Actually, the WBL for level three (which I don't use but still pay attention to as a guide line) is 3000GP. You were at about 1000 before this one and adding all these magic items at around 2000 GP each and a bunch of potions you as a party are pretty close. A quick search of this upcoming mod has over 60k in treasure so it is there to be found!
Two ruling forces are currently at odds in Bargarsport, with both vying for absolute control of the city. The Alantyr family, known for political influence as well as underhanded dealings, has the ear and pocketbook of the mayor, Berkoff Kaleston. The Alantyrs’ influence is widespread, with gambling dens and illegal importing operations spread far and wide. The Alantyrs use Ayianna’s name as a curse when rotten luck befalls one of their illegal rackets.
The other force in Bargarsport is the priesthood of Ayianna that lives and grows within the buried temple of Clandestine. The high priestess Reneth Anora has a long friendship with chief constable Harga Shackleford. Both are devoted followers of Ayianna and often work together at every turn to thwart the Alantyr family’s attempts to control the city.
Bargarsport is a den of lawlessness, where no questions are asked and information is not given cheaply. Anything goes. Murder is acceptable, although the clergy of Ayianna frowns upon it. Crimes against humanity are looked down upon but aren’t the only reasons for the many executions that go on within the upper city.
Olik will take you there when you are ready. He will explain that the sewer passages flood twice each day with the rise of the ocean’s high tide. The passages remain submerged for six hours starting at dawn and dusk except where noted. The low tide carries waste and refuses out to sea at noon and at midnight. A six-hour window exists between tides when the water level is lower than three feet through the tunnels. Due
to the sea cave’s configuration and the reef barrier, flooding occurs rapidly. The majority of the sewer completely submerges in under 10 minutes. Two “safe” windows exist for exploring the sewers: from midnight to dawn and from noon to dusk.
Travel in the sewers is hazardous and slow. Due to the slippery terrain, the curved fl oor and frequent fractures in the pipes, movement is reduced by half. Double moves, running, charging and over runs requires a successful DC 15 Acrobatics check. Failure by five or more indicates the PC falls prone into the sludge.
so six hour windows movement half speed, how many entrances and exits will he be able to tell us about and will he be able to tell us how to get to the temple? Is a map possible?
Did they say anything else about what would be needed or useful for ghasts, vampire spawn, ghouls and zombies?(other then holy water) Don't wanna go unprepared.
OK guys, no more little league soccer rules. Alternate death rules are hereby rescinded. Characters die, get over it. I am trying too hard not to kill characters. Interview will Bill Webb
I'll try to have "emergency back up characters" ready to go in case of that most annoying of occupational hazards for adventurers known as "death". Besides, I look at it this way; better my pc than me! :o
Thankfully you are not like my brother's buddy who likes to GM and figures that a good GM's sole purpose is total party kill and loves to have players fighting one another, which makes total party kills all the easier for him. I would never play a character with someone like that as GM!
As me and my brother, and a lot of others, see things: if there's no chance of dying, it's boring. On the other hand, if there's little or no chance of surviving, it's aggravating (to say the least).
Male Human Oracle (Dual-Cursed) 4 / Cleric (Devoted Pilgrim) 1; HP 32/32, Init +0, Perception +12, AC 18/FF 18/T 10; Fort +3, Ref +1, Will +9; CMB +3, CMD 13; Luck 6/6, Channel 8/8, Doorsight 6/6
I am ok with the alternate death rules being rescinded, but you have to admit that was awesome in game mechanic that saved Turv's life! forcing a reroll of 1! haha
@Turvijagal My first (and last) TPK was in 1982. It wasn't enjoyable for me or the players so I learned that is not the way I wish to DM. As Gen Lee said "We expect the occasional empty chair". You guys should be challenged, not overpowered to the point of always facing TPK situations. That being said, sometimes you will have to learn when to run!
@Cyric I agree, that was awesome, as long as it is the exception and not the rule. Constantly reversing death should not happen either.
Another thing I'm not keen on is resurrection or any of that. Mostly because I've studied bits of mythology from all over and whenever someone visits the great beyond or any of that, they're completely changed and just can't function around people any more. And it just seems too weird too. That's the main reason I decided against letting my gnome that died in my brother's game coming back from the dead, even though he could have. But that's just my personal preference.
M Dwarf Cleric (Warpriest) of Torag 3/Medic | LG | HP: 43/43 |AC 20 | speed: 15 | F+10,R+6,W+11 | Resistances: Poison 1 | Perc +9 |Darkvision 60’
We are playing FGG modules! Of course, we are all going to die...multiple times. That's no biggie for me, DM. I'll grumble for five minutes then figure out another character, lol!
male human evoker 5 (human)(human) Init +2; AC 16, touch 12, flat-footed 14 (+2 Dex) hp23 (1d6+2) Fort +3, Ref +3, Will +5 Speed 30 ft.- Str 14, Dex 14, Con 14, Int 14, Wis 14, Cha 13 Base Atk +1; CMB +2; CMD 14 - Str 14, Dex 14, Con 14, Int 14, Wis 1)
ok ill be at ft griffin from Thursday until Sunday so bot me if you need to greg.. and i am feeling some better.
Tomorrow's a Canadian federal election. I'll be doing my bit to help make sure people get to the polls as a volunteer, so I'll probably be out and about all day long.
I should be able to post something later in the evening, though.