
Javell DeLeon |

Hope it all goes well, OG.
Just a heads up, this week has been crazy for me so my posting is going to be equally as crazy. Please cover for me when necessary. Should be good again by next week. Probably Sat/Sunday but even then, keep moving without me if need be. But will try and post if/when I get the chance.

Alex Martin |

- 3,306 sp
- carved mammoth bone statuette of a much smaller mammoth worth 700 gp
- eye patch with a mock eye of black star sapphire and moonstone worth 900 gp
- mithral anklet worth 1,000 gp
- jeweled gold crown worth 4,000 gp
- bladed scarf +2, defending
- potions of cure moderate wounds x7
- potion of remove disease
- efficient quiver Praxim
- arrow +1, undead bane x16 Praxim x5; Kellen x11
- arrow of greater slaying (monstrous humanoid) PraximKellen is the only other one who uses a bow. Want some of those undead bane arrows?
Sure - I will take the rest of the arrows. What about the moderate wounds potions - one each?

Aurora Ulfurdottir |

Hi all :)
I'm at a conference in Auckland this week so posting may be slower than usual, I will do my best!
Back in business at the weekend though :)

Aurora Ulfurdottir |

Right, back from Auckland and getting caught up :)

Lym Blackhand |

Old Guy GM |

Regarding the staff: I've been trying to find out whether a spell needs to be on your spell list in order to cast it through the staff; AND if you CAN cast it, whether you can use your full caster level. Can't find it. Don't really want to overthink it.
Thoughts? Staves are hard to come by. It's a good piece of loot!

Old Guy GM |

Using Staves: Staves use the wielder's ability score and relevant feats to set the DC for saves against their spells. Unlike with other sorts of magic items, the wielder can use his caster level when activating the power of the staff if it's higher than the caster level of the staff. This means that staves are far more potent in the hands of a powerful spellcaster. Because they use the wielder's ability score to set the save DC for the spells, spells from a staff are often harder to resist than those from other magic items, which use the minimum ability score required to cast the spell. Not only are aspects of the spell dependent on caster level (range, duration, and so on) potentially higher, but spells from a staff are also harder to dispel and have a better chance of overcoming spell resistance.
Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. When a staff runs out of charges, it cannot be used until it is recharged. Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power, so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff. A staff cannot gain more than one charge per day, and a caster cannot imbue more than one staff per day.

Lym Blackhand |

Well, at the very least you need to be able to cast at least one of the spells in a staff to recharge it, so I say it goes to the one who can actually cast the most spells connected to the staff.

Praxim |

I would say that in this case, Tomaru could use his caster level and stats to cast the spells on his list, and the staff's for those spells not on his list. Same with Lym, and either would be able to recharge the staff.

Javell DeLeon |

Speed Loot: a dozen longswords (one a +1 large longsword), a +2 halberd, three large warhammers, a set of full plate armor, a druid's staff with a spellstaff still cast on it (rusting grasp, lvl12, and 356 gp scattered about.
Ha! 'Speed loot'. I totally love it. That's just some great terminology. I don't know why I like it so or get such a kick out of it but I do. :)

Old Guy GM |

Old Guy GM wrote:Speed Loot: a dozen longswords (one a +1 large longsword), a +2 halberd, three large warhammers, a set of full plate armor, a druid's staff with a spellstaff still cast on it (rusting grasp, lvl12, and 356 gp scattered about.Ha! 'Speed loot'. I totally love it. That's just some great terminology. I don't know why I like it so or get such a kick out of it but I do. :)
You know, I try to make adjustments to enhance gameplay - or at least what I think will enhance gameplay on the boards. As always, I am open to feedback. So you've seen how I handle dice rolls, and saves, and now loot to make the game go smoother. Some of it is my ideas, some I've stolen from other pbp GMs.
The 'speed loot' comes from the fact that I know you will be using Detect Magic, Perception, etc to find loot, so why hold up the game for another day or so while I get those rolls? I am making the assumption that you use the skills you have.
Let me know if you approve/disapprove/whatever.

Javell DeLeon |

That's exactly why I love it. 'Speed loot' totally says to me:
"Alright, instead of wasting several days to see if anyone can make the rolls to identify this stuff, I'll just tell you what it is because I know AT SOME POINT you're going to make these rolls and find out anyway so I'll just save us all the time and trouble. Cool? Cool."
Totally love it.

Aurora Ulfurdottir |

+1 for speed-loot ^.^

Lym Blackhand |

My active spell suite:
Greater invisibility
Mage armour*
Overland flight*
Protection from fire
See invisibility
Shield
* - already active
Of course this means I won't be really ready for a big battle after the dragon battle, but we're going to take a rest after doing that, right? ;)

Old Guy GM |

The dragon will outline the layout of the caverns, so you don't have to ask in gameplay. We will assume that he does this detail so that I will give you the pertinents when you approach each section. he can tell what and who to expect in each area with the exception of where Conna may be.
He also does not know anymore about the area under the caverns.
We can also assume he details the tribes and their make up that are camped outside Jorgenfist. These will be of no consequence if you take the secret way in. He can't fit into the caverns, but he can provide a distraction outside should you need it.
Any other questions we can cover here so gameplay can move forward.
So...what's next?

Lym Blackhand |

Lym Blackhand |

Today's fun, fun spell selection:
Wizard spells/day: 4/7/6/6/5/4/2
6 - Chain lightning*, Summon monster VI
5 - Break enchantment, Dismissal, Overland flight, Wall of force*
4 - Ball lightning*, Enervation, Greater invisibility, Summon monster IV
3 - Daylight*, Dispel magic, Fireball*, Haste, Protection from energy, Summon monster III
2 - Communal mount, Knock, Scorching ray* x 3, See invisibility
1 - Burning hands*, Mage armour, Magic missile* x 3, Shield, Summon minor monster
0 - Acid splash, Dancing lights, Detect magic, Detect poison
Lym will cast Mage armour and Overland flight before we enter the maze of doom; they have the best duration.
If anyone has any objections to this spell selection, tell me now. I am half-tempted to burn Daylight for Dimensional anchor, but we might need it in battle. Break enchantment is non-negotiable, given the enemy's known tendency to use Flesh to stone. ;)

Lym Blackhand |

My apologies for breaking character and going all real-world, but I saw this today, and I hope you will forgive me for sharing and asking you do the same through social media.
Please read this article, even if it is depressing and terrifying.
And share it.
THIS CAN NOT, MUST NOT BE IGNORED!

Lym Blackhand |

My magic missiles always go so fast.... I might have to take up Craft Wand at some point so I can have a larger supply.