GM AbyssDancer's 'Ire of the Storm'

Game Master AbyssDancer

Drawn by tales of long-lost temples and the abandoned riches of long-dead heretical cults, the PCs are not the first treasure-hunters, fortune-seekers, or troubled souls hoping for a fresh start at the frontier town of Pridon's Hearth. But dark threatening stormclouds are gathering beyond the horizon, for both the colonists and for the wider region. It is far from certain that this mixed group of heroes and chancers will survive to make their fortune, and in so doing shield the growing colony from raging tempests and hostile monsters. Dare they brave the Ire of the Storm?


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HP 10/14, AC 16, CMD 10, Fort -1, +1 Ref, +2 Will, +6 Perception Admixture 7/7, Active Effects: Message, Dancing Lights, Prestidigitation, Mage Armor

Vedic's time breakdown-

I have 10 PP. With that I can purchase materials and craft alchemical items that will sell for 300 gp.

So, day 1 I make a buttload of Anti-Plague and Anti-toxin. I can take 10 on the craft DC.

Then I'll buy 300 gp worth of spell scribing materials and get to work on learning new stuff. I can take 10 on the Spellcraft rolls too, so the money and time are the only limiting factors.

protection from arrows, 3 hours, 40 gp
see invisibility, 3 hours, 40 gp
spectral hand, 3 hours, 40 gp
identify, 2 hours, 10 gp
magic weapon, 2 hours, 10 gp
unseen servant, 2 hours, 10 gp

Total: 15 hours, 150 gp

So, at the end of day 2, I've learned those spells and made 150 gp profit.


Female Human Oracle 3
Stats:
Init: +8 | HP: 22/25 | AC: 16 | FF: 14 | Tch: 12 | Fort: +2 | Ref: +3 | Will: +3 | Perc: +3 | 1; 0/6 Spells Left
Vedic wrote:


Total: 15 hours, 150 gp

So, at the end of day 2, I've learned those spells and made 150 gp profit.

...Wow.


Vedic wrote:

Vedic's time breakdown-

So, at the end of day 2, I've learned those spells and made 150 gp profit.

Agreed - kerching! 150gp in the bag and many villagers grateful for the opportunity to purchase anti-plague and anti-toxin.


Yay - post #800 goes to me!

Grand Lodge

AC29 (34); touch15; flat-footed 24 hp 94/94Fort 10, Ref +12, Will +5 Frost Ape Male Frost Ape 14th level Companion N Large animal Init +4; Senses lowlight vision, scent; Perc: +1
GM AbyssDancer wrote:
Vedic wrote:

Vedic's time breakdown-

So, at the end of day 2, I've learned those spells and made 150 gp profit.

Agreed - kerching! 150gp in the bag and many villagers grateful for the opportunity to purchase anti-plague and anti-toxin.

I agree, too.

Sometimes I feel like an amateur when I see stuff like this.


HP 10/14, AC 16, CMD 10, Fort -1, +1 Ref, +2 Will, +6 Perception Admixture 7/7, Active Effects: Message, Dancing Lights, Prestidigitation, Mage Armor

Alchemy is the sweet spot of the crafting system. The materials are all [insert arbitrary mixture of science and supernatural gobbledygook here], and the rules specifically state that there's no one specific formula or ingredients list on any particular item. So unless a GM wants to insert their own restrictions about what can and can't be made with the materials at hand, an alchemist basically makes whatever they want out of whatever they can scrounge up.

The actual mechanical cost is a mixture of money (in the form of non-specific ingredients) and time. The check serves to tell you how much progress you've made during a particular chunk of time. The big limiting factor is that portable alchemists labs are expensive and heavy, but that's a non-issue past about level 3 (which is about when the effectiveness of most basic alchemical items starts to drop off).

The craft rules differ from the magic item creation rules (which are intentionally nerfed to keep casters from making but loads of money). Since everyone can have points in craft the designers weren't as worried about imbalance between classes.

So basically, the only real alchemical formulae that exists is the ability to take money, add time and a skill check, and end up with triple the value you started with.

This formulae holds true for the entire craft system, but works best with alchemy because every other skill has to have real world verisimilitude. Carpenters need wood and woodworking tools. Smiths need a forge and a hammer. All an alchemist needs is a cook pot and some random ingredients that sound vaguely plausible. If I said I was making Tanglefoot bags by boiling down local plants for cellulose and adding some tar as a bonding agent, no one would bat an eye even though it makes zero realistic sense.

So basically, I ground up 100 gold and turned it into 300 gold, then ground up 150 of it and used it as ink.


HP 10/14, AC 16, CMD 10, Fort -1, +1 Ref, +2 Will, +6 Perception Admixture 7/7, Active Effects: Message, Dancing Lights, Prestidigitation, Mage Armor

And all of this is absolutely nothing compared to what a smart wizard can do with Polymorph Any Object and Fabricate.

If I had a character that could only have access to two spells ever, it would be those two. In my opinion, those two are even better than Simulacrum and Planar Ally.

Grand Lodge

AC29 (34); touch15; flat-footed 24 hp 94/94Fort 10, Ref +12, Will +5 Frost Ape Male Frost Ape 14th level Companion N Large animal Init +4; Senses lowlight vision, scent; Perc: +1

Spears! We should have bought spears! Or Freedom of Movement potions. I'm betting we're going to be fighting underwater so all our swingy weapons are going to be hindered.


Too late! Tee hee hee.

The two Song'o who accompanied you have spears - you could ask to borrow them...


HP 10/14, AC 16, CMD 10, Fort -1, +1 Ref, +2 Will, +6 Perception Admixture 7/7, Active Effects: Message, Dancing Lights, Prestidigitation, Mage Armor

Medium sized spears?


Vedic wrote:
Medium sized spears?

No no - small ones.


irayiewl has a glaive, slashing damage, go figure. Looks like it's Kunai time. Unless of course we can bet the beasty out of the water to talk to us :-)


HP 10/14, AC 16, CMD 10, Fort -1, +1 Ref, +2 Will, +6 Perception Admixture 7/7, Active Effects: Message, Dancing Lights, Prestidigitation, Mage Armor

Vedic has an actual Underwater crossbow. It seemed like a good investment for this campaign.

It would probably be much better used by pretty much anyone except Vedic.

Grand Lodge

AC29 (34); touch15; flat-footed 24 hp 94/94Fort 10, Ref +12, Will +5 Frost Ape Male Frost Ape 14th level Companion N Large animal Init +4; Senses lowlight vision, scent; Perc: +1
Vedic wrote:

Vedic has an actual Underwater crossbow. It seemed like a good investment for this campaign.

It would probably be much better used by pretty much anyone except Vedic.

...I'm beginning to suspect Vedic's last name is "MacGuyver."

Pretty much prepared for anything we run into.


HP 10/14, AC 16, CMD 10, Fort -1, +1 Ref, +2 Will, +6 Perception Admixture 7/7, Active Effects: Message, Dancing Lights, Prestidigitation, Mage Armor

That's a common theme of any character I play that has a decent intelligence. Adventurers live and die by their contingency plans, and I've been playing the game long enough to have learned a lot of small tricks.

I have a checklist I like to go through to make sure I'm prepared for as many of the various obnoxious defenses enemies start to have.

Here's my basic rules of versatility aND preparedness-

1) When all else fails, throw Tanglefoot Bags (sub for Tangleburn as soon as possible)

2) Have a ranged weapon. Put Weapon Blanches on your ammo (ghost salt is a must). Invest in specialty ammo. They are cheap and sometimes invaluable.

3) Purchase a casting of Heightened Continual Flame cast at 5th level as soon as possible. It counters ever Darkness effect in the game.

4) Golems and Swarms are the worst. Plan counters for them.

5) Adamantine arrowheads are cheap. Buy one. Make a chisel/exacto knife out of it. Universal lock pick.

6) Skeleton Keys are cheap and handy.

7) Bear traps are cheap and stay effective through level 5.

8) Nets are Touch attacks. Any character with a high Dex or full BaB doesn't have to care about proficiency.

9) Antimagic Sheild is an emenation. A tower sheild will block it, as will a lot of other things.

10) Spell Storing armor and sheild means two reactive spells when you get hit. Nothing says "back off" like Vampiric Touch, twice.


Female Human Oracle 3
Stats:
Init: +8 | HP: 22/25 | AC: 16 | FF: 14 | Tch: 12 | Fort: +2 | Ref: +3 | Will: +3 | Perc: +3 | 1; 0/6 Spells Left

Man, I've probably just been a GM for too long because I don't keep a lot of these in mind. Never been able to make a bear trap work in my experience. Although I didn't know that tower shields blocked emanation, which would've been very useful in a different game I played in...


HP 10/14, AC 16, CMD 10, Fort -1, +1 Ref, +2 Will, +6 Perception Admixture 7/7, Active Effects: Message, Dancing Lights, Prestidigitation, Mage Armor

They have a secondary use as Total Cover, which acts as a solid wall (which blocks emenations). Takes a standard action to "plant" it.

Grand Lodge

AC29 (34); touch15; flat-footed 24 hp 94/94Fort 10, Ref +12, Will +5 Frost Ape Male Frost Ape 14th level Companion N Large animal Init +4; Senses lowlight vision, scent; Perc: +1

In my FtF group, I've been playing with a guy who is a Tower Shield specialist. Pretty much never gets hit and makes mobile cover for squishy folks.


Sorry guys - car trouble tonight. Home too late to post - I'll post tomorrow morning UK time and you'll have it up when you awake.


I see now why Pious'... Zealotry would be an issue for you Vedic ;)

I'll try and reign it in. Lol.


Female Human Oracle 3
Stats:
Init: +8 | HP: 22/25 | AC: 16 | FF: 14 | Tch: 12 | Fort: +2 | Ref: +3 | Will: +3 | Perc: +3 | 1; 0/6 Spells Left

I personally feel as though Pious keeps us away from too much decision paralysis. It really is a good stick to keep us from spending three weeks planning, or else Pious will execute his OWN plan!


HP 10/14, AC 16, CMD 10, Fort -1, +1 Ref, +2 Will, +6 Perception Admixture 7/7, Active Effects: Message, Dancing Lights, Prestidigitation, Mage Armor
Aza Barrett wrote:
I personally feel as though Pious keeps us away from too much decision paralysis. It really is a good stick to keep us from spending three weeks planning, or else Pious will execute his OWN plan!

There's something to be said for that. Pious definitely keeps the story moving in interesting directions.


GM AbyssDancer wrote:
Sorry guys - car trouble tonight. Home too late to post - I'll post tomorrow morning UK time and you'll have it up when you awake.

Due to a peculiar dilation of space and time, it is still morning here in the UK and I have not missed my self-imposed deadline...

New post coming shortly.


PS: I take it you guys have been following the news regards Pathfinder 2nd edition? I'm looking forward to seeing what they have up their sleeves.

I heard somewhere that Alchemy is the sweet spot of the crafting system. So they're sure to nerf that.


Female Human Oracle 3
Stats:
Init: +8 | HP: 22/25 | AC: 16 | FF: 14 | Tch: 12 | Fort: +2 | Ref: +3 | Will: +3 | Perc: +3 | 1; 0/6 Spells Left

I'm very excited to see what they come up with, but very scared that I'm going to want to GM in 2nd ed as soon as possible. I tried that with Starfinder and basically fell flat on my face.
I am mostly excited to see what balance changes they make, especially re: martial vs. magic.

Grand Lodge

AC29 (34); touch15; flat-footed 24 hp 94/94Fort 10, Ref +12, Will +5 Frost Ape Male Frost Ape 14th level Companion N Large animal Init +4; Senses lowlight vision, scent; Perc: +1

On the one hand, I'm pleased that there's going to be some deck clearing when it comes to content bloat (I can't even imagine how many archetypes there are out there, now) and power creep (though they're pretty good about that). On the other hand, I'm nervous about this splitting player focus even more.

Much as I enjoy online play, I like to do FtF from time to time, too and Starfinder is already taking some of the slots where I'd like to play Pathfinder with my local group, since I don't get a chance to play enough to get any kind of advancement on my characters, anyway.

At some point, there will be a complete switch to 2e, of course but, until then, I may not even have the option of playing 1e FtF.

On the upside, I now no longer want to make my Society Tengu Ranger, since I'd get nowhere with him.


Female Human Oracle 3
Stats:
Init: +8 | HP: 22/25 | AC: 16 | FF: 14 | Tch: 12 | Fort: +2 | Ref: +3 | Will: +3 | Perc: +3 | 1; 0/6 Spells Left

The content bloat is almost the thing that makes Pathfinder most endearing to me as a system, and it's one of the things I'm worried about losing. Like, sure, I can play a cleric and say all of her self-buffs are a magical transformation sequence she does before heading into battle, but Pathfinder is a game where I can show up with a completely RAW-legal Magical Girl and not have to talk fluff with the GM at all.


Interesting to hear two of you are playing Starfinder. How are you finding it? What do you make of the may it diverges from PF?


GM AbyssDancer wrote:
PS: I take it you guys have been following the news regards Pathfinder 2nd edition?

There putting out a 2nd edition?

*Looks around to see if anyone else lives in a cave."


No, I'm with you Iradyiel.


Here's the Paizo announcement on youtube: https://m.youtube.com/watch?v=UlBP0lEQ1Qo

There's a podcast (glass cannon I think) where they play through a couple of hours under the 2nd edition ruleset.

Open playtest starts August with the release of the Playtest Core rulebook.

Grand Lodge

AC29 (34); touch15; flat-footed 24 hp 94/94Fort 10, Ref +12, Will +5 Frost Ape Male Frost Ape 14th level Companion N Large animal Init +4; Senses lowlight vision, scent; Perc: +1

To clarify, I am not playing Starfinder. I'm just saying sometimes my FtF PFS play is limited because one of the available slots is taken up by Starfinder instead of Pathfinder.

And I only know about the new edition because I'm playing in the Flaxseed Lodge and people are losing their minds over having to buy new books and retire their characters and Paizo ruining their lives.


Female Human Oracle 3
Stats:
Init: +8 | HP: 22/25 | AC: 16 | FF: 14 | Tch: 12 | Fort: +2 | Ref: +3 | Will: +3 | Perc: +3 | 1; 0/6 Spells Left

Yeah, I ran approximately 4 sessions before I realized doing a homebrew in a new system with only one person I actually know in the group was a really really bad idea. I like the flavor of Starfinder a lot, but a fair amount of the new rules were a bit confusing to me. Mostly the different skills and the tragic lack of monsters (I didn't realize how spoiled I was by Pathfinder's 6 bestiaries). I like the attempts to expand equipment a lot though, making bigger and cooler weapons as you level vs. the standard +1 +2 etc. In the end though, I just have too much invested in Pathfinder and how it's run to fully commit to Starfinder without being a player for a bit, first. It's hard for me to absorb rules without actual play.


Guys, I note you have over 5,000 gp of coins, valuables and other tradeable goods to hand – you might think to think about cashing in some kit for replacements before starting on the later part of the adventure. No rush, and I'm not trying to push you in one direction or another, but you wouldn’t want to fall behind the curve…

Grand Lodge

AC29 (34); touch15; flat-footed 24 hp 94/94Fort 10, Ref +12, Will +5 Frost Ape Male Frost Ape 14th level Companion N Large animal Init +4; Senses lowlight vision, scent; Perc: +1

Does Pridon's Hearth have supplies we could get our hands on?

I'm fairly pedantic when it comes to this kind of stuff, so I'd just buy some magic armor and weapons...actually, I'd have us buy Pious and Iradyiel magic armor and weapons but I got the feeling that sort of stuff wasn't available?

Maybe it wasn't available at the time, by design.

Anyway, I'm good with heading back to "civilization" to improve our kit before we go on to the next portion.

If it's not too spoilery, how close are we to leveling up? And is there a chance that Vethorn would be able to make Francis Chainshirt big enough to fix him when he has his growth spurt at next level?


I dislike the idea of stopping a mission to go spend the money we acquired.

However, if we need supplies or are worried about our safety then we should go back.

This is a reason why I'm a big fan of the Automatic Bonus Progression system. That way 'magical items' can be magical or mysterious and we don't need them just to be able to hit CR level monsters.


Female Human Oracle 3
Stats:
Init: +8 | HP: 22/25 | AC: 16 | FF: 14 | Tch: 12 | Fort: +2 | Ref: +3 | Will: +3 | Perc: +3 | 1; 0/6 Spells Left

Yeah, I would probably be pushing more to head back for some magic weapons or armor, but having very thoroughly examined my character, I inadvertently made it pretty much unnecessary for her to get any of the basic progression stuff. Maybe a cloak of resist or something but I feel like others who are more in the line of fire might make better use of our material resources, and we've picked up quite a few wands that might've been all she would really want to buy.

In any case, a trip back to civilization might be warranted to check up on everything, make sure there've been no more attacks, pick up some stuff for the martials.

Grand Lodge

AC29 (34); touch15; flat-footed 24 hp 94/94Fort 10, Ref +12, Will +5 Frost Ape Male Frost Ape 14th level Companion N Large animal Init +4; Senses lowlight vision, scent; Perc: +1

Also, given the clues, I'm pretty sure that the woman with the buckler who hobbled her companion is...that woman we already met who is someones...bodyguard? Lieutenant? Something...I'm going to have to go back and look to remember exactly who she is. She was up in the balcony when we went back to the inn/tavern during the storm.


HP 10/14, AC 16, CMD 10, Fort -1, +1 Ref, +2 Will, +6 Perception Admixture 7/7, Active Effects: Message, Dancing Lights, Prestidigitation, Mage Armor

I can make us alchemical gear. At our level Tangleburn bags are incredibly effective. They'd be 50 gold each in materials, but really handy.


GM AbyssDancer wrote:
Ladies and gents, the map has been updated, as has the loot list. Poreing over your maps and discussing options, it appears you have three obvious choices – the tar pits 12 miles to the north, the ruined camp 12 miles to the south east, or a return to Pridon. For the latter, you could either hand overland 24 miles, two day’s travel, or head south and accept the offer of a Song’o–accompanied canoe trip back to town – also two days, but possibly safer. What’s your call?

Ok, I’m going to whine a little now. We’ve been focusing on RP and dealing with situations in as real a method as possible since the beginning of the game. I think It would be out of character to go back to town now, especially just to ‘gear up’ now that we have some cash.

One of our original goals is twelve miles north of us. We went from “the plantation” and “the first colony” then began heading to the ‘tar pits.’ We then sidetracked to follow the halflings and then do them a favor. We are not going to be this close to the tar pits again. We should at least go to the tar pits.

If we want to investigate the ruined camp we can do that before or after we return to “Pridon’s Hearth,” I think either would be fine. The distance to it from the ‘tar pits’ is about the same as “Pridon’s Hearth.” But we should not confront the lady with the small shield until after we investigate the camp. That way we can gather more evidence than just the Song’o’s story (especially after the fiasco with the crab thingy).

Obviously, my opinion is not law. So let's vote, I vote to the tar pits (Since that was one of our original goals) and then back to "Pridon's Hearth." Preferably not saying anything about the camp to anyone. Then going to the camp, unless events push us elsewhere.

Grand Lodge

AC29 (34); touch15; flat-footed 24 hp 94/94Fort 10, Ref +12, Will +5 Frost Ape Male Frost Ape 14th level Companion N Large animal Init +4; Senses lowlight vision, scent; Perc: +1
Iradyiel Madras wrote:
GM AbyssDancer wrote:
Ladies and gents, the map has been updated, as has the loot list. Poreing over your maps and discussing options, it appears you have three obvious choices – the tar pits 12 miles to the north, the ruined camp 12 miles to the south east, or a return to Pridon. For the latter, you could either hand overland 24 miles, two day’s travel, or head south and accept the offer of a Song’o–accompanied canoe trip back to town – also two days, but possibly safer. What’s your call?

Ok, I’m going to whine a little now. We’ve been focusing on RP and dealing with situations in as real a method as possible since the beginning of the game. I think It would be out of character to go back to town now, especially just to ‘gear up’ now that we have some cash.

One of our original goals is twelve miles north of us. We went from “the plantation” and “the first colony” then began heading to the ‘tar pits.’ We then sidetracked to follow the halflings and then do them a favor. We are not going to be this close to the tar pits again. We should at least go to the tar pits.

If we want to investigate the ruined camp we can do that before or after we return to “Pridon’s Hearth,” I think either would be fine. The distance to it from the ‘tar pits’ is about the same as “Pridon’s Hearth.” But we should not confront the lady with the small shield until after we investigate the camp. That way we can gather more evidence than just the Song’o’s story (especially after the fiasco with the crab thingy).

Obviously, my opinion is not law. So let's vote, I vote to the tar pits (Since that was one of our original goals) and then back to "Pridon's Hearth." Preferably not saying anything about the camp to anyone. Then going to the camp, unless events push us elsewhere.

Not really whining so much as voicing your opinion and one I can go along with.

Chest Thumper can go along with pushing on.


HP 10/14, AC 16, CMD 10, Fort -1, +1 Ref, +2 Will, +6 Perception Admixture 7/7, Active Effects: Message, Dancing Lights, Prestidigitation, Mage Armor

Works for me. I'm the new guy so all the options seem equally valid.


I'm inclined to agree with Iradyiel, though as the only one walking around with a magic sword I guess I'm biased!


Dammit - sorry guys I thought I posted last night but it appears I screwed up, or Guughwa ate my text or something. I'll recreate and post now.

Grand Lodge

AC29 (34); touch15; flat-footed 24 hp 94/94Fort 10, Ref +12, Will +5 Frost Ape Male Frost Ape 14th level Companion N Large animal Init +4; Senses lowlight vision, scent; Perc: +1

It was a wonderful new taste for Guughwa's mouth parts!


Female Human Oracle 3
Stats:
Init: +8 | HP: 22/25 | AC: 16 | FF: 14 | Tch: 12 | Fort: +2 | Ref: +3 | Will: +3 | Perc: +3 | 1; 0/6 Spells Left

It is truly an honor to be felt so by Guughwa's beautiful teeth!

And I'll agree with Iradyiel's point, given that I could go either way with the situation. We have been trying to get to the tar pits for about four months now xD


We have been done in a weekend I reckon, had I been able to fly over to the US, get you all in one place, and bash through this face to face!

Actually I will be in the US next month, but in Birmingham AL. I get all the glamorous destinations in my job...


HP 10/14, AC 16, CMD 10, Fort -1, +1 Ref, +2 Will, +6 Perception Admixture 7/7, Active Effects: Message, Dancing Lights, Prestidigitation, Mage Armor

Lots of history in Birmingham. Theres a very nice art museum there.


HP 10/14, AC 16, CMD 10, Fort -1, +1 Ref, +2 Will, +6 Perception Admixture 7/7, Active Effects: Message, Dancing Lights, Prestidigitation, Mage Armor

I'd like a little more info about the map.

The dark area of the map is tar? The pale grey is hard ground? Do I have that right?

The green shrubs, are they big enough to act as any kind of cover or movement impediment?

Do any of the lizard folk have signal horns or whistles?


Vedic you are correct - dark is tar, light grey is rock dotted in places with low scrubby bushes. The bone piles stand in places five foot high and act as difficult terrain and an impediment to line of sight. The bushes could act as cover for a stealthy approach, but don't impede movement.

As for whether the lizardfolk have signal horns or whistles, you can't tell for sure and neither can Array. They are wearing only very limited clothing, but these could still conceal items within.

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