted would go in a pool and someone sells at the end of the day and divides the money evenly.

I just haven't been here for any loot things and I don't want to be the FNG that wants all the items.

The cloak would be big for me because my saves are 2/5/2 and the boots would be solid as well but they seem to make more sense for someone who will need to close in melee combat so Epik or Magma seems like a better fit to me.

The crystal is solid as well for adding to a throwing dagger so once I am out of ammo or in a situation where my gun will be too loud I can still do something in combat, my physical attacks are a joke but I can throw fairly well.

Any feedback on how loot has been distributed before would help.

Typically that is how we do it. Need before Greed and we sell off what is not wanted.

I am ok with out the cloak. I will take myself out of that lottery.

The dagger on the other hand, could really rock.

Nemoris if you really want the dagger it is yours, otherwise I would like it.


Male Human Paladin (Oath Against Fiends) 13; AC 25 (32 with SE), HP 82/(temp max 124), Fort +20, Ref +14, Will +17, Init +1, Greatsword +17/+12/+7(2d6+7/19-20x2)
Resources:
Spells 3/3 3/3 2/2; 0/4 smite evils (+7/+8/+7); 0/18 LH(6d6), 0/2 DB (+2)
spells:
1st: Divine Favor, Bless, Protection vs. Evil, Lessor Restoration 2nd: Resist Energy, Inheritor's Smite, Ironskin 3rd:
Malcolm Reigns wrote:

Since I am new to the game I wanted to ask how everyone feels about magic item distribution.

From an MMO background it was always a "need before greed" type thing. If there is an item that would be a big boost for your character you could say I need that, everyone who also needs rolls and winner gets it.

Any gear that was just going to be sold off would either be rolled on and winner can do with as he wants or it was that all items that no one wanted would go in a pool and someone sells at the end of the day and divides the money evenly.

I just haven't been here for any loot things and I don't want to be the FNG that wants all the items.

The cloak would be big for me because my saves are 2/5/2 and the boots would be solid as well but they seem to make more sense for someone who will need to close in melee combat so Epik or Magma seems like a better fit to me.

The crystal is solid as well for adding to a throwing dagger so once I am out of ammo or in a situation where my gun will be too loud I can still do something in combat, my physical attacks are a joke but I can throw fairly well.

Any feedback on how loot has been distributed before would help.

I'm not hard over on either the cloak or crystal. I'll pass on both.


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

I am not trying to talk anyone out of any of the items at all, sorry if it came across that way, I was just wondering how loot has been handled in the past so I can make sure I don't overstep and piss anyone off, loot can be a powder keg if not handled right.

So far I have made every save I have needed to so the cloak isn't a make or break item for Malcolm, it's just a nice to have but I would rather roll on it with everyone else who wants it then having you guys back out, I mean better saves is killer for anyone.

As for the gem that might be a better item for someone who will use it every fight, not just some fights, I am just worried about the noise on my guns until I can build a silencer for them, I am good with just carrying it for now and passing it along to anyone else once I am able to suppress the pistols. Hell, I am even happy with just grabbing the masterwork short bow that the kobolds dropped and using arrows for attacks that need to be quiet. Actually yeah I will just do that.

Again, none of the items above are class defining for Malcolm at all, just s couple of nice-to-haves not need-to-haves. I would rather roll against people and let the dice decide so when that killer Gunslinger item shows up I can say, 'oh hell yeah, that has my name all over it' and no one will think that I am a loot whore.


More specific details (errata clarification as well):

Heartripper: Value: 15,310gp

Lesser crystal of returning: Value: 1,000gp; Quickdraw for that weapon plus call it from 30 feet as a move action.

Mask of Lies: Value: 4,500gp; CL:5; +5 comp bonus to Bluff, gives you undetectable alignment, allows user to use disguise self 3/day.

Don't care how you work out magic items/gear, just need them distributed or accounted for in Magma's "to sell" list before we start the next encounter.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

Tike i have a question on Tunnel Fighting, it was on my character sheet that you gave me. +2 on int and +1 trait bonus to critical hit while i am underground. is this for real or mistake?

thanks


Magma Iron Clan wrote:

Tike i have a question on Tunnel Fighting, it was on my character sheet that you gave me. +2 on int and +1 trait bonus to critical hit while i am underground. is this for real or mistake?

thanks

Sorta mistake ... based on your Adopted trait, the general requirement for the trait is to allow you to select a race-specific trait instead of your own race-specific. When we developed your character we changed it to allow you to be treated as a dwarf for purposes of feats, weapon use, magic item requirements etc.

The tunnel fighter trait just popped in as part of the Hero Lab software I use to track your characters. I need to create a separate trait that matches what we agreed to earlier to replace it.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

K


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6
Dalamus Othreleth wrote:
Malcolm Reigns wrote:

Since I am new to the game I wanted to ask how everyone feels about magic item distribution.

From an MMO background it was always a "need before greed" type thing. If there is an item that would be a big boost for your character you could say I need that, everyone who also needs rolls and winner gets it.

Any gear that was just going to be sold off would either be rolled on and winner can do with as he wants or it was that all items that no one wanted would go in a pool and someone sells at the end of the day and divides the money evenly.

I just haven't been here for any loot things and I don't want to be the FNG that wants all the items.

The cloak would be big for me because my saves are 2/5/2 and the boots would be solid as well but they seem to make more sense for someone who will need to close in melee combat so Epik or Magma seems like a better fit to me.

The crystal is solid as well for adding to a throwing dagger so once I am out of ammo or in a situation where my gun will be too loud I can still do something in combat, my physical attacks are a joke but I can throw fairly well.

Any feedback on how loot has been distributed before would help.

Typically that is how we do it. Need before Greed and we sell off what is not wanted.

I am ok with out the cloak. I will take myself out of that lottery.

The dagger on the other hand, could really rock.

Nemoris if you really want the dagger it is yours, otherwise I would like it.

Nope, all you! I was surprised you hadn't jumped on it :) I'll snag the falchion if no one else can use it, just so I've got a magic weapon.

I'm right with Kameron, there are quite a few things I can kind of use, but nothing that I really need. I figure I'll hold out for stuff that will really help me like +dex, archer/ranged items, and so on!


Male Fetchling Slayer 7/ Red Mantis 5

Ok I will grab the dagger, and let you guys roll off for the cloak. I don't want to be a loot whore either, even though that is kind of my characters nature ;)


Male Human Wizard (Conjuror) 10 / Loremaster 4

And as mentioned before, everyone takes a CLW potion (unless you say otherwise), and Nowzai will hold the spares.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

I will take and put on the boots of Striding and springing. and potion of CLW

Everything not claim we will put into the bag of holding


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

Anyone claiming the magical Falchion? Just thinking a warrior should carry it that doesn't already have some sort of magic item in case we run into anything with DR/Magic

And I would love that mask. It might be a better fit for Dalamus but I could put it to good use as well.

Are we rolling on the Gem and the Cloak and the Mask?


Male Human R:1/F:8/DSniper:2 - || 115 hp || AC: 28 (T:18 FF:23) F13 / R11 / W6
Malcolm Reigns wrote:

Anyone claiming the magical Falchion? Just thinking a warrior should carry it that doesn't already have some sort of magic item in case we run into anything with DR/Magic

And I would love that mask. It might be a better fit for Dalamus but I could put it to good use as well.

Are we rolling on the Gem and the Cloak and the Mask?

Yeah, I've got the falchion if no one else claims it (4 posts above yours:)

Think that sums it up for the loot outside of the gem, mask, and cloak? If we're going to roll on stuff, I almost think everyone should roll on the cloak. I bought a +1 cloak, but more saves are always good and if I win I'll pass my +1 on to 2nd place.

If you guys figure out who wants it, then I'm fine with not getting it, I'd kind of think our front line guys Magma or Epik would make better use of it, but who knows! :)


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN

Okay

Cloak
1d100 ⇒ 34


Male Fetchling Slayer 7/ Red Mantis 5
Malcolm Reigns wrote:

Anyone claiming the magical Falchion? Just thinking a warrior should carry it that doesn't already have some sort of magic item in case we run into anything with DR/Magic

And I would love that mask. It might be a better fit for Dalamus but I could put it to good use as well.

Are we rolling on the Gem and the Cloak and the Mask?

What mask? I didn't see anything on a mask.


Male Stonechild Stonechild 4 / Fighter 5/ Cleric 1/ Stalwart defender 1 (HP 156 AC 29) (Fort 19 Reflex 10 Will 11) alignment LN
Dalamus Othreleth wrote:
Malcolm Reigns wrote:

Anyone claiming the magical Falchion? Just thinking a warrior should carry it that doesn't already have some sort of magic item in case we run into anything with DR/Magic

And I would love that mask. It might be a better fit for Dalamus but I could put it to good use as well.

Are we rolling on the Gem and the Cloak and the Mask?

What mask? I didn't see anything on a mask.

The mask was the one Tongueater was wearing before the fight


Male Fetchling Slayer 7/ Red Mantis 5

I guess I missed that.....What does the mask do? Transformation?


13 posts up I put the description.

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