Hunger in the Darkness - Expedition to the Mines of Zolurket (Inactive)

Game Master Mark Sweetman

A desperate attempt to reclaim the ancestral Dwarvish mine of Tar-Urkatha from the darkness that has engulfed it....


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Minor Crab-beast

Ok folks - please check in and take a seat. The malevolent eyeball will be with you shortly.

First order of the day will be to resolve the mechanical part of the build. Please put up any burning questions that yet remain and I shall respond.

Otherwise - let me know when your crunch is ready for review and I shall have a look. For those that haven't yet - please start posting under your campaign alias.

The confirmed list is as follows:
Balodek - Dwarf Magus (Bladebound) - Ninth Battalion / Sentient Weapon
Ernst "Love" Lowfield - Dwarf Rogue (Trapsmith) - Pathfinder Society
David James Olsen - Human Paladin (Undead Scourge / Warrior of the Holy Light) - Church of Sarenrae
Dolgrym Sharpaxe - Dwarf Transmuter - Highhelm Council
John Woodford - Elven Oracle - Lantern Bearers
Feigr Roarrgun – Dwarf Oracle – Soul Guides

If anyone would like to massage builds or options now that you see the actual make-up, please let me know.

Once we've got the crunchy bits sorted out, we can work together on the background and fluff and make sure that you have a good idea of what your characters know, etc.

Feigr - in answer to your questions in the recruitment thread:
1. Could you please put up the full text for the Drunken curse? I don't have the book so will need to know what the later implications are before properly assessing it.
2. Let me have a closer look at the ability and I'll get back to you. I like the idea, just need to figure out how I'd like to apply it in game.
3. and 4. Are both fine.
5. Yep, I'd be happy for Ancestral Weapon to summon those weapons.


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

Woo hoo! Glad to be selected, dm. Here is my sheet. I will update with equipment and any other changes you deem necessary. Can't wait!


Minor Crab-beast

Reposted Build Guidelines for Reference:
1. 3rd Level start
2. 20 point buy
3. Good to Neutral alignment – no Evil
4. HP Max @ 1st, then your choice of roll or average +1
5. Core Races – though I will be taking at least a couple of dwarves
6. Classes - no restrictions
7. Standard WBL
8. Two traits
9. All Paizo content is fine (just give me a book reference), and 3PP may be considered.

In general for equipment - you can assume that anything you can make is at 50% cost for WBL purposes. eg. scrolls, etc.


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

Thanks DM VoV! This looks like a great campaign. I'm really looking forward to it.

Answers in Spoiler

DM VoV:

#1
Drunkard
You have a weakness for alcohol in all its forms. At the start of each day, you are staggered until you consume at least one alcoholic drink. If you do not consume at least one drink per hour, you become shaken until you drink again. As long as you are not staggered or shaken, you gain a +2 bonus to saving throws against fear and temporary hit points equal to your oracle level. You cannot regain temporary hit points that you have lost until 24 hours have passed. Once per day, you can consume an alcoholic drink as a swift action to grant yourself a saving throw against an enchantment or fear effect.

That's all there is. The only part that scales by level is the temporary hit points. Unlike some of the other oracle curses, it does not add abilities or weaken the curse as he progresses in level.

#2 - sounds good. The spell itself is on page 346 of the Core Rulebook. The relevant Oracle ability is on page 54 of the APG (Voice of the Grave).

Thank you on #3, 4 and 5.

Liberty's Edge

Cynara checking in; I'll get the alias together and the character sheet finalized tomorrow. Thanks for picking me!


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Reporting for duty and happy to be selected. Thank you for the opportunity, this campaign looks awesome! I have everything in my sheet, still checking up on the Magus FAQ for if I need to cast defensively when using Spell Combat or not.

I've looked through your other games, and I have a question. Will you be rolling initiative in a block for all of us or have us roll individually? I've noticed it goes much faster when the GM rolls all initiatives so I just wanted to put forth my vote for that method if possible.


Minor Crab-beast

I'll definitely be rolling initiatives for everyone as a block when we hit combat. A good example of how I run combat is here

I'll roll for all, then put up an 'action tracker' that shows when you'll be acting and then its a bit freeform moving along that tracker (ie. you can act out of order and I'll collate and update as appropriate).

My big failing is a lack of maps at the moment, and while I am looking into map-tools - it wouldn't be for a while. I'm pondering some ways of making it easier for this campaign - as obviously maps will play a large role once you start reclaiming the hold.


Minor Crab-beast

Thanks for the kind words thus far on your expectations, I can only hope that I live up to them...

Feigr:
The Drunkard curse looks interesting and I'm willing to give it a go to start with. If it doesn't work out for any reason then we can always re-build with a different curse.

It will mean that you'll need to be pretty careful with the tracking of your liquor, and for the most part I'd apply the honor system for that. Do you intend to be continually drunk? - or just take the first drink to get over staggered and live with being shaken until you need to take a competent action?

Speak with Dead Answer:
The answer here is a bit dependent on how you see your ancestor's mystery playing out. I can see the speak with dead as more communing with the latent souls that have not yet moved on to the boneyard.
For your Ancestor's mystery how do you interpret it? - do you channel their power only, or are you able to communicate to a degree?
If you can communicate - have you named the ancestors?
Oh and after reading - I hope that Storm of Souls is on your build list somewhere ;)

Padrym:
I think the answer is yes (based on UM wording) - that you have to cast defensively if you want to avoid any AoOs. It has a reference to being able to take an additional attack penalty to get a circ bonus on the casting.

You could always choose to not cast defensively, draw the AoO and hope it misses though.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

That combat tracker is perfect, thank you.

I did some more poking, it looks like I need to cast defensively to avoid the AoO, but that I can use Spell Combat and not cast defensively if I'm not in reach. For example, cast Shocking Grasp while 10' away from an opponent. Take a 5' step towards them (you can take a 5' as part of a Full Action, which Spell Combat is).

At this point the rules comes into question. At my level instead of making a touch attack with Shocking Grasp, I can make that attack through my weapon as a free action as part of the casting. The question is, does this mean I get a weapon attack after the 5' step, or my Shocking Grasp is channeled through my next weapon attack that hits and I just get my base number of attacks? I'm inclined to say that I only get my base number of attacks and not the free attack from the casting since I took the 5' step but I've seen it ruled both ways.

If I am only 5' away and cast defensively (or take the Lunge Feat), then I do get the free attack of course.


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

DM, would it be possible to spend some of my gold on magical scrolls to try and add them to my spellbook with Spellcraft rolls? If so, I'd buy 10 or so first and second level scrolls and do the rolls in this thread.


Minor Crab-beast

Padrym - are we talking about Spellstrike or Spell Combat?

For Spell Combat if you started 10' away, then yes - it looks like RAW you can avoid needing to cast defensively by taking the 5' step during your action. In this case you would:
Cast - 5' step - make a melee attack and deliver touch spell as per Spell Combat.

Similarly, for Spellstrike if you started 10' away and did not do any other movement - looks like you can avoid needing to cast defensively. Here you would:
Cast - 5' step - make a melee attack which has the damage augmented by the spell cast - have a move action free.

But you can't use both together in the same round.

Does that answer the question or did I mis-understand what the question was?


Minor Crab-beast
Dolgrym Sharpaxe wrote:
DM, would it be possible to spend some of my gold on magical scrolls to try and add them to my spellbook with Spellcraft rolls?

Perfectly happy for you to spend gold on scrolls to add to the spellbook - and no need to roll, just assume success. Obviously the scroll to gain the spell would be at full list price.

I'll cast an eye over the final list by means of review, but shouldn't be any issues.


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’
DM - Voice of the Voiceless wrote:
Dolgrym Sharpaxe wrote:
DM, would it be possible to spend some of my gold on magical scrolls to try and add them to my spellbook with Spellcraft rolls?

Perfectly happy for you to spend gold on scrolls to add to the spellbook - and no need to roll, just assume success. Obviously the scroll to gain the spell would be at full list price.

I'll cast an eye over the final list by means of review, but shouldn't be any issues.

Excellent. I will be sure to pay full price and will have the final equipment list up this evening.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6
DM - Voice of the Voiceless wrote:

Padrym - are we talking about Spellstrike or Spell Combat?

But you can't use both together in the same round.

Does that answer the question or did I mis-understand what the question was?

You understood the question correctly, it was based on using Spell Strike and Spell Combat together as a Full Attack action. According to the rule:

Spellstrike (Su):
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

I've bolded the relevant text. This was a change from the Playtest in which you could not use them together. Normally with Spell Combat I would make a touch attack with the spell, but at second level I can instead make that attack with my weapon. Essentially this becomes two-weapon fighting with a spell and my battleaxe.

Most builds then use a large crit range weapon (scimitar) to take advantage of this, but I have specifically avoided that in order to stay true to my character's background. I also have no intention of using Arcane Mark (cantrip) to get a free attack every round because it's pure cheese IMO.


Minor Crab-beast

Aaah - gotcha. Brain tired after getting to sleep at 2 AM and son waking up at 3AM.

Spellstrike + Spell Combat = two separate weapon attacks against full AC (one with boosted damage).

Spell Combat alone = one weapon attack on AC and one touch attack for spell.

Back to your original question - I would say no difference to if you were standing adjacent to start. Take the five foot step as part of the cast, then take the two attacks (2 x weapon or 1 x weapon and 1 x touch).


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Excellent thank you. This is my first Magus so I wanted to get those out of the way before our first combat. When I get home I'll add a section for Magatha's stats and my spellbook contents, then I should be good to go.


Female Human Witch (Alley Witch)/7 URogue (Snoop)/1 HP 44/44 AC 20/T 14/FF 18 Init +3 Perc +13 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

I had a couple of questions and comments before moving on to buying equipment. First, re HP, you said roll or take average +1--for a d8, that means 6/die (4.5 average, round up to 5, add 1) or 5/die (same, except round down)? Second, even though the clouded vision curse doesn't specify, I'm playing her as not having good fine resolution, even within 30'.


Male Human Paladin /4 ]Hps 36/36 AC 23 FF 21 T 11 CMD 18 Fort +10, Ref +6, Will +8 Init +1 Per +0

Posting as my Paladin of Sarenrae. Have a few tweaks remaining, but I think I have most of the crunch done.


Male Dwarf Trapsmith Rogue

Thank you for the nod DM eyeball. I'll get love up to third level and equiped ASAP.

This looks like a fun group!


Male Dwarf Trapsmith Rogue
DM - Voice of the Voiceless wrote:


My big failing is a lack of maps at the moment, and while I am looking into map-tools - it wouldn't be for a while. I'm pondering some ways of making it easier for this campaign - as obviously maps will play a large role once you start reclaiming the hold.

We can manage w/o maps if we need to. We'll play this old school! It just means you will have to be obsessive in your descriptions so we can keep everything clear.


Female Human Witch (Alley Witch)/7 URogue (Snoop)/1 HP 44/44 AC 20/T 14/FF 18 Init +3 Perc +13 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

I've had reasonable luck with using Google spreadsheets, shrinking the column width to match the row height, and coloring cells to match what the characters see. Here's an EXAMPLE. It can be kind of tedious, though.


Minor Crab-beast

Just popping in with a quick note, weekends I pretty much can only get online in the evenings so answers, crunch review and fluff questions will come then.

For HP, taking average means 5 for a d8, 6 for d10, etc.


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

DM VoV

Drunkard:

Severe rationing depends on whether you will allow Enhance Water from Faiths of Purity. I have visions of the other party members trying to sober up Feigr, by hiding or dumping out his alcohol, and having him surreptitiously cast Enhance Water on his water ration in the dead of the night.

Whether you allow it or not, I definitely think he'd be likely to take his drink in the morning and then drink more when the spirits trouble him, especially when he knows he's going to have to call them. If he's constantly drinking, he winds up becoming sickened eventually according to the GMG rules (which is a little worse than shaken):

In general, a character can consume a number of alcoholic drinks equal to 1 plus double his Con modifier (which would be a total of 5 for Feigr) before being sickened for 1 hour equal to the number of drinks above this maximum.

School transmutation; Level bard 1, cleric 1, paladin 1
Casting Time 1 round
Components V, S
Range touch
Target 1 pint of water/level
Duration instantaneous
Saving Throw Fortitude negates (object); [b]Spell Resistance yes
(object)
This spell transforms water into an alcoholic beverage, typically
ale, beer, mead, or wine. The alcohol is of middling quality but
drinkable. The spell also serves to remove poisons, disease,
minerals, and other toxins from the water as it transforms. The
more contaminants exist in the water, the darker the ale and the
more full-bodied the wine. The alcohol content does not change.

This spell does not work on unholy water, potions, or other liquids
with magical power.

Speak with Dead:

I'd been thinking more of the classic Speak with the Dead and either the ancestors' souls would bring (drag?) the appropriate soul or simply that Feigr could draw the appropriate soul back to the body - perhaps even to release it to Magrim once it has answered his questions.

The only way I see Feigr being able to communicate with the ancestors is the Wisdom of the Ancestors revelation. There would be some spells that work this way too - Ancestral Communion, Augury, Divination, Discern Location, etc. Mostly, I see the spirits whispering terrifying things, pleading with him to release them, etc. They might temporarily be helpful (for a spell like Guidance or Ancestral Memory or when you want to use them for a roleplaying moment), but mostly they are not helpful (and drive him to drink).

I would be happy to name a few and come up with some personalities if you'd like to have some playthings.

Storm of Souls:

C'mon 7th level baby!


Minor Crab-beast

I mentioned in the recruitment thread that there would need to be a few minor changes to backgrounds - this is mainly to tally up with what I'd like your characters to know at the start of the campaign, as well as the status of Sangvit within dwarven society.

Most of the dwarven hierarchy consider him a desperate fool. There have been many attempts to reclaim Tar-Urkatha by those better respected and better equipped. They don't want to waste precious dwarven lives on a fools errand - and have therefore refused to openly provide any support.

After Sangvit presented at the Elder-Moot, he proceeded south from Highhelm and boarded a ship in Almas (Andoran) that sailed from there to Absalom, then on to Katapesh. From Katapesh he struck West to Solku - where the campaign will start.

Going over the characters with a rough brush - here is a suggested timeline for when you joined the expedition and why. I know that some of it is repetition of what is already in your profiles, but I wanted to re-confirm.

This is purely a starting point - so please respond with a revised suggestion if you think it fits better.

Cynara:
In line with your already stated background, Indriel sent word to attach yourself to the expedition.
The impetus for them was a battle against some drow that deployed a golem infused with a strange blue crystal. Many elves died under the golem's fists even though the battle was won, and the only word they could force from their foes was Zolurket. Concerned about this potentially new source of strength to their enemy - you have been sent to investigate.
While Sangvit was initially reluctant for an elf to join, the fact that his funds were running low and the Lantern Bearers could provide some funding swayed him sufficiently.
Sangvit doesn't trust you to start with.

Feigr Roarrgun:
Based on your background, I'm assuming the battle of Red Hail was the genesis for both your Oracle mystery as well as your curse? -so since the battle you've felt your ancestors call.
In my mind I see it as you saw your kin cut down one by one, and as the sadness and rage grew you called out to Magrim and became as a lightning rod to the souls surrounding you. This gave you the strength to fight through the battle, though the souls have not gone away.
You can feel your kin close, but also a strong and evil malevolent presence that is growing in intensity and fills your thoughts. The only way to shut out the whispers is through alcoholic oblivion.
Bleyn Blackshield has become your sole confidant of the dark whispers that fill your mind. As they grow to a crescendo and threaten to overcome, Bleyn has told that the only way to quell them is to face them - and challenged you to join Sangvit. Go to Tar-Urkatha and face the darkness.
You joined the expedition in Solku and are considered a closer confidant than the others by Sangvit due to your ties in the region. Up to you whether he knows of the whispers in your head.

Ernst Lowfield:
After your most recent job, Eidelbrecht approached you with a proposition. He heard through the Absalom grapevine of the expedition to Zolurket. He's requested that you join with it and acquire some items from the mines for him. He has told you it is under official auspice of the Pathfinder Society, but you are not convinced. He is interested in some dwarven texts and samples of a dark blue crystal known as Marrowstone.
Sangvit has allowed you to join in Katapesh, but you are not sure if he trusts you or not. Occasionally he has covered up notes or hushed his words when he sees you approach.

Padrym Steelribs:
The Ninth Battalion is not supportive of Sangvit - seeing his quest as a waste of resources that could be put to better use against the orcish threats to the Five Mountains.
However your recently acquired weapon has put a hunger in your mind to seek out Tar-Urkatha. I see Magatha as a mostly empathic weapon at present - she doesn't speak in language yet, more in needs.
Seeing that you would have absconded from duty, you were instead given personal leave to follow your longing by Rockhammer. He is disapproving, but would prefer to see you work out your folly and return than be discharged from the Battalion without honor.
Sangvit appreciates your help, though is suspicious of your axe.

Dolgrym Sharpaxe:
Your father is sympathetic to Sangvit, and considers him a friend. He attempted to speak out in support of the expedition behind closed doors - but could not show open support due to politics. He sent you to help, as he does not want to see Sangvit die.
You were sent after Sangvit after he departed and caught up with him in Almas.
Sangvit is still bitter over the failure of Kaztor to openly support him. However he has allowed you to accompany as he needs all the help he can get.

Khepri of the Dawn:
After the expedition arrived in Solku, they sought an appointment with the Lambent Citadel to see if they would assist Sangvit's mission. You were assigned as a token attache, though the Citadel is clearly not keen on the venture. Although there is great evil, it stays ensconced in its hole and away from the surface. The church sees the gnoll as the more pressing threat.
The church has tasked you with assessing gnoll activity and dealing it a blow if you can.
Sangvit respects you as a Paladin of the Dawnflower - despite the fact you are a human. You are not in his inner circle, but he does consider your opinion important.

Crunch feedback and answers to Feigr to follow in separate post.


Minor Crab-beast

Crunchyness:

General Points:
For all - can I have a summary of your expendable daily resources at the top of the sheet? - something like this
Somewhere in the sheet I'd like an explicit statement of which skills have ranks and how many. (I know some of you have this already)
For XP - I prefer to organically level rather than track individual points. Is that ok with everyone? - I'll basically instruct you when it is appropriate to level.

Padrym:
Noticed you've got 500gp left unspent. For railroad reasons (so the expedition starts underfunded) I'm stating that you can't spend that on resources for anyone but yourself. Hope that's ok?

Cynara:
No issues with you downgrading your vision within 30ft. In some cases I'll give you an extra chance to pick out specific details that 'pop' to you in your vision. Like a religious symbol, or a person that sets off your senses.

Feigr:
I see the 'drink' requirement of the mystery to mean roughly equivalent to a 'standard drink' - so a shot of hard liquor or a mug of ale. So a skin of whiskey would last you a while.
I'm happy with the spell as written, since it's a pretty big drain on resources if you use is at this level.
Before it comes up in play - you'll note that Khepri's mercy is to remove sickened. This works on you, but wouldn't lower your alcohol level - so if the condition is due to drink, having another drink would reassert it. Is that a fair cop?

For speak with dead - I'm keen to allow it in a lot of cases as it opens up some pretty good RP opportunities. As you say - I'd like it to be a 'release' of the tortured soul in question. So it could potentially work on haunts (after you've cured the source) or undead as a means of mercy release of the spirit to Magrim.

For the ancestors, lets play them as a sussurant chorus, where it is difficult to pick out a single voice. You can get inklings and nudges from their general reaction, and then the more advanced abilities can reflect being able to focus your mind on the soulstream better. One of the main reasons I chose you was to be able to play with your ancestral connection - especially in the deeper levels of the mines where there are a lot of tortured voices in need of release.

Whether you give them individual names and personalities is up to you - though I'd suggest we keep it to two or three 'prime' voices to stop it getting too out of hand. If you choose a benevolent ancestor, I can choose the other two ones that will be less so...


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

Dm, the history is fine for me. It makes a lot of sense for Dolgrym. I am okay with you awarding XP as you see fit. You'll know when we need to level, I'm sure.

Adding the changes to the sheet now.


Minor Crab-beast

One other item - I've put up a placeholder game thread, mainly so I can get the boards to consider the campaign 'active' and track it on my profile.

For it to do the same for your good selves, you should probably throw up a dot in the game thread. Doesn't need any content as I'll be doing a proper RP'd introduction for you later on, just thought it would be useful to have the campaign show up on your ticker so you don't have to search it out separately.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Everything sounds good, as far as XP and money goes that's fine, I'm trying to figure out what I want to spend my last 500 on, leaning towards a masterwork buckler but I want to hold out for mithral so I'll probably look through my spellbook and see if there are any other 1st level scrolls I want to pick up.


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

+1 on leveling when you're ready to have us level. I GM the same way and think its a great way to tie better to the overall story.

Expendable Resources/Temporary Conditions: Added

Ranks: Added

DM VoV:

Background Voices did start in his youth. Otherwise, you have it great. I don't think Feigr will keep the voices secret. In fact, others might even hear voices or feel brushes with them when he uses spells or powers. Some will undoubtedly think him nuts at first. All of which is a long way of saying that I think Sangvit would know. He may not be sure if they are benevolent, malevolent, or both.

Enhance Water That's what I thought too (drain of resources). I agree with your thinking on Khepri's mercy.

Speak with Dead I think that sounds great so I will rework my revelations to work that one in.

Sussurant Chorus We're in agreement here too. I should only be able to assert control through use of resources. You, of course, can use them however you please.

If I get to individuals, I'll put them up for you. I wouldn't have it any other way than a mix of benevolent and not so much...


Male Dwarf Trapsmith Rogue

DM Eyeball.

No problem with organic leveling, prefer it in fact.

Will make sure daily resources are clearly indicated but I don't think Love will have many at the moment.

Intro bit is fine but you changed my contact's gender. No biggie just surprising.

Character leveling and gearing continues.


Minor Crab-beast

Mr Love - gender reassignment surgery was unintended. Eidelbrecht is perfectly fine as the fairer sex.


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

DM, Dorgrym is ready for inspection. One note: I bought a half full wand of Mage Armor for half value, if that is acceptable. If not, let me know and I'll sub it out for something. Thanks...


Female Human Witch (Alley Witch)/7 URogue (Snoop)/1 HP 44/44 AC 20/T 14/FF 18 Init +3 Perc +13 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

DM Voice--I was actually thinking along those lines as well. Basically, Cynara is the attached string :-). I also (as you may have noticed from our mutual sea voyage) have no problems with organic leveling.


Minor Crab-beast

Dolgrym - half price wand is ok. Will check over the rest of the sheet later.

Given that we're mostly in agreement on the plot thus far I'll aim to get the lead in post up tonight so you can start interacting in character.


Minor Crab-beast

Just a note to let you know that I haven't forgotten about reviewing the crunch on your characters. I will get to that within the next couple of days and before you encounter any enemies of note.

Sangvit will make his appearance once you've all checked into the game thread.


Male Dwarf Trapsmith Rogue
DM - Voice of the Voiceless wrote:

Just a note to let you know that I haven't forgotten about reviewing the crunch on your characters. I will get to that within the next couple of days and before you encounter any enemies of note.

Sangvit will make his appearance once you've all checked into the game thread.

Apoligies for the delay. Home comp having issues. So crunch will be slightly delayed. Did not want to hop in w/o having that done. Current estimate 7-8 pm pacific unless something else blows up.


Minor Crab-beast

No problems Mr Lowfield - I figured that something of the like would be the cause.

Will just reinforce Sangvit's lack of trust :P


Male Dwarf Trapsmith Rogue
DM - Voice of the Voiceless wrote:

No problems Mr Lowfield - I figured that something of the like would be the cause.

Will just reinforce Sangvit's lack of trust :P

Great, don't trust the guy whose job it is to keep the poison darts in the walls and the ceiling away from the floor. Oh this is going to go well.

:7)


Female Human Witch (Alley Witch)/7 URogue (Snoop)/1 HP 44/44 AC 20/T 14/FF 18 Init +3 Perc +13 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

He doesn't trust the party's main healer, either ;-).


Male Human Paladin /4 ]Hps 36/36 AC 23 FF 21 T 11 CMD 18 Fort +10, Ref +6, Will +8 Init +1 Per +0
Cynara wrote:
He doesn't trust the party's main healer, either ;-).

Khepri has faith in everyone, that should take the sting off ;)


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

I trust my axe...


Minor Crab-beast

Don't be too rough on the guy - he trusts the guy that hears voices....


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

But the voices are real! :D


Male Dwarf Trapsmith Rogue

I give us about a day and a half once we find the entrance.


Minor Crab-beast
Ernst "Love" Lowfield wrote:
I give us about a day and a half once we find the entrance.

Come come now - I'd toy with you for a bit longer than that before putting you out of your misery ;)


Male Dwarf Trapsmith Rogue

To Cynara. Was that "Subtle Love..." meant as sarcasm? It reads either way. No prob as it was an internal statement but I'm wondering.

Mr. Eyeball. I just made up the stuff about the gambling but it might be fun to run with. Go with it or drop it as a distraction?
I was thinking of maybe forming a syndicate with the other players and spreading a number of bets among the larger cartells so no one gets spooked. Might manage a decent return and add a criminal subplot if you want one.

What do you think? 5 to 8 the Eyeball gives it the kibosh?


Female Human Witch (Alley Witch)/7 URogue (Snoop)/1 HP 44/44 AC 20/T 14/FF 18 Init +3 Perc +13 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

A bit of sarcasm, yes.

WRT your gambling idea, that'll be the last fight of the campaign: the party, fresh from having cleaned out the mines and reestablished the dwarven city, is on its way back to Solku. And every bookie in the town realizes that the payout will bankrupt them, so they hire a mercenary army to stop the party in the mountains....


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

We clean out this dungeon and turn it into a new (old) dwarven stronghold I don't think any little army is going to stop us. :D


Female Human Witch (Alley Witch)/7 URogue (Snoop)/1 HP 44/44 AC 20/T 14/FF 18 Init +3 Perc +13 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

OK, so it'd probably look like the Axe Gang fight in Kung Fu Hustle. As long as the bookies didn't hire someone really tough.


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

Love that flick, Cynara...

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