Draco Voodoo's To KoBoldly GO!
(Inactive)
Game Master
voodoo chili
A Very Special Iron Gods
The Blightscale Kobolds seek revenge against the humans. Ray guns get it faster.
Roll20- map
Loot
Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
DV, don't forget that with the sword greased Kulgara will need to make Reflex saves every time he tries to pick it up or use it.
i'm away for the weekend. feel free to carry on.
Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
Next week I'll be on the US West Coast for a workshop, and posting opportunities may be scarce.
Where abouts? I'm near Sac.
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
And I am in the Bay Area.
Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
The workshop is at SLAC, on the Stanford campus, and I think I'm staying in Palo Alto. (The section admin set up the travel arrangements.)
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
Building 051 at SLAC; the Kavli Institute.
Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
Back from CA. I should have posted my email address when I had the chance.
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
A subset of my group works out of building 50. I hope you enjoyed and/or got something out of it.
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
Which closed door was just hit? The one leading outside or the one to the big room that we fought kulgara in?
Just a check-in. This is a decent place to end, but it sounds like you all want to continue, yes? I was a bit ambivalent, but have thought about the next bit and I'm game. Book 3 is the weakest of the lot, so I'll have to modify a bit.
Just verifying that everyone wants to continue.
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
I wouldn't mind at all continuing. We really should pick up a front line type at some point, as I am pretty meh at it.
Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
I was posting the way I was as a sort of reverse in medias res--even if we stop here, Perrik (the character) has things he thinks he needs to do. There's no particular urgency, though, and as far as he's concerned it would be resolved with a conversation with Sarahthenal's TEK box (possibly followed up with having Kricker smash the box into little bits, if Casandalee turns out to be a proto-Hellion and against the kobold tribe. OTOH, if Casandalee turnss out to be a proto-Hellion on the Blightscales' side...).
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
So, what would it take for Kricker to learn how to use the "buzz sword"or is it just too big for him?
Kricker Godridden wrote: So, what would it take for Kricker to learn how to use the "buzz sword"or is it just too big for him? Sure. I'm going to run tech gear with the Starfinder rules- all weapons can be used by small and medium characters, crit on a nat 20 if it hits for 2x damage and special weapon effect.
I will require that an exotic weapon proficiency is needed for the buzz sword or suffer a -4 non-proficiency penalty. Its crit effect is wounding per the SF table.
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
Sounds good. I'll pick up the feat as soon as I can. Seems like a pretty in character weapon for Kricker.
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
I have highlighted in light blue all of the things Kricker things we should sell.
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
Oh and not to be greedy, but should we be leveling up?
Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
Kricker Godridden wrote: Oh and not to be greedy, but should we be leveling up? We're close. (You know about the running xp tally in the Campaign Info tab, right?)
Yeah, leveling is xp not story based which means we may be behind the level advised for the AP, but I modify for that. High level stuff gets hard to manage so I prefer to keep things slower and lower.
As Perrik said, xp tracker under the campaign tab.
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
Kricker Godridden wrote: I have highlighted in light blue all of the things Kricker things we should sell. You might want to make sure that you ID everything before you start selling...

Time to divvy up the loot and give Dinvaya a shopping list.
Also, I sometimes like to give campaign awards to mark a certain accomplishment. I think defeating Hellion and taking Scrapwall is a worthy event.
So help me come up with a Scrapworth Feat for each of our Heroic Kobolds! Something specifically tied to our Scrapwall adventures that is about the level of a weak feat.
Here are some ideas. Let me know what you think.
Kricker- I thought about maybe a mutation due to extended exposure to radiation, but maybe defeating Kulgara and getting her weapon is the best thing to memorialize, so how about-
Chainsword Warrior- Kricker gains proficiency in the use of a chainsword in combat.
Jeji- Maybe grease becomes a bonus known spell? or you learn some other magic trick from from Dinvaya?
Perrik- Maybe Hellion's invasion of your mind left a mark and you have greater insight into technology or maybe can interface with robots somehow. Maybe grant access to the technomancer prestige class?
Drahlneep- similarly, your mind was violated by a denizen of the Dark Tapestry which left you psychically changed. Maybe a minor psychic ability like detect thoughts once per day or limited telepathy.
Male Kobold Barbarian Savage Technologist 6 | HP 65/65 | AC: 23 FF: 19 T: 13 | CMD: 16 CFF: 13 | F: +8 R: +7 W: +4 | Init: +4 | Per: +10 SM: +1 | Rage: 8/14 | Status:
I might suggest confusion, lesser since it was a Tapestry beastie. Madness being so intrinsic to the Mythos and all. Seems appropriate.
Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
I'll check the prestige class out.
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
Kricker is perfectly happy with the above idea, since it would be 2 levels before I could take the feat!
Drahlneep wrote: I might suggest confusion, lesser since it was a Tapestry beastie. Madness being so intrinsic to the Mythos and all. Seems appropriate. I approve of this message.
Male Kobold Barbarian Savage Technologist 6 | HP 65/65 | AC: 23 FF: 19 T: 13 | CMD: 16 CFF: 13 | F: +8 R: +7 W: +4 | Init: +4 | Per: +10 SM: +1 | Rage: 8/14 | Status:
I'm guessing treat it as a spell-like ability with a DC = 10 + 1 (spell level) + Cha bonus?
I prefer things more scalable. Let's say 1/2 your level plus... how about you can you can damage Wisdom for the boost. That might be fun. So currently you could get DC 10 + 2 (1/2 level) + 2 (if you burned 2 Wis points)= Will DC 14 and Drahlneep suffers 2 Wis damage.
ooh, and to sweeten the pot, let's make it last 1 round + 1 round per wis pt burned so 3 rounds in the example above. : )
Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
I looked over the prestige class and it seems to be tied to arcane spellcasting and disable device, neither of which are in Perrik's wheelhouse. OTOH, along the lines of Drahlneep's ability, how about a touch-attack confusion effect vs. robots? Usable 1x/day; 2x/day at 7th level, and an additional time every four levels past that; Fort save to avoid (DC 10 + (level/2) + CHA bonus).
I can understand everyone wanting a crack at confusion since I've been a bastard and thrown it at you multiple times now, but I'd prefer everyone have unique abilities and Drahlneep already called dibs on the confusion.
I thought that Technomancer is a pretty sweet suite of abilities. You'd still have oracle spell progression (I wouldn't even require a dead level), but switch out class abilities to Technomancer which starts with firearm proficiency and includes all kinds of repair stuff, arcane spell access, rangering on robots and even commanding robots.
What about if your feat is that you can use mind-affecting spells on robots? and social skills like diplomacy and bluff?
Also, Perrik should look over the loot list. He's got the best identify for tech.
Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
It occurred to me after I posted that something like the lore oracle's brain drain revelation would be a better fit.
I'll take another look at the technomancer...the prerequisites were far enough from where Perrik is now that I didn't really dig any further.
Perrik already has access to brain drain though. I thought about brain drain for Drahlneep as it's a Dark Tapestry thing, but confusion is great, too.
The point was that i'd waive the prereqs for Technomancer.
I'm just wondering if Lore Oracle gives you enough to do. It doesn't seem like much to it and the only knowledge that matters in this AP is engineering. A more tech focused archetype seems like it might be more interesting.
OK, so loot for sale, I assume:
hand xbow
thieves tools
everburning torch
mw dagger
potions: 2 clw, 2 acid, antitoxin
mw chain shirt
mw hatchet
soothe
7 magic bolts
scrolls: 2 animate dead, command undead, technomancy\
signal beacon
shelter?
battle axe
mw cold iron dagger
+1 breast plate
unknown dagger
unknown bracelet
17 gems (x50gp)
254 silver disks
124 silver disks
I'll just give a flat award for mundane armor and weapons

Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
Draco Voodoo wrote: Perrik already has access to brain drain though. I thought about brain drain for Drahlneep as it's a Dark Tapestry thing, but confusion is great, too.
The point was that i'd waive the prereqs for Technomancer.
I'm just wondering if Lore Oracle gives you enough to do. It doesn't seem like much to it and the only knowledge that matters in this AP is engineering. A more tech focused archetype seems like it might be more interesting.
True enough. Since even Blightscale kobolds don't get any bonuses to CHA, the sacrifice he had to make to get a decent casting stat left Perrik with pretty sucky stats overall (esp. after losing a couple points of CON). But with Kricker having to be the backup front-liner, we need a healer/buffer.
I'm good with trying the modified technomancer (technomystic?) prestige class--it looks to have a reasonable selection of useful stuff.
Technomystic! I like it! Don't let me strong arm you though if you have particular concept in mind for Perrik. He's def been doing a great job healing and buffing.
Everyone make sure you've gone over gear and put your equipment on your sheet. Kricker should have the chainsword. Is Drahlneep keeping the grenade launcher? I believe he claimed the EMP pistol, too.
Let's get everything sorted before we continue.
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
Is the chain saw magical or MW?
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
And here are Krickers wants for equipment:
Belt of Str (as large as is available)
Magical small breastplate
and of course the wand of CLW
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
And yes lets sell the shelter. It is not like Kobolds to stay in a fancy techno hut.
Exploration Activity: Search Halfling Cleric (cloistered)/4 AC 19| HP 46/46 | F +9E R +8T W +12E | Perc +10T|Hero Points 2
Since he wouldn't be giving up any spell progression, the question is whether Perrik's next couple of revelations, BAB progression, HP, and curse benefits are worth losing in exchange for the technomystic stuff and firearms proficiency. Still thinking about it.
Kricker Godridden wrote: Is the chain saw magical or MW? It is +1 magical chainsword. 2d6+1 damage. wounding crit on nat 20.
Perrik wrote: Since he wouldn't be giving up any spell progression, the question is whether Perrik's next couple of revelations, BAB progression, HP, and curse benefits are worth losing in exchange for the technomystic stuff and firearms proficiency. Still thinking about it. You could argue that since oracle will be the base class that you should retain BAB and HD. I don't think that's a big deal since you're still based on oracle spells. You'd really just be replacing your Mystery stuff.
Kricker Godridden wrote: And yes lets sell the shelter. It is not like Kobolds to stay in a fancy techno hut. I will say that I think kobolds would MUCH prefer that to sleeping under the open sky, but yeah, a heavy tarp would prob work fine.
Ok, so my rough reckoning is that y'all have 6,665 gp to spend based on liquidation of the above list.
I left the hard light shield (unknown bracelet) out in case Drahlneep wants it?
Kricker has enough for +2 ogre belt, clw wand, and +1 breastplate with money to spare.
Male Kobold Barbarian Savage Technologist 6 | HP 65/65 | AC: 23 FF: 19 T: 13 | CMD: 16 CFF: 13 | F: +8 R: +7 W: +4 | Init: +4 | Per: +10 SM: +1 | Rage: 8/14 | Status:
I'm sure it is some sort of upgrade on the basic shield he has now. he needs: any materials to repair the laser, more batteries, and ammo for the pop guns from the Smilers (or materials to craft ammo).
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
I have plenty of ammo for the guns if you want it.
Gunslinger 1/ Cleric 5 | HP 44/44 | AC: 21 T:13 FF:19 | CMD:17 | F8 R8 W11 | Perception +15 Init +2
And I don't want to use all of the money if other folks want to buy stuff as well.
That's 6665gp each so you're fine. You'll probably need to build bullets yourselves but can get the materials from Torch. I dont think that they had an actual gun fighter. But you've got an alchemist and couple gunsmith so you're set.
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