Dance of Light and Shadow (Group Two)

Game Master MorganFreeman

High level variant of the Way of the Wicked AP, started by GM Lightbearer.


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I need more time to finish constructing Branderscar.

In the meantime, please create a detailed list of the possessions your character would have had before being captured and post it in a spoiler either here or in your profile.

62,000 GP, no more than 31,000 spent on a single item.


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

Dotting! Gear coming soon.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Kestrel's Equipment

Weapons:

Cold Iron Shuriken (x50)
Silver Rope Dart

Magic:

Bracers of Armor +3
Headband of Mental Prowess +2 (Int & Wis)
Monkey Belt (Greater)
Swarmbane Clasp
Snapleaf
Potion of inflict light wounds (x2)
Wand of Inflict Critical Wounds

Mundane:

Alchemy Crafting Kit
Artisan's Outfits (x3)
Masterwork Backpack
Pocketed Scarf
Masterwork Thieves' Tools


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Veldrin still needs some work, but I have been rather sick all weekend long(Fri-today) so it might take awhile to get him fully finished.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Rode of Useful Items Items:
Number: 4d4 ⇒ (1, 2, 4, 3) = 10
Item: 1d100 ⇒ 30 Gems, 10 (100 gp value each)
Item: 1d100 ⇒ 89 War dogs, pair (treat as riding dogs)
Item: 1d100 ⇒ 2 Bag of 100 gold pieces
Item: 1d100 ⇒ 39 Ladder, wooden (24 ft. long)
Item: 1d100 ⇒ 25 Gems, 10 (100 gp value each)
Item: 1d100 ⇒ 65 Potion of cure serious wounds
Item: 1d100 ⇒ 2 Bag of 100 gold pieces
Item: 1d100 ⇒ 98 Portable ram
Item: 1d100 ⇒ 95 Window (2 ft. by 4 ft., up to 2 ft. deep)
Item: 1d100 ⇒ 36 Ladder, wooden (24 ft. long)

More to come but this is definitely one item.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

So I really want to just shove as much mundane stuff as I can find into my bag of holding but I really don't want to keep track of all that crap. I also didn't want to potentially go over bored with an item (Really wanted to name it the gag bag). So I propose a compromise. As long as it is less than 150 and less than 20lbs and I pay the gold, can it be assumed I have it in my Bag of Holding II? Maybe have it work like the feat Well-prepared?


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Actual list of items:

Mithril Shadow Chaintshirt +1 6000
Machete +1 (2) 8620
MW Hand Crossbow 400
Belt: Belt of incredible dexterity +2 4000
Body: Robe of useful items 7000
-Gems, 10 (100 gp value each)
-War dogs, pair (treat as riding dogs)
-Bag of 100 gold pieces
-Ladder, wooden (24 ft. long)
-Gems, 10 (100 gp value each)
-Potion of cure serious wounds
-Bag of 100 gold pieces
-Portable ram
-Window (2 ft. by 4 ft., up to 2 ft. deep)
-Ladder, wooden (24 ft. long)
Chest: Vest of Escape 5200
Eyes: Fogcutting Lenses 8000
Feet: Feather Step Slippers 2000
Hands: Claws of the ice bear 1300
Headband: Headband of vast intelligence +2 4000
Shoulder: Iron Guard Pauldrons + Cloak of Resistance +1 8250
Wrists: Burglar's bracers 1000
Thieve's ring 300
--MW Backpack-- 50
-Bag of Holding I- 5000
Alchemist's Lab 200
Hybridization Funnel 200
Alchemist's Acid (5) 50
Alchemist's Fire (5) 100
Alchemist's Ice (5) 200
Thunder Stone (2) 60
Firecracker 10
Firecracker, spirit 30
Firework, banshee ballerina 75
Firework, dancing peonies 50
Firework, jumping jenny 15
Firework, paper candle 1
Firework, skydragon 300
Firework, skyrocket 50
Firework, sparking pinwheel 60
Firework, star candle 5
Firework, starfountain 100
Flash Powder (2) 100
Itching Powder Powder (2) 120
Sneezing Powder (2) 120

5024 gp


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

I already had this.

headband of inspired wisdom +4, crystal mask of dread, cloak of resistance +3, boots of speed, eyes of the eagle, ring of chameleon power


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

As you are designing the prison, I suggest putting antimagic in the chains rather than the room. The defenders will still want their abilities to work.


I am completely overhauling Branderscar, customized to each group. I had considered the chains, but I also do not want them being confiscated by our villains. I have some clever solutions in play already.

I forgot to mention a few things pertaining to Rashk. As intimately familiar as I am with 3.5 Psionics, I'm equally oblivious to DSPs Pathfinder version. Please be patient with me if I make a mistake here and there with it. Since Rashk is the only manifester in the group and I do not intend on incorporating psionics into the AP as it is written, I am going to use psionic/magic transparency.

Psionics/Magic Transparency:
Spell resistance is effective against powers, using the same mechanics. Likewise, power resistance is effective against spells, using the same mechanics as spell resistance. If a creature has one kind of resistance, it is assumed to have the other. (The effects have similar ends despite having been brought about by different means.)

All spells that dispel magic have equal effect against powers of the same level using the same mechanics, and vice versa.

The spell detect magic detects powers, their number, and their strength and location within 3 rounds (though a Psicraft check is necessary to identify the discipline of the psionic aura).

Dead magic areas are also dead psionics areas.

Finally, most of your characters are fairly notorious. Please make a post with a short description of your character that the other PCs would probably know about. Then, in a spoiler, add something in more detail that someone with a particular knowledge might know about. Doomed hero suggested this for the first group and I'm pleased with the results.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Common Knowledge:
Most know of the tiny chaotic demon known as Bobbity. His full name is Bobbity Ormsby Mordecai Boram. B.O.M.B. Pre-meditated? Probably. Everyone knows it isn't his true name but few know the real story. He mostly sticks to the major cities but he is hard to pin down. He moves and strikes on a whim. Technically he has almost done as much good as evil in his rampage. He is an equal opportunist, striking at smugglers and slavers just as much as guard barracks and temples to Mitra. And even then the level of damage varies. He might burn a whole building or just rearrange furniture. Most companies even have a special line of expenditures called Bobbity insurance.

knowledge history or nobility:
Bobbity is the reason the Talingarde school of magic no longer has an outreach program. At one point they tried to accept a few students on merit. Bobbity, who went by a different name, was one of them. He was a normal, good child back then. The school was almost exclusively for nobility and it was very expensive. Some students didn't appreciate the new comers. They started to bully the new students, Bobbity especially because he was so much smaller. Things very quickly got out of hand. An accident led to the death of his family. Bobbity retaliated with extreme prejudice and an explosion so large it destroyed a mine and the hill it was beneath. He was never the same.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Much as in 3.5 psionics, psi/magic transparency is the default. Not having it leads to some really weird issues. So I'm good with that. Most of my powers are self-boosts:

Powers:

0 conceal thoughts: +4 to saves vs. mind reading, +10 to bluff to hide motives
0 detect psionics: as detect magic
1 chameleon: Bonus to stealth
1 inertial armor: like mage armor
1 offensive precognition: Insight bonus to attack
1 distract: -4 penalty to sense motive/perception - "these aren't the droids you're looking for"
1 karak's expansion: like enlarge person
1 defensive precognition: insight bonus to AC/saves
1 inevitable strike: swift insight bonus to 1 attack
1 prevenom weapon: adds poison to weapon
2 heightened vision: darkvision
2 body purification: heal ability damage
2 hustle: extra move action as swift
2 sidestep: immediate action to avoid melee attack
3 hostile empathic transfer: touch attack to transfer some damage to enemy. will save for half.
3 physical acceleration: personal haste

-----

Rashk isn't known as much as some others. He was used by his master as an assassin and his job was to avoid being seen. Rumors talk of the large figure who races up walls and ceilings, leaping impossible distances. They also talk about his deadly crimson blade, a blade made of focused hatred.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Are you keeping all of the character creation rules? I know we're now full gestalt, but beyond that, is everything else the same?


I was musing with the idea of full gestalt, but I kept to Lightbearers original setup.

I believe she also watered down some of the templates that were selected?


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb
Bobbity wrote:
So I really want to just shove as much mundane stuff as I can find into my bag of holding but I really don't want to keep track of all that crap. I also didn't want to potentially go over bored with an item (Really wanted to name it the gag bag). So I propose a compromise. As long as it is less than 150 and less than 20lbs and I pay the gold, can it be assumed I have it in my Bag of Holding II? Maybe have it work like the feat Well-prepared?

About my request?


*If* you find the bag, that is reasonable.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Cool. Obviously mundane things only. All the important stuff will be accounted for. And will we all get a sleight of hand check to keep one usable item or will have to get creative?


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

The two things I was mostly concerned if you were keeping were all skills being class skills and us prepared casters having all spells up to our highest level in our spellbook?


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Many have heard the story of Kestrel, the auburn hair abductress who exalts in the pain and misery of her tortured victims. The dhampir exclusively abducts young women of all races and has dissected and experimented the women she has taken.

Local or Healing:
Kessa does not see herself as a villain; she is looking for a way to heal her body so she is lo longer sterile after her father's experiments. She goes out of her way to cause minimal pain (in her eyes) to those she needs to cure herself.


Quote:
...having all spells up to...

I don't mind, assuming Veldrin finds his spellbook.

Quote:
... will we all get a sleight of hand check to keep one usable item or will have to get creative?

A quick excerpt from the Way of the Wicked AP.

Escape seems hopeless. You have all been well searched
and every attempt to conceal anything on your person has
failed.

In the case of Bobbity, I suppose we shall have to change the sentence to: ...conceal anything on or in your person...


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Fair enough.


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

Squeeze Bits's "gear":

Spoiler:

clear spindle ioun stone, +2 amulet of mighty fists, belt of incredible dexterity +4, cloak of resistance +1, headband of inspired wisdom +4, ring of protection +2, wayfinder[ISWG], belt pouch, blanket[APG], flint and steel, masterwork backpack[APG], pot, soap, spider's silk rope (50 ft.)[APG], torch (10), trail rations (5), waterskin, 343 gp


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Oh. I forgot rings.


Update: I've finished with the new map for Branderscar. Almost finished populating it. First post should be up this weekend. Thank you for your patience.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Been thinking that with Morgan Freeman running a prison break, we may want to consider renaming it to Brandershank or Shawscar.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

The anticipation.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2
Bobbity wrote:
The anticipation.

Like when you think that something is going to start, and then you see that it's just a post about being eager to start.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb
Rashk wrote:
Bobbity wrote:
The anticipation.
Like when you think that something is going to start, and then you see that it's just a post about being eager to start.

I know ri...hey wait a minute.


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

The Bradenscar Redemption! Oh, the anticipation.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

*sigh*


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Maybe I should have wrote "The Disappointment". Anyone want to describe how our characters arrive at the jail in Gameplay? I have a funny scene thought up that accurately portrays Bobbity.


Thankfully, creating Branderscar should be the only significant setback in getting this going. Once I have it done, with the general slow pace of a PbP I should be able to stay ahead with custom content. I completely forgot it was Easter weekend, so I had to last minute throw together baskets for my nephews. I'm 90% certain I will have the initial post tomorrow. Sorry to disappoint thus far! Lightbearer left me with quite a task here.

For those who haven't written in how they were captured, feel free to pen it in.


Paizo's forums were not very cooperative yesterday. Post coming today :)


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

@GM: can you remove Bleepos from the characters list and leave only Squeeze?


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

All that work on a character and this game seems to have died. Disappointing. PM me if things change.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

I'm still holding out hope that this will keep going.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

There was the talk about previous evaporating games. I was suspicious about a GM with no history taking over. I hope that I'm wrong.


Male Weremonkey Rogue/Ranger/Trickster

Guys, it has been only one week(seven days to be exact). I know we've all been burned by the previous GM unfortunately bailing, but let's exercise a bit of patience, yes?


His skepticism is completely understandable, and my absence inexcusable. Suffice to say, I have been without my computer. I am not coughing up an excuse since I could have borrowed a phone from someone or gone to a library to at least give a warning. Instead, I'm offering an apology for my absence of lack of consideration in handling it.

Your hope wasn't in vain though, I've already put enough work into this project that I don't want it to die.


Good to hear. I'm glad you were able to at least let us know.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Has somebody messaged Bob? lol


I just did now.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Good to see I was wrong. Thanks for sticking around.


https://app.roll20.net/join/1362760/098AfQ

This is a link to the roll20 campaign I've created for this group. It will only serve for use in combat until I am accustomed to a token based googledoc format (which may be never, honestly. We will see how this works).


I think everyone should be satisfied with their new toys; I tried to make them all relevant to the items you wanted and to your individual builds. Feel free to name them.

I believe Lightbearer originally indicated that this would go mythic? I intend on using these items as a gateway for that, so if something isn't clicking with them and your character, feel free to PM me.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

I am very happy with what I got. A few interesting and welcome surprises.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

I definitely rather like my tome, and will totally name it.

Question, am I able to prepare spells from it, or must I still seek out my personal spell book?

Also, can I use Animate Dead to create some of the extra skeleton and zombie variants on the PFSRD?


If you're referring to things like "Bloody Skeletons" and "Fast Zombies" yes. I believe they take more HD (either to cast or towards your limit, I can't remember which, I'll have to take a quick refresher).

You may prepare spells from this book as well.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Question,

How are you handling spells prepared? Would Veldrin still have any or could he prepare some thanks to Spell Mastery?

I *think* the book officially states you have whatever spells left prepared from when you were captured, but I'd like definite ruling.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb
MorganFreeman wrote:
I think everyone should be satisfied with their new toys; I tried to make them all relevant to the items you wanted and to your individual builds. Feel free to name them.

Two issues:

1)I appreciate the upgrade but Bag of holding IV is far too big for a halfling. Ways 60 pounds. Need something smaller.

2)I would some input here but I see little benefit to applying special materials to the armor when it is already better than Mithril. I don't know what all of them do but all I saw was DR 1/- for adamantine or +1 init for Horacalcum. A comparatively small bonus at our level. Anyone else see some materials that could be useful.

Also just nitpicking here but a bag of holding shrunk and placed in a veil doesn't seem like it would work in an anti magic cell. It also sounds like there might an issue similar to bag of holding in a portable hole paradox. No one give Bobbity that idea by the way.

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