KC's Age of Worms

Game Master Kobold Catgirl

The Library of Last Resort is your last chance to find the resting place of Dragotha's phylactery. But you aren't the only people looking for it.
Loot Sheet.
GM Notes.


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Female Kobold

This adventure is basically complete (actually, since Lambere was purely an add-on, it's been complete for a while now). I'm not gonna average out posts-per-day this time because the recent slowness will just make it depressing, but...thoughts?

I've noticed some annoyance at high-AC enemies (especially when they use total defense). Are those legitimately unpleasant to play against, or just annoying in the same way a difficult monster is?

The thing is, I prefer to have monsters use effective strategies, and with low ACs they get creamed in a round or two. You guys do an insane amount of damage. However, if this is really hurting people's fun, I can start adjusting statistics and strategies. I honestly don't mind—I'd obviously rather people enjoy the game.

Also, I want people to remember that I am already adjusting encounters. Even putting aside your cautious tactics and stellar optimization (things which I deliberately try not to "punish" for), it's a six-man party with Pathfinder rules, to say nothing of the Action Points. You guys are effectively two or three levels above D&D 3.5's reckoning of your APL. I've been adjusting to keep Age of Worms's difficulty since the Whispering Cairn (except 3FoE, which got extremely few adjustments as an experiment—I wanted to see how you guys could handle one of the nastiest installments in the AP).

I've mentioned it in the past, but I thought I'd bring it up again. I don't generally modify encounters that I don't think really need to be deadly (Shukak got very little because he wasn't really the main boss, and all I did for the kobolds was add in a leader with a few extra class levels), so I'm not really making them "more dangerous", but I am trying to guarantee that the ones that are supposed to be "dangerous" retain that state.


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11
Kobold Cleaver wrote:
Also, I want people to remember that I am already adjusting encounters. Even putting aside your cautious tactics and stellar optimization (things which I deliberately try not to "punish" for), it's a six-man party with Pathfinder rules, to say nothing of the Action Points. You guys are effectively two or three levels above D&D 3.5's reckoning of your APL. I've been adjusting to keep Age of Worms's difficulty since the Whispering Cairn (except 3FoE, which got extremely few adjustments as an experiment—I wanted to see how you guys could handle one of the nastiest installments in the AP).

Hey, you watch your language!

High AC total defensing enemies are tedious but fine. If anything, the most dangerous/swingy encounters have been the ones that you made the fewest changes to (as far as I know). I'd say your DM-tuning sense has been pretty good and I'm looking forward to seeing what's next.


Female half-orc cleric 10/soul warden 5 | affected by:wind walk, air walk, good hope, haste, inspire courage, aegis? | HP56/123 | AC25/24/13| Fort+15,Ref+10,Will+18 | Init+6 | Perception+17
Resources:
ActionPoints5/12|Channel0/7|Touchofchaos7/7|Copycat5/7|Channeldamage7/7|Orc ferocity1/1|Chaosblade2/2|Master'sillusion15/15|RVeil0/1|RInsanity1/1

In order:

- If someone doesn't pick up this blinding shield (was Cuetzpalli considering it?), we can just add the enchantment to it.

- Yeah, I've been seriously considering a remove disease wand as well. If we want to save money we could hunker down for a while while Astraden scribes remove disease scrolls.

- I also enjoy high-AC enemies on occasion.

Liberty's Edge

Male Underpowered Warrior 1

Oh yeah, and my thoughts.

I'm glad we resolved the lizardfolk problem with a minimum of violence. It did . . . sort of seem, though, that the lizardfolk were willing to stop fighting way too early. I don't know what was behind the GM screen but those ones who were befuddled by the wall of fire probably knew that we'd just killed like four of their fellows, and would've heard of the executions at the Keep. Maybe they just have really high Wisdom.

Anyway, other than that it's been good. That was a killer twist with the eggs, and all of the spawn fights have been legitimately fear-inspiring.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I find fights with enemies with high AC tedious as well. They essentially become either time wasters or just rocks we're supposed to toss all our resources at (See: Requiring a Heroism, Timely Inspiration, Favored Target, and a 14+ to-hit).

They're not really fun, and it doesn't make for particularly harder, just LONGER fights. I'd look into other ways to beef up enemies myself. Adding more is always an option, or making each individual one more dangerous (Advanced template is a simple booster that helps), or some wrinkles in the map design to make it so we can't throw everything at one guy, rinse, repeat (like the Kenku maze).

But, I won't cry about it if you can't think of anything. Much. =)


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 7/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 108/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

If I have to say anything, it's that the Kyuss-spawns are legitimately terrifying to fight.

They also make me glad I invested so much into the Heal skill. :)

We really should stock up on remove disease potions and scrolls. Or perhaps we could invest in a wand of remove disease.


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

Well if we’ve got to deal with one extreme or another, I’d rather have the tough enemies that are dangerous via attrition than the super deadly monsters that we hit easily. Rocket tag isn’t fun.


THP: 0 HP: 155/165 (203/213), BR 27/36, APs 9/12; AC 28, T 13, FF 25; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Buff overflow: communal air walk, death ward, holy aura, haste Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation

I'd prefer enemies to have more HP (or more weaker monsters) over super high ACs.

I'll take the blinding shield and +1 trident and throw my +1 greataxe back into the pile, yes. Is it a heavy shield or a light shield?


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

The loot sheet is mostly up to date but we've got a bunch of stuff that needs IDing still.


Female Kobold
Rynjin wrote:
I find fights with enemies with high AC tedious as well. They essentially become either time wasters or just rocks we're supposed to toss all our resources at (See: Requiring a Heroism, Timely Inspiration, Favored Target, and a 14+ to-hit).

With regards to that particular scenario, that enemy was on Total Defense. Effectively, he was buffed, too.

Quote:
(Advanced template is a simple booster that helps)

As I stated, I scale up enemies a lot. AC isn't the only thing I use—in fact, I use it very little. That said, when it gets to the point where I have to double Hit Points to buy them two rounds, it's a sign that the AC needs to be able to keep up. Also, insert cranky old "Back in AD&D, you only hit about 15% of the time" rant here.

I kid. I appreciate your advice, though tweaking map design isn't always easy to do in this PbP. I think the next installment will have just what we need, though, and I'll definitely take the advice into account. I get that high ACs are annoying, especially from the context of Pathfinder—which generally is some brand of "rocket tag"—and I will try to reduce the use of it. You shouldn't be too surprised if the occasional "end boss" needs more than a 10 to hit, though. He's not a pinata for people to hit until magic items spill out. ;D


THP: 0 HP: 155/165 (203/213), BR 27/36, APs 9/12; AC 28, T 13, FF 25; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Buff overflow: communal air walk, death ward, holy aura, haste Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation

Lol.

Needing a 14-16 is okay too. It's when that hit rate drops below 20% that things get a bit...meh.

I prefer the more actiony pulp style combats where you just double (or otherwise multiply) the number of opponents. Then we still feel badass (cutting down things in 1-2 hits), and we feel like we're overcoming overwhelming odds (always outnumbered).

I feel like a normal mook enemy should be hittable at least 50% of the time unbuffed. A lieutenant type critter maybe 35-45% of the time. A boss 20-35% of the time. It's not an exact science (of course) and I think overall you've done an excellent job so far. Your version of AoW is the most challenging/fun AP I've ever played (encounter wise at least).

Liberty's Edge

Male Underpowered Warrior 1

+1 blinding heavy steel shield.


Female Kobold

Something to keep in mind, Cuetz, is that Age of Worms has some definite "horror genre" vibes. Making some of the scary monsters "fragile" is alright, but it's not my favorite card in the deck.


*=temporarily buffed Human Bard 15/Ranger 1 — 151*/119 hp — AC 38*/26*/26* (6 mirror images)—CMB +15, CMD 32*— Fort +14, Ref +*20, Will +12 — Spells 3/3 5th 1/4 4th, 2/5 3rd, 2/6 2nd, 3/6 1st — Panache 3/3— Performance 39/40— Perception +19 — Init +4— Action Points 12/13—
Daily magic item use:
Bracers of falcon's aim 3/3, Lesser rod of quicken spell 3/3, rod of extend spell 3/3, Forzamele 3/3

I'd say that the only major issue with high-AC encounters is the purely psychological frustration factor, especially in a PbP. Here, a round of every single attack by every single one of us missing winds up feeling like we've just wasted a day or so of game time. If we're hitting and it's just soaking up damage, then at least I feel like I've contributing something over the past 24 hours. But then, there's the fact that the big three hitters here do much, much in excess of even what you can reasonably expect to soak- I was going to suggest giving every encounter max HP, but apparently you've been giving them 200% hp and that still hasn't slowed us down. So... I got nothin', really. :-)


Female Kobold

I haven't given them double HP, but it doesn't take a Rain Barrel Man to work out that Cuetzpalli, Farrukh and Tanith can easily do 60 damage in one round—completely ignoring iterative attacks and crits.

So, let's say a monster has 120 hit points. It gets about two rounds to live. Obviously, it's not quite that simple—and I'm no DPR-calculation expert—but it boils down to "holy crap that's a lot of damage".

It's not a big issue, it's just one of the reasons I'm not too bothered by the high ACs I've seen so far (especially considering the monsters often need 14+ to hit—this is a party determined to avoid leaving tactical holes). Like I said, I'll cut down on their use. My only priority is to avoid the opposite of the tedious ten-day battle, the curbstomp—which is arguably just as bad if it's how every single combat goes.


Female Kobold
Gark the Goblin wrote:
** spoiler omitted **...

Why are you Spellcrafting identified items like the necroturgon? Also, you don't need to make Appraise checks for things you already know like "how much is a masterwork falchion worth".

Lots of Spellcrafting:
Kushak's weapon was a +1 club.

Exotic red scaly leather boots are (searches for source) boots of striding and springing.

Dirty silver circlet is a circlet of persuasion.

Shukak's potion is a potion of cure moderate wounds.

Shukak's amulet is an amulet of natural armor +1.

Shukak's head is gross and smells really, really bad. Your Appraise check reveals it is worth approximately -5 gp.

Kotabas's armor was +1 hide.

Kotabas's amulet was a swarmbane clasp.

Kotabas's potion was a potion of cure moderate wounds.

Velmane's bow was a +1 human bane composite (+4) longbow. Small-sized.

Velmane's belt was a belt of mighty Constitution +2. One size fits all.

Velmane's silver scalpel might be worth ten gold. It's a good tool, but nothing remarkable.

Technically, Hishka had never seen Velmane fight, so you could argue that he was just hey look a moose!

The four dark vials contain potions of Cure Light Wounds.

The two dark vials containing an orange fluid are potions of remove disease, CL 10.

The two dark vials containing green fluid are potions of lesser restoration.

The dark vial containing red fluid is a potion of barkskin, CL 6.

The ring of dark metal is a minor ring of spell storing, currently empty.

Didn't I say the commander's armor was chainmail? It seems like we've had this mixup before.

The paste itself likely wouldn't sell for anything, though just to rehash the info:

Kyuss Worm Paste
This cup-sized container of badsmelling greenish-brown paste renders a creature immune to the green worms of a spawn of Kyuss. Any worm from a spawn (or similar worm attacks, such as slow worms) dies instantly if it touches a creature protected by the paste. Applying the paste is a full-round action and lasts 1 hour. Each cup of paste can protect one creature.
Faint abjuration; CL 5th; Craft Wondrous Item, neutralize poison; Price 750 gp.

Kyussbane Oil
This rank oily substance gives a weapon the undead-bane property for 1 hour. Any spawn of Kyuss or similar creature associated with the worms struck by the affected weapon takes +1d6 damage in addition to the +2d6 from the bane property.
Faint transmutation; CL 5th; Craft Wondrous Item, summon monster I; Price 750 gp


Female Kobold

On a side note, looking back, I'm not sure I'm really thrilled about the precedent of the "two APs = reroll saving throw" ruling. I'm leaving it for now, but it's something I'm concerned I'll end up regretting, so don't get too attached to it. I won't cut it right when you're about to use it, obviously.

Liberty's Edge

Male Underpowered Warrior 1

The necroturgon was never, to my knowledge, definitively determined to be fly. Astraden just wanted to make sure it wasn't a poison.

And yeah huh, I could've sworn I wrote chainmail.


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

Does Tanith have any idea what disease he's saving against?


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

The loot sheet's up to date now. If there's anything you've got your eye on that's unclaimed, speak up now! There's some nice stuff in there.

Was everyone good with putting coin aside to get Astraden's shield enchanted with Rallying? If so I'll make a note to subtract coin preemptively from everyone's cut.


Female Kobold

Tanith isn't aware he's making these saves at all. So far, his body's staving it off. If anybody's aware of rules to the contrary, feel free to present them.


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

I suppose he’ll either fail a save and show symptoms at some point or shake it off completely on his own.


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

KC, what are your thoughts on ioun stones, wayfinders, and resonance effects?

Do wayfinders exist? If so are they attached to specific lore or are they just a generic magic item? Do you want to use resonance effects and if so which type?


Female half-orc cleric 10/soul warden 5 | affected by:wind walk, air walk, good hope, haste, inspire courage, aegis? | HP56/123 | AC25/24/13| Fort+15,Ref+10,Will+18 | Init+6 | Perception+17
Resources:
ActionPoints5/12|Channel0/7|Touchofchaos7/7|Copycat5/7|Channeldamage7/7|Orc ferocity1/1|Chaosblade2/2|Master'sillusion15/15|RVeil0/1|RInsanity1/1

If you're putting Cuetzpalli's greataxe back in the loot sheet, better give him extra credit for it. Also, Astraden picked up the mithral chainmail (it's not just masterwork) and the +1 dagger. And 350 seems low - did you catch the coins noted here?

If they go unclaimed, Astraden will take the ring of spell storing or the circlet of persuasion. If no one wants either, she'll just take the circlet.


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

Corrections made.

I'd forgotten that Cuetzpalli already effectively 'paid' for that greataxe. In that case, he's welcome to sell it on his own.


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

I suspect Eben's going to want the circlet since it improves his perform skill (and thus a bunch of other stuff).

The ring is very pricey and will likely tip whoever takes it into the red.

That bow is actually really good. It's a shame it's small. Would it be possible to have it refitted to function as a medium-sized short bow? The strength would have to be adjusted down too but it'd be a nice upgrade for Eben.


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 7/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 108/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

I've made sure to indicate the potions that aren't safe to drink on my profile.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Cuetzpalli will probably want the Boots since IIRC he's the slowest one here (of the combat crew anyway). If not, I'd love 'em.

I'd like the Amulet of Natural Armor too, y'all are catching up too much on my AC.

As a side note, I just realized I've been gypping myself out of 1 hit/damage on my shield. =(


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

Uh, what did those potions end up being? I don't have them recorded by color.

Liberty's Edge

Male Underpowered Warrior 1

Cuetzpalli's got normal speed (barbarian base speed - armor). Maybe he could have the boots altered to fit Spiny, though.

Do we want to set aside gold now for wand charges/scrolls of remove disease? I can craft six CL 5 scrolls for 1125, given a week.


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 7/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 108/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

I've marked down what the potions were on my profile.


Female Kobold
Rynjin wrote:

Cuetzpalli will probably want the Boots since IIRC he's the slowest one here (of the combat crew anyway). If not, I'd love 'em.

I think Cuetzpalli should have a 30 foot speed, thanks to Fast Movement.

Tanith wrote:

KC, what are your thoughts on ioun stones, wayfinders, and resonance effects?

Do wayfinders exist? If so are they attached to specific lore or are they just a generic magic item? Do you want to use resonance effects and if so which type?

Ioun stones were in 3.5 and therefore exist now, wayfinders can just be magic items, and I dunno what resonance effects are.

Tanith wrote:
Would it be possible to have it refitted to function as a medium-sized short bow? The strength would have to be adjusted down too but it'd be a nice upgrade for Eben.

I don't know of any particular mechanics for "enlarge item", but I might be willing to bend on that if you guys, say, had a wizard research the spell for you. "Reduce composite bow" is what I'm actually more leery of. I'm no archery expert, but that seems like it would basically involve remaking the entire bow.

Tanith wrote:

Uh, what did those potions end up being? I don't have them recorded by color.

I know for sure Carina took aside the four healing potions. Other than that, I don't know. Were they the ones from the egg chamber?


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 7/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 108/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

I'm pretty sure I stashed the potions in the haversack...

And they were the ones from the egg chamber. That I remember.


Female Kobold

Did you stash the ones in the second chest (the one that had the ring)?


THP: 0 HP: 155/165 (203/213), BR 27/36, APs 9/12; AC 28, T 13, FF 25; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Buff overflow: communal air walk, death ward, holy aura, haste Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation

Sorry for the lack of posts guys, moved into a new house, then have been dealing with a bug infestation and trying to catch up on homework.

I don't see the trident and blinding shield on there? Does that mean that Cuetzpalli already has them? Do I owe money for taking them out of the main loot pile?


THP: 0 HP: 155/165 (203/213), BR 27/36, APs 9/12; AC 28, T 13, FF 25; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Buff overflow: communal air walk, death ward, holy aura, haste Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation

Selling my greataxe and bow for a profit of 1,410 GP as well.


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Temp Acid Resist: 30|Action Points: 8/13|Bombs: 7/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 108/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

I went looking back through the thread, and I did indeed stash the potions that we found in the chest with the ring. I have the four opaque potions that were in the visible chest and the coloured potions that were in the chest with the ring.

I love how anyone who isn't following this campaign closely will be more or less left in the dark about what I'm talking about. XD

RPG Superstar 2010 Top 32, 2011 Top 4

Tanith 'Kordson' Creed wrote:

I suspect Eben's going to want the circlet since it improves his perform skill (and thus a bunch of other stuff).

The ring is very pricey and will likely tip whoever takes it into the red.

That bow is actually really good. It's a shame it's small. Would it be possible to have it refitted to function as a medium-sized short bow? The strength would have to be adjusted down too but it'd be a nice upgrade for Eben.

While I _could_ use the circlet, I'm not so enamored of it that I'll claim precedent over Astraden, if she wants.

And the bow... yeah, I remember deducing exactly what that was during the kobold fight (as in, 'where are those extra d6 damage I'm taking coming from? He's not getting sneak attacks on me somehow, is he? Or... ah-ha! Bane!) and then weeping a little upon the realization that it's small sized. Between that, the strength being higher than Eben's current modifier, and the fact that it's a longbow and not a shortbow, makes it a +1 composite longbow of the bard never hitting anything again. Now, several of those issues will resolve themselves sooner or later (at about 9th level I plan on taking a martial multiclass that will give me longbow proficiency, and eventually I'd buy myself a strength belt), those solutions are far off enough that sitting on this thing till then would be silly. (Plus the potential expense of resizing it, which just makes it even more of a money sink...)

The ring of protection I might be interested in, if nobody else wants.

The swarmbane clasp feels like something that someone should take, given how we usually start running around and playing 'how many bombs does Carina have left' as our usual recourse against swarms. I'd claim that, but I'd defer if one of the heavy hitters wanted it.

As far as group-pooled stuff to buy, it would be 3,000 gp apiece if we bought a rallying shield, a new wand of CLW, and a wand of remove disease. That might be a bit steep, so if we skipped the disease wand for the time being and just got the other two, it would be 1,125 each. (And then we chip in so Astraden can make a bunch of RD scrolls. I think the wand should be a long term goal, though, just for ease of use.)


THP: 0 HP: 155/165 (203/213), BR 27/36, APs 9/12; AC 28, T 13, FF 25; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Buff overflow: communal air walk, death ward, holy aura, haste Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation

I could do 3,000 if I don't owe anything for the +1 blinding shield and the +1 returning trident. Otherwise I'd be fine with 1,125 also. We clearly need that stuff.

Liberty's Edge

Male Underpowered Warrior 1

The trident's under "returning trident +1" (Tanith already put in the subtraction for you). And the blinding shield is from last loot sheet (possibly the Faceless One's), so it's just a gift from Astraden to Cuetzpalli.

Eben, if you've got the gold you should go ahead and take the ring of protection and circlet. I have some purchases planned for the Free City, so I can just sit on my remaining share until then.

Re the wand of remove disease: I think the cheapness outweighs ease of use. After what happened in the Keep Astraden's just gonna keep remove disease prepared every day and burn action points to save it each casting. That'll account for situations that are getting out of control (where tons of us are wormy and she doesn't have a move action to pull out a scroll), while the scrolls and Carina's eventual potions will save us the rest of the time. Probably.


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

Alright, assigned I've moved stuff around as folks seemed to be leaning. I took the liberty of giving the cloak of resistance to Carina as her saves seem to be lowish.

Draft #1

Carina

cloak of resistance +1
6,339.73 gold

Cuetzpalli

returning trident +1
2,682.23 gold

Farrukh

amulet of natural armor +1
5,839.73 gold

Eben

ring of protection +1
5,839.73 gold

Tanith

lesser extend rod
5,339.73 gold

Astraden

dagger +1
mithril chainmail
circlet of persuasion
1,363.73 gold
5750 extra gold for Rallying enchant and Remove Disease Scrolls

***

Potentially nice stuff in the vendor pile

swarmbane clasp
belt of con +2
minor ring of spell storing
boots of striding and springing


THP: 0 HP: 155/165 (203/213), BR 27/36, APs 9/12; AC 28, T 13, FF 25; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Buff overflow: communal air walk, death ward, holy aura, haste Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation

Well that leaves me with 6,353 GP. So I can definitely pitch in 3k for the anti-Kyuss Spawn stuff.


Male Suel Sacred Fist/Godling 15 | 161/161 hp, Init +0, AC 32 (39 presently) [touch 23, FF 24], Fort +20*, Ref +12, Will +21; Perception +7
Active Buffs:
Resources:
Blessing 7/8 | Fervor 5/9 | Smites 6/6 | Rage 15/15 | Ki 10/10 | Action Points 5/11

That already includes some taken out for the shield enchant and a few scrolls.

Did you want the boots?


THP: 0 HP: 155/165 (203/213), BR 27/36, APs 9/12; AC 28, T 13, FF 25; Fort +18 Ref +13, Will +13 (16, +2 ME) (+4 vs evil all saves); Perception +19, Init +5 Buff overflow: communal air walk, death ward, holy aura, haste Everyday buffs: GFL, bear's endurance, protection from evil (permanent, undispellable) Currents: greater magic weapon (+3), freedom of movement, good hope, moment of greatness, shield, greater false life, recitation

I guess if no one else wants them I might as well increase my speed to 40. Except I'll be riding Spiny next level so it won't matter. Just sell them? Or let Farrukh buy them?


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 7/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 108/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Carina's definitely interested in having the bracers of armor.

Mainly because my chain shirt is too heavy for my Strength score.

Liberty's Edge

Male Underpowered Warrior 1

You should also seriously consider the belt.


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 7/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 108/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

That could be a possibility.

Still, I have the Lingering Spirit alchemist discovery. So it's not as high on my priority list as other magic gear.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

I wanted the boots, actually.


Temp Acid Resist: 30|Action Points: 8/13|Bombs: 7/23|Female Undine (Formerly Yugoloth-Spawn Tiefling) Alchemist (Chirurgeon) 16|HP: 108/85|AC: 22(36)/14(23)/19(26)|Saves: +15 Fort (+20 vs. Poison), +18 Ref, +12 Will (+1 vs. Enchantments)|Initiative: +3|Perception: +21

Here's what I'm thinking.

I'll take the cloak of resistance and the bracers of armor, sell my chain shirt, and see if there's a mithril chain shirt on offer in the Free City. I'll get myself a masterwork suit of studded leather if I can't find one.

I'm also kinda hoping to build a revolver with my gunsmithing kit.

RPG Superstar 2010 Top 32, 2011 Top 4

I think Astraden & I had settled on Eben taking the circlet of persuasion.

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