Hello everyone, and please check in so I know you got your PM! Gameplay thread is already up next door if you'd like to start wandering around the lovely village of Phaendar!
I am currently swapping this gall around to a Defender of the True World. Last thing that remains is swapping out a trait as Trustworthy lost it's value with Diplomacy as a class skill from the archetype.
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment) Init +2 Perception +3(+1 to avoid being surprised)
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment) Init +2 Perception +3(+1 to avoid being surprised)
Male Ifrit Unchained Rogue (Rake/Bandit) 1 | HP 3/11 | AC 17, Tch 14, FF 13 | CMD 14 | Fort +2, Ref +6, Will +1 | Init +8 | Perception +3 | Intimidate +9
Hey Shisumo I was just going over my character and I realized that I don't need to take Mostly Human in order to be a valid target for Efreeti Magic as it makes an exception right there in the text. So I'll be dropping Mostly Human. Shouldn't change much, just trying to be transparent.
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses
Edvard Maldeen wrote:
Bonesaw is ready!
Seriously though, I'll get an alt built shortly and posted here.
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses
So we have an UnRogue, a fighter, a Warlord (which I think I'd like to look into,) a druid and a wizard. Did I miss anyone?
So now that everyone has had a chance to post into the thread and make themselves known in Phaendar, be aware that the next major scene kicks off in the evening, when all five of you assemble at one of the following four places: Oreld's Fine Shop, the Phaendar Trading Company, the Riverwood Shrine, or the Taproot Inn. Which one is up to you guys, and you can of course feel free to keep roleplaying as long as you like before then.
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses
My vote is the Fine Shop. But I really have no preference.
DM, is there anything particular that you've seen so far that you would like us to change about our posts?
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses
No no no. It's the Fine Shop.
Also, shadowy tables in the back of taverns are where true stories begin.
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment) Init +2 Perception +3(+1 to avoid being surprised)
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment) Init +2 Perception +3(+1 to avoid being surprised)
Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior)
Quinn Fainlor wrote:
Now I wish I had made a bard.
Part of the joke here is that Wee Patterson does not exist in the actual text of the adventure, having apparently been invented by Crystal Frasier specifically for that blog. But once you see it, you can't just leave it out, right?
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment) Init +2 Perception +3(+1 to avoid being surprised)
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment) Init +2 Perception +3(+1 to avoid being surprised)
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment) Init +2 Perception +3(+1 to avoid being surprised)
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses
So, while we're waiting, anyone got any funny stories from previous games?
Looting the hobgoblins turns up:
set of Medium studded leather armor (x2)
longsword (x2)
longbow (x2)
quiver with 20 arrows (x2)
light steel shield (x2)
masterwork backpack
heavy crossbow (with 20 bolts and 10 masterwork bolts)
clearly labeled potion of guidance (x8)
a wand
a scroll containing three different spells
dried goat meat, sheep’s cheese, and a jug of sheep’s milk worth a total of 5 Provision Points
(A Provision Point is enough food for one person to eat for one day - this will become much more relevant soon.)
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment) Init +2 Perception +3(+1 to avoid being surprised)
Male Ifrit Unchained Rogue (Rake/Bandit) 1 | HP 3/11 | AC 17, Tch 14, FF 13 | CMD 14 | Fort +2, Ref +6, Will +1 | Init +8 | Perception +3 | Intimidate +9
**Potential various AP spoilers below**
I find it quite interesting that the four APs I am currently involved with (RotRL and II in pbp format, Second Darkness on roll20 (not an attack on the city, but the casino itself) and listening to the Glass Cannon podcast play Giantslayer) all start with a harrowing assault on the starting location. I never realized how common of a campaign hook that was. It is certainly interesting how different they all play out and the interactions between the party members and the steps they take to fight/flee/help/die horribly. I can't wait to see where this next leg takes us. I've always wanted to do the wilderness survival thing in Pathfinder, but this'll be my first opportunity to actually do it.
Very exciting stuff and you're doing a bang-up job so far Shisumo. I can't imagine how complicated it must be running three simultaneous tables of the same AP. You must be an excellent note-taker, hah.
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses
The only thing Quinn would like atm would be the wand.
120 XP for recovering the stump remover and the notes. You also find foodstuffs and waterskins equivalent to 7 Provision Points in the cellar.
Also, you now have followers! While they are accompanying you, on the second or later round of any combat, you can make a Diplomacy or Intimidate check, DC 12, as a free action to get an Aid Another bonus to your AC or your next attack, to have someone hand you something, to have someone make a First Aid attempt, or to have someone drag a fallen ally away from a battle. With a DC 17 check they will make an attack for you, but even the warrior is likely to go down fast if someone actually attacks them.
Currently you have five followers: Vane Oreld (expert 2), one adept 1, and three commoners 1.
Also, let me know when you're ready to move on and what your next destination is. If you follow Calliae's suggestion to just proceed clockwise around the town, your next stop would be the Phaendar Trading Company, but more complicated decisions on timing are also available.
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment) Init +2 Perception +3(+1 to avoid being surprised)
If you hold actions to do so, sure. But there is a round clock already going - remember how I mentioned the roof is on fire? - so there's no surprise round here, especially since you don't really have cover for all of you and no one has made any Stealth checks or the like.
(Not sure if you were asking Raska or me, but I wanted to explain nonetheless.)
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses
Wow. Yeah, somehow my brain completely missed that line.
Looting the bodies recovers three more sets of the Legion's standard kit: longsword, longbow and 20 arrows, light steel shield, studded leather armor. One of the victims' bodies in the trading yard also bears some worthwile, if unusual and potentially significant, loot: a wrist sheath loaded with a masterwork dagger, a potion, and what looks like a vial of some kind of poison. (A Craft: alchemy roll can potentially ID the poison.)
Also, though it might seem distasteful, the slaughtered animals in the animal pen can potentially be butchered for some additional Provision Points - it would take about 5 minutes per animal, although you have enough followers that you can have them work on each of the three kills simultaneously if you choose.
Edvard Maldeen Warlord HP: 12 | AC: 18; Touch: 10; FF: 18 | Fort: +4; Ref: 0; Will: +2 | BAB: 1 | Init: +4 | REMEMBER THE +2 TO HIT AND DAMAGE WITHIN 30' OF ME!
played by
Vrog Skyreaver
(86
posts)
HP 7/7 | AC 13 T 12 FF 11 | CMD 13 | FORT +3 (+5 disease) REF +2(+0 vs traps and hazards) WILL +3(+5 Enchantment) Init +2 Perception +3(+1 to avoid being surprised)
Acid Dart 2/8 Daily Uses
played by
Chapel36
(96
posts)
Raska Edan
Male Ifrit Unchained Rogue (Rake/Bandit) 1 | HP 3/11 | AC 17, Tch 14, FF 13 | CMD 14 | Fort +2, Ref +6, Will +1 | Init +8 | Perception +3 | Intimidate +9
played by
Sixteenbiticon
(87
posts)
William Grove
Male Human Fighter 12| AC 28/26 T 16 FF 23/21 | HP 124/124| F +11 R +10 W +6; +3 vs Fear | Init +5 | Perc +17
played by
trawets71
(703
posts)
Previous Characters
Shisumo
Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior)
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