Defense of Brookside

Game Master caster4life

The farming hamlet of Brookside has suffered some violent and mysterious attacks.

Current map
Group Loot
Big maps
XP
NPCs
Intrigue notes


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Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Thank you Brolin. I'll go find the currency amount and add it when I get the chance.

So are we allocating this latest haul now, or moving forward for the time? I'm pretty excited to see these vaults already lol.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Agreed!

I think we should maybe wait for Turion to get back to Mel’s question (I’m curious about that too!) but then let’s see why it is we came here in the first place!

. . . turns out there’s nothing in there but a masterwork halberd and an ioun torch.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1
Captain Brolin Muse wrote:
. . . turns out there’s nothing in there but a masterwork halberd and an ioun torch.

Lol. That and some trite proverb like "it's not the destination it's the journey."


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

“Your artifacts of power are in another castle.”


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Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

That wouldn't happen to be the castle of "aughhhhh" would it?


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Princess Peach was totally on Bowser's side, and Mario was too lovestruck to notice. I'm pretty sure she poisoned him on their wedding night and thanked him for eliminating her opposition as he died. Thus began Queen Peach's iron fisted reign of terror ...


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Busy day at work :) I'll try and get to post in gameplay later.

And yes, I did not go down since I joined. Despite rocking a grandiose 10 Con, I opted to be careful. I used cover, positioning and ready actions to stay alive and avoid being a target. Because I figure even if he's not going to outright die, being wounded to the point you should is not a fun experience that he'd prefer to avoid if at all possible.

@Uniqueness of Túrions Ioun Stone:
If we don't want it to be available in each corner shop, it could easily be reflavored...something I would prefer, to be honest, even if it remains available - if only because it would fit better with being a gift from a Dryad: Instead of a regular Ioun Stone, it could be a shard of Amber from her Tree(succinosis - resin can develop in living trees) - infused with her magic.
Exactly the same thing mechanically, but rather harder to reproduce and a more personal gift.

@Loot: Wow. Just wow.
That's like...a nuclear option.
I admit I was slightly scared of what we'll be facing next, until I remembered the next Arc will be less combat-focused.

With only 2 hands, Túrion would hand his Lesser Focused Metamagic Rod to Fyrtor. (You prepare a couple Area Spells so you are likely to get mileage out of that...better you use it than I hold it in reserve.)

@Belt: By all means, have Mel take the Combined Belt. It seems there is a +Dex Belt in the loot after all, held by Brolin. I'll gladly take that. Init is my armor, after all.
I'll try and make sure my sheet is current in the next couple days, it seems I missed one or two loot items, or the update did not go through properly.

Vaults: As long as the first Artifact of Power we find is not a Mirror of Opposition right behind the door, I'm good.

@Peach: I'll just leave this here for those who did not know it already...


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Um... I think I hit on a reference with two meanings... I was referring to Monte Python and the Holy Grail. But now I need to go look up castle of Aughhh in Mario's world...

Edit: Jk, got it now, nevermind.


Brookside Campaign Journal

Motion: Continue with the plot in gameplay and the loot distribution in discussion. Let's keep things rolling. There are so many plot elements I've been anxiously sitting on. XD


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

I'm hoping to get Túrion backstory here. XD


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

I second the motion.


Brookside Campaign Journal

Oh gosh folks... you have SO much talking to do in character. There's still the whole sword-spirit talking scene to be had!


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

I have...ring of protection, Cloak of Resistance, Amulet of Natural Armor, Buckler +1

Everything is an upgrade to me, but I’m not hurting too bad. And don’t know what is in the vault. So I’ll take what is left over


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:
Brookside GM wrote:
Oh gosh folks... you have SO much talking to do in character. There's still the whole sword-spirit talking scene to be had!

Yup! We’ve been waiting to exit Kazad Gravr to do that.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

I'm super excited for that scene. I have no idea how it will go. Also a lot of just getting to know each other's characters more. The social setting will be fun for that.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Aye...sorry Mel, I couldn't make it today. I'll make sure to get a post up in gameplay as soon as possible tomorrow.
I don't want to hold things up though, we could chat while walking? :)

@Progress: Aye, lets head to the vault...if we run into more trouble, we can assume loot distribution in-character was done beforehand. If no more trouble, whatever we find inside may alter our distribution plan - so it makes no sense to wait right now :)
(I am very curious about the plot exposition too, but I just had an awesome scene(and thanks for that) and still bask in the afterglow of it.)

Also, @Fyrtor: Could I permanently 'purchase'(/trade) one of your Level 3 Slots starting next level?
Greater Magic Fang lasts hours/level, and a +2 bonus would be very welcome for Nelly. Unless we run into an Amulet of Mighty Paws.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

I have updated the loot sheet some more (reduced the wand charges) and added the currency taken from the 4th orcs.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:
Fyrtor Smithson wrote:
I have updated the loot sheet some more (reduced the wand charges) and added the currency taken from the 4th orcs.

Thanks!


Brookside Campaign Journal

Yes there will be more time for RP. I'm at a work conference next week and I hope to get us out of Kazad Gravr by then so you all can RP as you travel at your leisure.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Ok, I should be plenty updated now - for the current state.

@GM: Question: Can we streamline acquisition of the spellbooks spells?

Technically you can never "own" a found spellbook because the approach is individual for each worker of the arcane arts.
That means I'll need to copy them into a spellbook of my own, then can keep this one as a spare(auto-succeeding at the spellcraft checks to prepare).
The intent, of course, is that there's some hurdle to spell-sharing within a party, but it adds quite a bit of bookkeeping(which is why I often purchase the quality-of-life DLC "Blessed Book" for casters when affordable).
The absolute cost for writing is, at this level, neglectable, and I have spare pages. But will I need to keep track of which of the 3 spellbooks contains which spells, how many pages are left, and the xxx Gold needed for the y spells I wrote?(If omitting Level 5 and 6 for now, even cheaper).
Or can that be handwaived as taken care of behind the screens? I am only asking because it is a lot of book-keeping to properly keep track of and we are not exactly poor right now. As in, that magical Breastplate nobody decides to use is exchanged for some writing supplies from the Orc Shaman we met and we call it a day?
If you'd prefer to do it more accurate, I understand and it's fine, but I figured asking if a more relaxed approach is possible was worth trying.
(Highest Spell Level is 6, or DC 21 - I can only fail on a roll of 1, and literally cannot fail for Spell Level 5 or lower(and cannot fail level 6 by the time that spell level comes online) so that is technically a formality and book-keeping)

Quote:
A wizard can use a borrowed spellbook to prepare a spell he already knows and has recorded in his own spellbook, but preparation success is not assured. First, the wizard must decipher the writing in the book (see Arcane Magical Writings, above). Once a spell from another spellcaster’s book is deciphered, the reader must make a Spellcraft check (DC 15 + spell’s level) to prepare the spell. If the check succeeds, the wizard can prepare the spell. He must repeat the check to prepare the spell again, no matter how many times he has prepared it before. If the check fails, he cannot try to prepare the spell from the same source again until the next day. However, as explained above, he does not need to repeat a check to decipher the writing.
Quote:

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 (see Arcane Magical Writings). 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.

If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.
In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.


Brookside Campaign Journal

Turion: Sure but I'd like you to have a rough estimate of total copying cost and make sure you trade away something that you could sell for at least that value. The estimate doesn't need to be exact but should be in the right neighborhood.

Also, yes your second heart is now canonically a unique item.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Wait, why is Mel lying to Kazador?


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Just tweaking his beard a little. Perhaps a little out of character, but I figure no one can be totally serious all the time.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

We definitely have a pretty dour group. Which is cool and all, but I've been thinking.

Once we are out of here and Fyrtor gets to talk to his dad sort of, he's likely to be told not to blame himself and all that. It's going to be an interesting point where Fyrtor's character can change pretty dramatically. He's been harboring a guilt that has weighed him down for a very long time. With that gone he can be a lot more light hearted and such. Then he can be a bit of a foil for the others in the group who still have to find their own way to freedom from guilt. I like the idea so much that when he gets to level 9 I think one of his feats will be additional traits, using one of the trait choices to cancel out his overprotective drawback.

What does everyone think? I know he's my character, but it's a group crafted story. Also advice on what other trait to take would be good. I was thinking maybe blade of Mercy and taking enforcer as his other feat for a debuffs combo, or taking illuminator for extra diplomacy for his missionary work.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

You do you, Fyrtor.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

I think that this is the best campaign for exploring character growth. Go with what feels right.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Very mines of moria. Now the question... Where's our Balrog? Was it the wizard we fought? Or does it lie in wait...


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

This is an excellent campaign for exploring character growth. And the expedition to Kazad Gravr has been an especially eventful two days.


Brookside Campaign Journal

Heh heh heh. The Balrog is... Algric!!! jk.

You guys are great RPers and it's fun to see you take your characters and go somewhere with them. Love it.


Brookside Campaign Journal

I said I'd post soonish but was watching LotR at the moment. You might think, "surely he wasn't watching LotR with the wife all weekend." But that's why they're called the extended editions. Impromptu marathon!

Also: I'm at a research conference this week so I'll probably be posting more slowly. I hope to keep up the pace but I can't promise that.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Have fun :) very exciting stuff.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

So...no old oil lamp, and no carpets?
Damn, and there I was hoping... ^_^

That said, I'd like to echo the others, Fyrtor: You do you and what feels natural.
Excellent group, so whatever seems to make the most sense if there are no pressing matters :)

EDIT@Gameplay: Kazador can feel free to mechanically use Túrions Spellcraft to identify - take 10 delivers a result of 31 now.
It makes more sense for the Dwarf/Rune Warden to know what is in the vault, but I can back him up with mechanical coverage while he wins in the flavor department :)


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Hats off in respect to GM Brookside! Long ago I wrote how Kazador’s family helmet was something he wasn’t able to recover. And he remembered that with this boulder helmet. That is an amazing attention to detail. Much respect for that.

Also...I love the helmet. It makes me want to get combat reflexes, a feat I’ve never taken before.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

:D

Kazador, you're the dwarf in the party, and Kazad Gravr your place. Help flesh out an ancient dwarven Medium!


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Excuse my doublepost!

Kazador The Clanless wrote:

Hats off in respect to GM Brookside! Long ago I wrote how Kazador’s family helmet was something he wasn’t able to recover. And he remembered that with this boulder helmet. That is an amazing attention to detail. Much respect for that.

Also...I love the helmet. It makes me want to get combat reflexes, a feat I’ve never taken before.

Muse plans to take bodyguard at level nine. Imagine: If they attack Kazador, Muse boosts Kazador's AC. If they attack Muse, Kazador attacks them back. Either way we win!


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

That's some pretty sweet loot, GM. May I propose a couple of minor tweaks to Mel's?

1) If she's doing Healer's Hands as a swift action, she doesn't get to use a healer's kit charge for its +2 bonus on the check because there's no time to get stuff out that fast. Similarly, she can't get the benefits of Aid Another on it as a swift action. She doesn't incur a penalty, per se, but she doesn't get that bonus.

I'm pretty sure that's why using the feat is a full round action to start with -- a move action to get out the supplies, and then a standard to make the check. This is only a very minor nerf; without the bonus from a healer's kit, she still has a +16 versus DC 20, so she succeeds on a 4 (an 85% success rate). I think that's entirely fair, and keeps a little bit of variability in play for the skill for at least two more levels.

2) Can we specify that the gloves look like ordinary leather gloves when they're worn? I'd rather not walk around with shiny silver hands, partly because it would look ridiculous, but also because it would be kind of like having a sign on my back saying Rob me, I've got fancy stuff!


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:
Mel Elden wrote:
2) Can we specify that the gloves look like ordinary leather gloves when they're worn? I'd rather not walk around with shiny silver hands, partly because it would look ridiculous, but also because it would be kind of like having a sign on my back saying Rob me, I've got fancy stuff!

Wearing mithril under your clothing is something of a trope in and of itself - Mel could just wear gloves over her gloves.

Muse is wearing his anklets inside his boots.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

@Mel: It says it allows to use it as a swift action, not that you must use it as such.
That means you can still use the full bonus with Kit and Aid etc - but you can also "lay on hands" during combat, without impacting your action economy.
You can heal someone, and still do a normal turn - that's pretty big.

Maybe I misunderstood what you tried to suggest in #1 but I don't think there's a nerf there...

Regarding #2: There's also always the possibility to find out they are glamered...(only a flat +2700 cost increase on armor - a hat of disguise only is 1800 - having a item capable of altering it's own appearance only would be cheap as secondary effect.) - Dwarves may not be big on vanity, but it could make sense that the items are adaptable, e.g. allowing them to seem mundane(so a dwarf hero on a mission does not attract attention), or displaying a coat-of-arms(of the clan, house, or city, depending).
No retcon necessary, you put them on and they seem to turn to ordinary leather, and the metal gloves do fit Dwarfs better ;)
Just a suggestion.

EDIT: @Kazador/Brolin: You can definitely consider Combat Reflexes. On Level 10, Nelly gets Greater Trip. That means enemies provoke for going down. Then potentially again for standing up. Then again(from Kazador) if they attack someone else.
Nelly already has Combat Reflexes, and a great Wolf can't be wrong about that kind of stuff...


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Oh boy, gloves on gloves! It's gloveception!

EDIT: ninja'd by 13 seconds. XD

@Túrion: Right. What I'm suggesting is that when I choose to do it as a swift action, there isn't enough time to go rooting around through my healer's satchel looking for bandages and such. Hence, I would not get the +2 bonus on the check conferred by having a Healer's Kit.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Super awesome stuff. Plus I really loved Kazador's in character reasoning for having such specific loot. It really is divine Providence in a way.

Is there any way we can think of to get out the crates of stuff? How big are these things?

Also, did anyone else notice? No Heart...

Well I think now we can probably finish sorting out the loot from the last fight. Headband and the two rods are all Turion. Belt goes to Mel. Buckler to Kazador. That means I'll take Turion's old rod and there's. +1 buckler floating now. What did I miss?


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)
Captain Brolin Muse wrote:

:D

Kazador, you're the dwarf in the party, and Kazad Gravr your place. Help flesh out an ancient dwarven Medium!

Could be interesting to have the item contain the imprint of the dwarf who made it. A truly ancient dwarven medium. Perhaps based off of this character...

https://warhammerfantasy.fandom.com/wiki/Kragg_the_Grim

Having lived long past the age in which most dwarves die of old age, he still couldn’t find a worthy successor to his craft, and for the next guild master. So he made your relic, so that even after death he could continue this search. It became a tradition for an aspiring guild master to don the relic so as to be judged by him, though none were ever found worthy. A fact of much frustration, for he kept with him Lore of great importance that followed him into death. The stubborn old spirit was still revered however, not only for his great power, but also as a connection to the past. For he was present at the founding of the Hold. The few mediums of the hold would be called upon to commune with him for matters both relating to their craft, as well as to history. Usually though they’d just be told to bugger off.

——

This gives a reason on why the item unlocks powers you otherwise wouldn’t have. And it gives some RP opportunity upon leveling up.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

So still to be sorted amulet of armor +3, handy haversack, and the ring of protection +3.

I think either Turion or Brolin for the haversack. Both have Dailey low strength and could benefit from the move action retrieval without provoking.

For the ring, I think I'll take that unless Mel or Brolin wants it. If I take it then the +2 ring I have goes up for grabs.

As for that amulet, probably should go to Kazador as our resident tank, that or Brolin.

I know we discussed all of this some before, but we should finialze some of it now.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

As Brolin will be fighting on the front lines with Kazador, I think the amulet would suit him well.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Aye, I'm all good with the loot from the Mage.

No personalized homebrew goodie, but e.g. the Headband provides the Perception I had in my old one and no overlap with 2 other useful skills, so it kinda counts(though a floating skill choice at start of day would have been cool, too - but then, I can hardly complain about lack of skill points) :)

My old headband would be kinda up for grabs, too, of course.
That said, I think Kazador already has natural armor.

Brolin is welcome to it, but just noting that since it enhances natural armor, Nelly would also profit until she can get a Amulet of Mighty Paws.
(Which reminds me: I asked you earlier if I could 'rent'/'trade' a slot for Greater Magic Fang per day from Fyrtor somehow?)

Player characters are always primary recipients, just saying if something ends up being handed down, we'll gladly put it to use.

PS: If I get around to it, I'll add a "current equipment" table to the loot sheet that shows what everybody has in which slots. That should help streamline this a bit in the future.


Brookside Campaign Journal

Hats off to all of you excellent writers and RPers!

Mel, I think the gloves are fine as-is but I will let you pay to glamer them if you wish. Let's say 1500 gp. Otherwise, you can stow them when not in use. That much swift action healing is so good I don't feel much need to make the item any better.

Fyrtor RE no heart: Are you sure about that? ;)


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Fyrtor, take that +3 ring, and Mel will take your +2. As an archer, she tends not to be on the front lines, while you often are, so you're going to need that extra +1 more than she does.

Looking over the loot lists, it seems we have two +2 mithral chain shirts, both of which are marked as being held by Mel. Would Algric benefit from one of those, maybe?

Okay, GM, I'll have to see what the budget looks like later once we get back to town -- we may have quite a bit of cash once we sell off all the stuff we're not keeping.


Brookside Campaign Journal

Oh and Kazador knows that there are not very many large dwarven settlements on the continent, Kazad Gravr being the largest. The note must refer to the community of Revan, a Dwarven city of about two hundred north of the Hammerfall Desert. (has been on big maps for a while but wasn't a big deal until now)


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

I wonder if it might be possible to strengthen the Heart of Kazad Gravr somehow. You know, so it doesn't collapse on our heads?


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:
Turion wrote:
Player characters are always primary recipients, just saying if something ends up being handed down, we'll gladly put it to use.

If I had a hand-me-down I'd hand it down, but Muse didn't actually have a source of natural armor prior to this.

Kazador wrote:
Having lived long past the age in which most dwarves die of old age, he still couldn’t find a worthy successor to his craft, and for the next guild master. So he made your relic, so that even after death he could continue this search. It became a tradition for an aspiring guild master to don the relic so as to be judged by him, though none were ever found worthy. A fact of much frustration, for he kept with him Lore of great importance that followed him into death. The stubborn old spirit was still revered however, not only for his great power, but also as a connection to the past. For he was present at the founding of the Hold. The few mediums of the hold would be called upon to commune with him for matters both relating to their craft, as well as to history. Usually though they’d just be told to bugger off.

Awesome! I'll change but one detail - important dwarves in literature seem to be universally male (In my cursory inernet search for any dwarven ladies at all, I found this thing that amused me.), so let's make this one a woman. I'll name her Rhalak Spiritdancer, in the old dwarven tradition of translating their last names literally into common. The Spiritdancers were one of the noble families of Kazad Gravr, and while not every generation of them could learn to Spirit Dance, they were all Rune Wardens - carrying their family's dorn dergar into battle. The Spiritdancers rose and fell in prominence over the centuries depending on whether their current scion could wield their ancestral magic.

By the way, Kazador, I love your change of profile picture.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Love it!

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