Defense of Brookside

Game Master caster4life

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

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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:

Certainly, we can do that, Fyrtor.
It's a cantrip, so should be on a very "basic" level that easily translates. That is, your own way to get there may be different, but the basic idea would be easy enough to get across.

Depending on your approach, we can also try and start with something 'stronger' like Alter Self, then downscale to oath of anonymity when we find that does not work.


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 like that idea, let's start with disguise self, prompted by the hat of disguise that Mel is buying as a point of inspiration. Then after some effort we land on oath of anonymity because it's easier to manage. :D

Since we have time to plan I figure we'll have some party discussions about what we are planning on doing. Mel could show us her hat and that starts the whole process.


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:

Hehe, when you mentioned he survived on berries, I did indeed consider that goodberries is a transmutation, but figured bringing that up post-fact would do nobody any good :)

That said, I do maintain that there's a law of equivalent exchange. Conjure a Wall of Stone, and the total amount of stone in your plane still remains the same.
Obviously that's not a concept here, but just fetch some molecules and parts from all over and reform them. Not sure on the elemental planes, but most things that are created by magic should...well...respect certain laws on a plane with regular physics and chemistry.
He can have "borrowed" material from the universe courtesy of magic, but in the long run, things should equal out :)
Thats why I think the....ahem...processed berries might be gone, by now...but maybe Túrions theory does not hold and that room is still as awful as you remember :)
Will be interesting to see what GM decides.


Brookside Campaign Journal

There's your decision! It's unclear to you whether or not the total amount of garbage has decreased magically.

As for goodberry, I first learned the spell in 5e dnd where the berries are actually conjured so I'm used to thinking of it thus.


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:

Ah, yes, but the refuse chamber was actually saved for last :) I intended to take a look at the heart of the spell, through the big door at the end of the hallway.


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

Does anyone else want to discuss in character what our plans are? Turion responded to Fyrtor showing off his new pouch, but otherwise it's been quiet.


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’m here, but it wasn’t clear to me that Kazador was actually...well, hanging out with anyone. I’ve been meaning to do a post about him taking a well earned R&R but haven’t gotten around to it.


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 "created" a meeting with all of us together to discuss our plans, but I think it got lost in the noise. That's one of the risks when you've got multiple overlapping conversations going.


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 finally went ahead and made all the adjustments to Mel to reflect her recent transactions. After all the purchases I detailed above and selling off her Cloak of Elvenkind (because no one expressed an interest and she's got Shadow on her armor now), I've got 4,615 left.

I could buy a Cloak of Resistance +2, and I'm tempted to do that. Buuuuuuut ... that leaves me with fairly low reserves. I'd rather not be stuck for funds if we suddenly develop a need to, I don't know, buy property or put down a large stake at a betting table to impress a noble or buy a boat or get an enchanted aquarium. So I'm going back and forth between buying a +2 resistance cloak or a +1 resistance cloak to have some cash left on hand.

I literally have an enchanted aquarium on another PC, as it happens: a Lesser Replenishing Aquarium Ball. At 500 gp, it was the cheapest source of limitless clean water I could find before we embarked on a desert journey. Nobody had Create Water.

There is a whole lot of weird junk in the Pathfinder equipment lists. Take this:

Quote:

Badger Plush

This stuffed badger—a well-loved and legally protected animal in Absalom—is realistic enough to fool most other animals into thinking it is real. As a move action, a wielder can use a free hand to present the plush; any Small or smaller animal with an Intelligence score of 1 or 2 that can see it takes a –2 penalty on initiative checks.

Seriously? I have to give a move action and a free hand to impose a -2 initiative penalty that only works on small, dumb animals? Not to mention paying 45 gp for the thing. Who would ever buy one of these?


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

The real question is who thought it was a good idea to waste page space with 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

On the topic buying things -- tonight, I made the single most ridiculous purchase of my entire life.

Tomorrow is a game night! It's Curse of the Crimson Throne. I am hosting, because I've got all the gear and a pretty good table. I decided that I was tired of pizza, and thought "Hey! I could put my slow cooker to good use. We can have beef stew. It'll be great."

So I went and looked up a recipe for northern italian beef stew that looked interesting. It said 8 servings, and I'm expecting six people, so I thought that'd be about right. A bit left over for extra helpings or leftovers.

I went out and acquired the ingredients!

On Wednesday, I defrosted the beef.

On Thursday, I marinated the beef in Worcestershire sauce.

Tonight, I began doing the cooking around 9 PM, planning to get everything prepped -- browned meat, veggies lightly sauteed, etc -- and then put the slow cooker pot in the fridge over night so that tomorrow all I'd have to do is get up and start the slow cooker.

Two hours later, I suddenly realized that my crock pot was full! And I still had half the ingredients to put in.

...

I live alone. I do not have a giant pot. And so, at 11 PM, I rushed out to Target and bought a second six-quart crock pot, just so I could finish cooking this beef stew!

Worse, as I sit here typing this, I've suddenly realized that I could have just taken half the ingredients, stuck them in a big bowl in the fridge, and then cooked a second batch in the same slow cooker the next day.

Head desk.


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:

That Badger plushie just wants animate object - badly so. That is it's purpose. To be an animated pretend Badger living in the uncanny valley.

@Crock Pot: But hey, now you can do it simultaneously, if you have to do large servings again. Doing it day after day is an option for some meals, but others are simply better fresh.
So circumstances aside, it may actually be an acquisition that makes sense eventually.


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)

And worst comes to worst, they can make improvised explosives if the need for home defense arises. Meaning you can explode intruders and still cook afterwords.


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:

Sorry for dropping off the face of the earth for a while there, people. I'm back now, and feeling much improved.


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:

Welcome back, Brolin.


Brookside Campaign Journal

Glad you feel better! This is a slower, between-chapters time which will end soon enough so there's not really a rush right 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

@Túrion:

Several questions.

1) Do you have Extend Spell? Either natively or in rod form is fine.

2) Do you know the spell Shrink Item?

3) Do you know Magic Aura?


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: While I certainly see the value of those, both in getting the crates to the Dwarves and general utility, they are both more 'niche' in application.
I was rather limited in my initial spells, and so far, spent most of my 'income' on adding more spells to my repertoire, alas, neither of those you mentioned is among those I managed to copy from spellbooks.
Also, no access to Extend. Due to the nature of Arcanist, other meta magics seemed more valuable(since spells are not expended, they are easily recast if needed).

So, unfortunately, no to all three.

@Brookside: Pity about the mirror :) I had hoped I was on to something there. Would have been fun to find another exit to some strange and alien place and go explore there - after we dealt with all the politics :D


Brookside Campaign Journal

Ah through the looking glass could always be an interesting and odd campaign idea, though a big deviation from our current themes!


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

Everyone is sleeping aside from Kazador and Algric right? I have to update my spells. I was expecting a last call before we left town, so I'd held off. How long did we expect to be journeying?


Brookside Campaign Journal

Kazador woke you in time to give you a couple of rounds warning. So plenty of time to grab essentials but not don armor if you don't sleep in it.

Go ahead and prep what you would have for a normal traveling day. I'll trust your honesty. If there were really important purchases people didn't get to make, retcon them soon.

I'm clearly not tracking these distances very explicitly but I'd say that with horses and a wagon, it will take you four weeks to get to the Dwarves then another week to Bannerhold.


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

Mel sleeps in her armor -- it's light, so no mechanical penalty for doing so.


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

Fyrtor sleeps in his armor as well. Thanks for trusting us to select spells, I wanted to know if we were expecting to be in a city soon a long journey colors those selections. I should be all together and ready to post sometime late tonight or tomorrow morning.


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

Ok, my spells are updated, but I have a could of questions.

What are the lighting conditions?

Can we see the bandits?

Are they wielding bow/crossbows or other obvious ranged weapons?

I assume most of our warning was spent just waking up, how much time has passed? Several spells that I usually have prepared would be very useful with a could of rounds of warning, but may not fit now narrative wise.


Brookside Campaign Journal

There is plenty of dim light for you guys thanks to the campfire. If you want to make a ranged attack against someone at the edge of the map though, you'll need low light vision.

Yes if you zoom in some of the bandits have melee weapons while others have ranged weapons.

For prebuff spells, you can throw out one rounds worth, if your character would do that right after being woken.


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

Can I assume Kelian stayed behind in Helm to pursue other life paths?

Also, what happened with the orcs?


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)

Assuming Initiative is about to be rolled?


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:

I would like one chance to speak up...sorry, weekends are slow. I'll try and get to it within 12 hours.


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 divided. On one hand using ashen path, spread out on the party, followed by a sight blocking spell. It's a pretty standard tactic for Fyrtor. If he understood what was happening, that 5here was a large group of people approaching it's definitely what he'd do.

However it feels metagamey to do that and if he only has a few moments to react he'd probably just cast barkskin and call it good.

I keep going back and forth on which I think it should be.


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 fine with sight blocking spells as long as they don't also block our sight.


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's the point of Ashen path, it is a communal spell that allows sight through even the worst of my spells.


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:

Alas, Ashen Path is touch - not close. You can make it communal but we have to effectively be in touch range as you cast it - so it's fine as a prep spell if we expect trouble and have time to prepare, but not really workable as an emergency response in an unexpected situation.

@Gameplay - the statements are all true - the gear is that of a Magister, Kazadors action caused the collapse of the Heart and subsequent death of Orcs trapped, and that ships explosion left only Beem as survivor AFAIK.
It's borderline on bluffing, but I think Túrions high Intelligence lets him state truths and then let people form their own conclusions without actually lying - even if the way he states things may suggest certain implications more strongly than others.
I understand that is a borderline point - if you'd prefer to handle such cases as a bluff, do tell and I will act accordingly in the future.


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
Quote:
Alas, Ashen Path is touch - not close. You can make it communal but we have to effectively be in touch range as you cast it ...

Incorrect. He can cast the spell, then use his motion to walk around and touch everyone on the same round, as per this passage in the rules:

Range descriptions from the Magic chapter of the CRB wrote:
Some touch spells allow you to touch multiple targets. You can touch up to 6 willing targets as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell. If the spell allows you to touch targets over multiple rounds, touching 6 creatures is a full-round action.

He'll be in a different position at the end, of course. Speaking of which, Fyrtor's marker currently straddles the line between two squares -- he should probably pick one of those two to be in.

Also, there are currently eight creatures to touch here, so two are going to get left out. Nelly's an easy choice, because her scent ability partially compensates for poor visibility. But that leaves one other person who wouldn't be able to see.


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:

A language thing- I misworded what I meant. Yeas, he can use a move action, but that would imply that we would have to be sufficiently bunched up that with a single move he can easily reach and touch all of us.

My point was regarding an emergency responce in unexpected situations.
So we would be in range for a shared touch spell, but also within a 20-feet blast radius of a ton of spells that we don't want to be on the receiving end off....


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 a caster level of 7 so I should be able to split it 7 ways for 10 minutes of duration each. The question for me is more would Fyrtor have had enough warning to realize both what was coming and spread the spell around, or is it more of a, something's wrong you instinctively reach for your blade type situation? The best route is ashen path, but only if it would have made sense to do. Otherwise barkskin on himself will have to do.


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
Quote:
I have a caster level of 7 so I should be able to split it 7 ways for 10 minutes of duration each.

Sure, but you can only touch six creatures in a round, counting yourself.


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

Ah, that makes sense. I understand now where the 6 came from.


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

Since I never decided which spell would have been used I'll just leave it up to chance. Don't matter too much I don't think though.

Less than 50 ashen path, 50+ barkskin.

1d100 ⇒ 96

When we stop for camp again I have Sylvan hideaway prepared. Idk if we want to use it, but we can. If we as a party don't like that spell then I'll not prepare it again.


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 think Sylvan Hideaway sounds like an excellent idea.

EDIT: Uh, but we have a wagon full of crates full of weapons for this dwarven hold we're going to. I doubt the wagons will fit through the trap door the spell creates. So maybe not after all, at least until we can deliver the crates (and Algric) to their destination.

I see that Kelian is still with us. I will adjust his (minimal) spells for overland travel.

EDIT 2: He's got Bed of Iron so he can sleep in his armor, and Liberating Command because it's just a good thing to have.


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

Ahem. I just finished a mini that I have been slaving over since August. Here it is: Bonehenge Priestess.


Brookside Campaign Journal

Kelian is intent on helping Algric deliver the weapons. He's going to stay and visit the dwarves for a little bit.


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)
Mel Elden wrote:
Ahem. I just finished a mini that I have been slaving over since August. Here it is: Bonehenge Priestess.

Very well done! Love the lighting


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Brookside Campaign Journal

Regarding the K local DC, I often give DCs that I think are realistically low even though you guys have one or more party members who can auto-pass it. But some things, like knowing there is probably a ferry nearby, just aren't that hard so I let you figure that out with ease. Plus it's always fun to get to declare you auto-pass a check.


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 have a question: where are we going?

Specifically, is it Revan we're going to? Or someplace else?

The parchment attached to the crates just said "they should pass to the dwarven colony in Iustia if anything should happen to Kazad Gravr." Which is vague. And I kind of thought Revan got absorbed into Iustia, or at least closed the gates and retreated inwards.


Brookside Campaign Journal

Revan is a dwarven colony in Iustia under Iustian sovereignty. You're dropping the crates off on the way to Bannerhold.


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

Hey Fyrtor -- we've got a fair bit of time here while we're travelling, and you've got druidic herbalism. Four or five weeks? And with a WIS modifier of 18, you can create up to four free concoctions per day. There are all kinds of wonderful buffs and things on your spell list that would make very handy concoctions: Energy Resistance, Barkskin, Waterbreathing, just to name a few. Mel wouldn't say no to a contingency kit of such things.

Not to mention more situational spells like Locate Portal. Oh, and you could make a variety of animal-companion related things for Nelly. Say, a few concoctions of Reduce Animal in case we need to get her into someplace she can't easily fit, or to pass her off as a large dog instead of a giant wolf.


Ongoing effects: Reduce Animal(not represented in Stats currently) HP: 90/90 | 1 Heropoint | AC: 28 / T: 13 / FF: 25 | Fort: +12, Ref: +9(Evasion), Will: +4(Devotion) | CMB: +15, CMD: 28 | Init: +3, Perception: +10 |
Mel Elden wrote:
... or to pass her off as a wolf instead of a giant wolf.

Fixed that for you.

Second it, otherwise. (except I'd like Growl-Skin instead of Bark-Skin)


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 agree. GM, can you pick a number of concoctions that I can have made? I know that I wouldn't prepare all my spells each day to be situational spells unless we knew for sure that we'd be safe to do so. But making up some of the mentioned spells would be reasonable and I had discussed doing basically that with Turion while we were still on the ship, specifically greater magic fang concoctions. Maybe something like 15 1st level concoctions, 12 2nd level concoctions, and 10 3rd level ones?

I'd like to use herbalism, but I don't want to go too crazy, so you guidance on this point would be greatly appreciated.

Mell Turion, put together a list of desires, greater fang potions being the first priority because Turion requested those a long time ago. Let's start with the assumption that the numbers I threw out are the number's we have to work with until we know better.


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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

Done! Finally.

In the last few days I re-read the entire campaign from beginning to end, and brought the Brookside NPCs spreadsheet up to date. It now lists every named NPC, giving their first and last names, gender, race, class, and notes on who they are. Unknown values are left blank, though in many cases I made an educated guess on things like race and gender.

It's split into a whole bunch of different sheets: one for each major location (Brookside, Astin, Helm, The Sonder, The Serpent Isles, Kazad Gravr, and Bannerhold) plus one for PCs, the original Brookside NPCs sheet, and one for Miscellaneous NPCs.

The Miscellaneous NPCs didn't fit elsewhere. Some are only mentioned and have not appeared "on screen", such as Lady Janvier Otranto, the Iustian noble who did the cartography for Mel's Geography of the World. Some are not strongly associated with a single place, such as the orcs who came from Kazad Gravr to Helm with us. Others are associated with PC backstories, such as Brolin's spirits or Túrion's dryad friend Balanos.

There's also a sheet (the first one) called "Index of NPCs" which lists everyone from all locations (except the original Brookside notes, which don't follow the same format as all the other sheets). It's automatically updated. If you make a change in one of the other sheets, the Index will be updated to reflect that. Currently it's sorted alphabetically by last name. If you change the sort, it has a tendency to add a bunch of empty rows at the top for some reason; it's safe to delete those.

I omitted "Duke Alton", Fyrtor's mistaken reference to Count Aral.

Do we know if "Aral" is the Count's first or last name?

Lastly, I noticed that when Kelian asked after his father and the Bishop scryed on Vors, the Bishop said that Vors was raising a barn with a couple of his dwarven friends. Kelian then sighed in relief and identified the dwarves as probably Hirda and Noln. This cannot be correct: Kelian would know that Hirda never returned to Brookside following our capture of Elrin Weh: she went into the hills to live alone (or possibly commit suicide, that was left ambiguous). And Noln died in the Battle of Brookside. So presumably they're two other dwarves, perhaps Hirda's nameless daughter-in-law (now widowed) and grandchild.

Anyway, this has been a ton of work, but we really, really needed it. The first gameplay post dates to December 20th 2017, so we're coming up on its two year anniversary. In that time, we've invented quite a lot of imaginary people to keep track of! Specifically, 180 as of this writing.

I think I got everyone, but it's possible I missed someone. If you can't find an NPC you know exists, please feel free to add them. Also feel free to update entries as we go along. Having good notes on who's who will make life easier for everyone, particularly now that we're headed for a more intrigue-like campaign where relationships between NPCs may be very important.


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)

Not all heroes wear capes
Unless you do wear a cape in which case the above applies, but not quite as well

Loved that Algric was noted as being judgmental :)

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