GM Rednal's Planehopping from Bard's Gate
(Inactive)
Game Master
Rednal
It's not just you, although they should have gotten most of it fixed. There was a problem with a node used by one of the hosts or something, and that was really slowing things down.
btw sorry for the short posts and little rp, but 12 hours shift at work for two weeks in a row are sapping my creativity.
Half-Elf (Riverfolk, Half-Drow) Bard (Rubato) 5/Incanter 5 | HP: 36/36, SP: 9/9, MP: 0/9, TP: 4/4, PP: 5/5, BP: 14/14 | AC: 21 / T: 13 / FF: 18 | Fort: +3, Ref: +7, Will: +6+ | M. Touch: +4, R. Touch: +8 | CMB: +5, CMD: 16 | Init: +9, Perception: +10 (LL, DV)
I think we're ready to move on—looks like nobody's shopping until we acquire a bit more capital.
Gun5/SlW5 | HP:37/49 | AC: 19 / T: 14 / FF: 15 | Fort: +7, Ref: +8, Will: +8 | CMB: +7, CMD: 21 | Init: +5, Perc: +10
With the new Adventurer's Armory out, there's some mundane items that would be great to pick up.
Specifically:
5x Acid Bolt (40g each, +1d4 acid damage)
5x Alchemical Fire Bolt (50g each, +1d4 fire damage)
5x Liquid Ice Bolt (40g each, +1d4 cold damage)
Total: 650g, each elemental type stored in a separate repeating clip.
The new book added one more bolt type, Poison Bolt. Basically 25g for a bolt that holds an injury or contact poison with no chance to poison yourself at the expense of doubled range increment penalties. What's the legal status and availability of poison in Bard's Gate, especially something like drow poison?
Poison sellers are all illicit businesses, and Alchemists - who are known to be able to make poisons, whether or not they actually do - are viewed with some suspicion.
Of course, such things ARE available if you want to try and get ahold of them somehow... but you'll have to go out and find them, rather than just picking them up out-of-character. XD I didn't put your base in the best adventuring city in the game just to ignore the chance to let you explore it a little.
Gun5/SlW5 | HP:37/49 | AC: 19 / T: 14 / FF: 15 | Fort: +7, Ref: +8, Will: +8 | CMB: +7, CMD: 21 | Init: +5, Perc: +10
Eh... going full force into the city's underworld probably isn't really in character (at least not right now). Not too long ago Anders wouldn't have considered poison due to the standard paladin code, and though he's moved away from that strict code of honor a bit, he's unlikely to actively seek out something that's actively frowned upon by society.
Are the other new specialty bolts widely available?
Half-Elf (Riverfolk, Half-Drow) Bard (Rubato) 5/Incanter 5 | HP: 36/36, SP: 9/9, MP: 0/9, TP: 4/4, PP: 5/5, BP: 14/14 | AC: 21 / T: 13 / FF: 18 | Fort: +3, Ref: +7, Will: +6+ | M. Touch: +4, R. Touch: +8 | CMB: +5, CMD: 16 | Init: +9, Perception: +10 (LL, DV)
We do have a professional alchemist in the party, who you can probably ask for commissions...
Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3
And who can technically make and refine poisons. The suspicion wouldn't bother him. He's not good at reading people anyway. Plus I am fluffing his craft feats as Witcher 3 style crafting. Grab some monstrous bits and combine them into the smelting process. Poison or possibly poison fangs and teeth would be included in those bits.
I don't know that I'd go as far as "widely", but Justin Greenwood’s Fletchery in the North Wall District sells various kinds of spears, arrows, and bolts - including the three you listed above. He's the city's main provider of such forms of ammunition.
Gun5/SlW5 | HP:37/49 | AC: 19 / T: 14 / FF: 15 | Fort: +7, Ref: +8, Will: +8 | CMB: +7, CMD: 21 | Init: +5, Perc: +10
Excellent, I'll swing by Justin's shop on the way to the guild after we decide what to do.
In the future, perhaps I'll commission additional specialty ammunition from you Will, when you have more time to work on them.
Half-Elf (Riverfolk, Half-Drow) Bard (Rubato) 5/Incanter 5 | HP: 36/36, SP: 9/9, MP: 0/9, TP: 4/4, PP: 5/5, BP: 14/14 | AC: 21 / T: 13 / FF: 18 | Fort: +3, Ref: +7, Will: +6+ | M. Touch: +4, R. Touch: +8 | CMB: +5, CMD: 16 | Init: +9, Perception: +10 (LL, DV)
Thoughts on a next mission? Barion would prefer to not do two fetch-quests in a row; I think gargoyle-fighting could be the most fun, but we could also go on a longer trek mission.
Gun5/SlW5 | HP:37/49 | AC: 19 / T: 14 / FF: 15 | Fort: +7, Ref: +8, Will: +8 | CMB: +7, CMD: 21 | Init: +5, Perc: +10
I'm liking the gargoyle fighting to get our feet wet with combat, then seeing about a longer mission for the next one.
(It was probably obvious, but I was trying to give you a variety of options, both in types of destinations and in things to do there. XD In this case, it's Fetching/Fighting/Exploring, basically. You can expect to continue having a variety of choices in the future.)
Half-Elf (Riverfolk, Half-Drow) Bard (Rubato) 5/Incanter 5 | HP: 36/36, SP: 9/9, MP: 0/9, TP: 4/4, PP: 5/5, BP: 14/14 | AC: 21 / T: 13 / FF: 18 | Fort: +3, Ref: +7, Will: +6+ | M. Touch: +4, R. Touch: +8 | CMB: +5, CMD: 16 | Init: +9, Perception: +10 (LL, DV)
Yeah! I dig that. If shadow roads remains for a while, though, it's the sort of thing that might be a more intriguing option once we get access to the light sphere and maybe a bag of holding full of rations.
* * *
That said, we don't all have ways to overcome DR/magic; it's good that we identified that gargoyles have that defense, but it might be something to think about (or just switch tactics for one quest)

Yeah damage resistance\magic is a bit of an issue for me (it tends to be a bane to multiple attack natural weapon fighters), I do have enhancement magic to get sort of a magic fang effect though, so at least I can get a buff that allows me to bypass it on one attack (it works better on aligned based resistances as I can just allign all my natural attacks in one go).
That said I have just noticed that they have reduced the cost of Amulet of Mighty Fists in an errata (thanks god), I was wondering if perhaps I can trade my strenght booster for a +1 one that now have the same cost.
Otherwise I can buy a potion of greater magic fang if we expect the most fighty part of the hunt not to last for more than 5 hours (if I got things right its 1/h per level and 5th is the minimum level to cast it).
Or I can try a couple of scrolls for the same price, I'm not sure though how spheres of power work with scrolls, and the need or not to 'use magic items' to use one, I do have a sort of magic fang effect myself, but ofc I lack any spell list. magic is a bit of an issue for me
Yes, you can make that trade. As for scrolls, that's in Spheres' rules for magic items. Generally, you need to either have the base Sphere or make a UMD check.
Yeah sorry I didn't notice that paragraph, so likely I'd have the base sphere for Magic Fang, but I'm not caster level 5 in enhancement so I'd have had to roll.
Anyway I'd just do the trade for the amulet and fix my stats later tomorrow. Thanks :)
Half-Elf (Riverfolk, Half-Drow) Bard (Rubato) 5/Incanter 5 | HP: 36/36, SP: 9/9, MP: 0/9, TP: 4/4, PP: 5/5, BP: 14/14 | AC: 21 / T: 13 / FF: 18 | Fort: +3, Ref: +7, Will: +6+ | M. Touch: +4, R. Touch: +8 | CMB: +5, CMD: 16 | Init: +9, Perception: +10 (LL, DV)
Hmm. I can buy some 25 gp scrolls to boost my own weapons, I guess, though that'll be hell on the action economy.
Gun5/SlW5 | HP:37/49 | AC: 19 / T: 14 / FF: 15 | Fort: +7, Ref: +8, Will: +8 | CMB: +7, CMD: 21 | Init: +5, Perc: +10
Would Justin Greenwood’s Fletchery be the place to head to for a light crossbow? And I'm guessing the Wizard's Guild for a potion of fly?
Curiously, Justin Greenwood's Fletchery actually isn't the place to get crossbows themselves - he's mostly an "ammo" kind of guy. The Guilds tend to be very specific about who can sell what. XD For a crossbow, The Sword and Bolt in the Turlin's Well district has what you need.
Gun5/SlW5 | HP:37/49 | AC: 19 / T: 14 / FF: 15 | Fort: +7, Ref: +8, Will: +8 | CMB: +7, CMD: 21 | Init: +5, Perc: +10
Does the Sword and Bolt also sell bolts then? =P
Nnnnnope. Justin's pretty much cornered the market on that (possibly because the city finds a more uniform creation to be much easier than hoping the ammunition actually fits the weapon). It's a very... interesting... city at times. XD
Gun5/SlW5 | HP:37/49 | AC: 19 / T: 14 / FF: 15 | Fort: +7, Ref: +8, Will: +8 | CMB: +7, CMD: 21 | Init: +5, Perc: +10
With somewhat poorly named shops it seems...
Possibly. XD Either way, feel free to head to any shop that interests you.
Half-Elf (Riverfolk, Half-Drow) Bard (Rubato) 5/Incanter 5 | HP: 36/36, SP: 9/9, MP: 0/9, TP: 4/4, PP: 5/5, BP: 14/14 | AC: 21 / T: 13 / FF: 18 | Fort: +3, Ref: +7, Will: +6+ | M. Touch: +4, R. Touch: +8 | CMB: +5, CMD: 16 | Init: +9, Perception: +10 (LL, DV)
Sorry guys! Had some travel that I mistakenly combined with a steam sale, back to being attentive now.
Half-Elf (Riverfolk, Half-Drow) Bard (Rubato) 5/Incanter 5 | HP: 36/36, SP: 9/9, MP: 0/9, TP: 4/4, PP: 5/5, BP: 14/14 | AC: 21 / T: 13 / FF: 18 | Fort: +3, Ref: +7, Will: +6+ | M. Touch: +4, R. Touch: +8 | CMB: +5, CMD: 16 | Init: +9, Perception: +10 (LL, DV)
Aaaagh this site's been lagging too much for me to post for like four days, am I the only one? Sorry for holding things up if so...
Lol I forgot that my natural attacks already are magic due to the whole shifter thing (in hindsight, that's likely why I took a belt of giant strenght...) so no need for a trade of gear. I'll still buy an amulet of mighty fists later though, once we have a bit more money, just to add some properties.
Half-Elf (Riverfolk, Half-Drow) Bard (Rubato) 5/Incanter 5 | HP: 36/36, SP: 9/9, MP: 0/9, TP: 4/4, PP: 5/5, BP: 14/14 | AC: 21 / T: 13 / FF: 18 | Fort: +3, Ref: +7, Will: +6+ | M. Touch: +4, R. Touch: +8 | CMB: +5, CMD: 16 | Init: +9, Perception: +10 (LL, DV)
Neat! I think that means I can wield you as a magical weapon, but that's probably worth holding off on for a while. (Turns out a plane where I'm not allowed to touch anything will be challenging for a character who throws his surroundings at people)
Gun5/SlW5 | HP:37/49 | AC: 19 / T: 14 / FF: 15 | Fort: +7, Ref: +8, Will: +8 | CMB: +7, CMD: 21 | Init: +5, Perc: +10
I've got some spare bolts if you run out of stuff.
If it helps, most of the spheres you can travel on are too hard to simply grab pieces from without mining equipment. ^^
Half-Elf (Riverfolk, Half-Drow) Bard (Rubato) 5/Incanter 5 | HP: 36/36, SP: 9/9, MP: 0/9, TP: 4/4, PP: 5/5, BP: 14/14 | AC: 21 / T: 13 / FF: 18 | Fort: +3, Ref: +7, Will: +6+ | M. Touch: +4, R. Touch: +8 | CMB: +5, CMD: 16 | Init: +9, Perception: +10 (LL, DV)
Uhhh I meant the spheres themselves.... o.O
Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3
Remember guys, DM is expecting everyone to post before he posts again.
Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3
Half-Elf (Riverfolk, Half-Drow) Bard (Rubato) 5/Incanter 5 | HP: 36/36, SP: 9/9, MP: 0/9, TP: 4/4, PP: 5/5, BP: 14/14 | AC: 21 / T: 13 / FF: 18 | Fort: +3, Ref: +7, Will: +6+ | M. Touch: +4, R. Touch: +8 | CMB: +5, CMD: 16 | Init: +9, Perception: +10 (LL, DV)
Ahhhh sorry guys, travel got messy and I was without internet for a few days. I probably should've followed up on my phone, but too many games were updating and I got overwhelmed (and I didn't realize all the Rednalgames were back to updating quickly).
In general, though—my work has stepped up a *lot* over the last month and will be for the foreseeable future. I haven't joined any new games in a while, and I'm not planning to, but I might not be as attentive a player as I used to be. Let me know if this becomes problematic, as I'm trying to figure out which (or possibly all) games I still have time for.
Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3
Considering the above, would it be possible to exempt Barion from the "everyone must post after the DM" rule, except in combat? Just to keep things moving.
Well, if someone posts here to remind me...
(I run a lot of games, and it's very difficult to keep track of details like that for individual games. Reminders from players can help out a LOT to keep the game moving. ^^)
Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3
Here's a reminder then. Everyone else has posted.
Half-Elf (Riverfolk, Half-Drow) Bard (Rubato) 5/Incanter 5 | HP: 36/36, SP: 9/9, MP: 0/9, TP: 4/4, PP: 5/5, BP: 14/14 | AC: 21 / T: 13 / FF: 18 | Fort: +3, Ref: +7, Will: +6+ | M. Touch: +4, R. Touch: +8 | CMB: +5, CMD: 16 | Init: +9, Perception: +10 (LL, DV)
Hi, guys. To all my games: sorry I've been such a butt lately.
Basically, I was away from the internet for a while, but before and after that, I've been writing so much for work that PbP just felt like a chore. And I've come to realize that while I love my job, right now it's just not leaving me the time and creative energy I need forPbP, so, while I've sort of been sliding down that slope for a while, I figured I should actually tell all my games that I've gotta drop out.
Sorry to disappoint and potentially leave a bunch of people hanging at the end there, and I hope I was generally fun.
-Thunderbeard
So... since this is definitely meant to be a four-player game, what sort of teammate would the rest of you like to see for re-recruitment?
Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3
Saw that coming. Anyway, it's gestalt so almost anything would work but we seem to be lacking in healing. I've got knowledge and support. Anders is damage. Betting Asem is good at tanking and damage. Probably some minor healing all around but not really good healing like a cleric. So that.
Gun5/SlW5 | HP:37/49 | AC: 19 / T: 14 / FF: 15 | Fort: +7, Ref: +8, Will: +8 | CMB: +7, CMD: 21 | Init: +5, Perc: +10
I've got quite a bit of healing. I'm thinking maybe something up front melee, but we haven't really had any combat yet, so not sure what we need.
What if we picked up a plane of earth native? Seems only natural that we pick up someone rather unusual as we adventure, and what better place than an extraplanar bar?
Yeah, some support\healing could be nice perhaps, but I agree we should be able to go on with any role givent he gestalt thing. It could be funny picking up someone from the plane we are visiting.
Soul Weavers actually are pretty good healers - aside from their Channels, they naturally get the Life sphere, which among other things has access to Revitalize (a great out-of-combat heal).
Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3
I didn't know what a Soul Weaver was. If that is the case then we a lot covered already. So I guess it doesn't matter. Also, we might be on a sub-plane of earth but there are probably hunters from all over coming to take out the gargoyles. Anyone is feasible in that case.
Gun5/SlW5 | HP:37/49 | AC: 19 / T: 14 / FF: 15 | Fort: +7, Ref: +8, Will: +8 | CMB: +7, CMD: 21 | Init: +5, Perc: +10
Oh man, somehow I missed that that lasts for minutes per level, definitely making it an effective out of combat heal. Guess I'll add it to the list.
Yeah, story-wise, getting people in is easy. XD Finding the right player is a bigger challenge - and since I have quite a few spots in various games to fill, is there anybody that any of you would recommend or like to play with here?
Gun5/SlW5 | HP:37/49 | AC: 19 / T: 14 / FF: 15 | Fort: +7, Ref: +8, Will: +8 | CMB: +7, CMD: 21 | Init: +5, Perc: +10
Let's see what the booze did, if anything.
I'll be out of town starting tomorrow morning until sunday, I might check in here from time to time with my phone, but I don't think I'll be able to manage a post.
Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3
I can't think of anyone. Would it be possible to PM someone from the recruitment thread?
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