Aardvark's "Bring Out Your Dead's Valuables" MM Campaign (Inactive)

Game Master Troy Malovich

The group known as Architects of Fate have been given permission to explore the Necropolis of Wati, the Half-City. Who knows what they will find?

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Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Here is the discussion thread for my Mummy's Mask Campaign. Feel free to chit-chat, work on linking backstories, and how you came together as a group to decide to searh the buildings of the Wati Necroplois.

Also, agree on a team name.


Male Dwarf Cleric 1 / hp 15 / AC 16 touch 10 / CMB +1 CMD 11 / Fort +6 Ref +0 Will +6 / Init +0 / Perception +4 Darkvision 60'

The Grim Prospectors seems a good choice.

In my backstory I assumed that I knew Gus and Z'ael. My assumption was that we met in Wati (kinda down the pub) and have some shared interests that formed into friendship. Sturn is effectively a sort of post-grad student in matters Pharasmic, and is here mainly to research into undead (and how to make then dead again). Sturm isn't so massively interested in treasure for its own sake as he is in knowledge and experience and furthering the interests of his goddess. Plus he's been a bit of a wallflower and Gus and Z'ael help him come out of his shell a tad, hence the decision to join them on an adventure.


Male Half-orc

OK... DM: as I understand it, we're already a group that has done some stuff together (hence additional the lump sum you mentioned) - background is written on that basis.

Gus has been in Wati for some time now, on the order of his Patron, the Empyreal Lord Ragathiel. So far, nothing significant has come to light but he is sure that whatever he has been sent here for will come to light eventually; in the meantime he waits and explores the area.

He met Z'ael when the gnome literally bumped into him (Gus is still wondering how this happened: at 6 ft. 4 inches and 280 pounds or so, he's not exactly inconspicuous). He is drawn to Z'ael's happy-go-lucky and open nature, but is aware bad things can often happen to such unsuspicious types. Gus intends to ensure that bad things do not happen to his new friend. He also appreciates the fact that Z'ael's reaction on bumping into him was to chatter away, rather than recoil or run off.

As a half-orc, particularly in Osirion, Gus is aware that he has a perpetual 'outsider' status ('a half-orc from an outlaw tribe who claims to be a Paladin - come on, who does he think he's kidding!'); he is therefore more aware of those on the margins. Perhaps that's how he came to the attention of Morana and Sturm: the half-elf orphan waif and the dwarf in exile from his homeland as he tries to follow a deity who is foreign to his own people. Or maybe he came to their attention: those on the margins of society can often be drawn to one another.

Brennan - I'm assuming your character will be as discussed As for Brennan, well - it's a cliché to say that "opposites attract" and in this case it would be palpably untrue. Perhaps Gus sees something of how he used to be in the human knife-master? If so, he's not telling. Or maybe by staying close to the rogue he hopes to minimise the damage inflicted on others. Again, if so, he won't be saying.

Lacking any local knowledge, or an understanding of the hot desert conditions, Gus was relieved when one of the guides offered their services; although he was bemused by their manner of speaking. " 'This one?' What, as opposed to 'that one?' Wouldn't it be easier to jus' y'know, use your name? Call me Gus. What's yours?"

Surubi - not sure whether at this stage you're still disguising as a boy?

I'm happy with pretty much any of the names suggested (although Grim Prospectors is a bit, well, grim, and I don't know how many of the group are actually in it for the money!) - I have one more to offer(going back to my suggestion of slightly derogatory names):

Spoiler:

The Misbegots

It wasn't a name they chose - it was an epithet attached to them by others: the 'adventurers' that no other party would accept.

  • a dwarf in exile from his own people, drawn to a goddess outside their pantheon;
  • a gnome considered to be child-like and reckless even by the standards of that fey race;
  • a half-elf orphan waif whose 'imaginary friend' was ... somewhat less than imaginary;
  • a half-orc from an outlaw tribe who claimed to be a paladin;
  • a foul-mouthed human brute who'd cut your thumbs off as soon as look at you - much less try and talk to you (Brennan - taking you at your word here!);
  • a local girl (boy?) on the run from something s/he wouldn't discuss.

Disregarding the scorn of their peers - perhaps even drawn together by it - they formed a group that proved to be surprisingly effective. Things they were hired to guard stayed guarded; things they were hired to find got found; things they were hired to investigate were discovered.

With the passing of time, their name would come to mean a group to be reckoned with...


Male Dwarf Cleric 1 / hp 15 / AC 16 touch 10 / CMB +1 CMD 11 / Fort +6 Ref +0 Will +6 / Init +0 / Perception +4 Darkvision 60'

Sturm likes the implied death motif in the Grim Prospectors - i.e. a grim prospect, rather than prospecting, so the profit motive is more ambiguous in the title for him. A title with multiple levels of meaning suits him just fine.


Male Gnome Sorcerer(EE)-1 | HP:7 AC:13 - T:13 - FF:11 | Fort:+1,Ref:+2,Will:+2, +4 vs illusions,Fear,Despair | Perc:+3, lowlight | init:+2 | CMB:-1 CMD:11

To a gnome, 6'4" @ 280lbs puts you squarely in the realm of support structures like columns and walls. Finding a friendly ear and seemingly willing protector in the half-orc, Z'ael would have stuck close to Gus and met Sturm and the others as a matter of course. I think the group concept is pretty well established.

I'm not crazy about "Grim Prospectors", but I can live with it. It really does not describe Z'ael's motivations or personality in the least. He is here to drink in the "lost" engineering/architecture technology of the ancient Osirians.

I do like Gus's idea of how we might have become labeled misbegotten by the people of Wati and then chose to embrace the monicker when asked for a team name. I could even imagine someone in line supplying our name as a snide remark when we were registering for the "competition".


Male Dwarf Cleric 1 / hp 15 / AC 16 touch 10 / CMB +1 CMD 11 / Fort +6 Ref +0 Will +6 / Init +0 / Perception +4 Darkvision 60'

Architects of Doom? Only less doomy?


Male Dwarf Cleric 1 / hp 15 / AC 16 touch 10 / CMB +1 CMD 11 / Fort +6 Ref +0 Will +6 / Init +0 / Perception +4 Darkvision 60'

Architects of Fate? A happier spin?


Male Half-orc
Z'ael Breccia wrote:
To a gnome, 6' 4" @ 280 lbs puts you squarely in the realm of support structures like columns and walls.

That made me chuckle - my other half just gave me an odd look

Sturm Harrensonn wrote:
... implied death motif in the Grim Prospectors - i.e. a grim prospect, rather than prospecting

I hadn't thought of that, it's a good spot. Gus doesn't like to think of himself as grim, but he's aware he can look pretty intimidating so the name wouldn't put his nose (snout?) too out of joint.

Sturm Harrensonn wrote:
Architects of Fate? A happier spin?

I like it!


Male Gnome Sorcerer(EE)-1 | HP:7 AC:13 - T:13 - FF:11 | Fort:+1,Ref:+2,Will:+2, +4 vs illusions,Fear,Despair | Perc:+3, lowlight | init:+2 | CMB:-1 CMD:11

Architects of Fate works for me.


Hey all, your resident little girl melee tank here. Personally, I really like the Misbegots idea for a name.

Also, still need to buy equipment, but it's not gonna be anything terribly interesting. Maybe a longspear, maybe some leather armor, maybe some Pathfinder gear (like an Adventurers' Sash).

As for motivation, Morana's just in it for funsies. She's had a near-death experience, and she just wants to LIVE now, as much as she can.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

I still need to re-stat Brennan (bad llama!), but I'll try and have that done tonight.

I'm not in it for your cause, and I'm not in it for you, princess! I'm in it for the money, and I expect to be well paid.


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Names: I'm partial to Architects of Fate, but have no argument with Grim Prospecters.

As to Gus' question: Surubi still disguises as a boy; this stems from several things--habit, that's the style of clothes she has, and when in town it's still (probably?) necessary to do so to prevent being found by her family.

Since the group has been together for some time, Surubi has almost certainly been outed as a female--I imagine the first night she changes clothes in the dark assuming nobody can see, not knowing that half-orcs have darkvision was a dead giveaway; though whether Gus says anything about it is another story... but the first heal check when she goes unconscious, or "Why don't you just pee standing up in the desert like the rest of us?" and so on would eventually lead to the story coming out.

This also suggests that the group at least has some idea that Surubi is on the run from an arranged marriage that she didn't want. Whether they're willing to back her up if a situation arises because of it is up to each character. The issue is certainly still unresolved.

When Gus asked her name (the first time) in town she introduced herself as "Suru-... Uh, just Suru." but, as with her being female, she has given her full name to the party members.

That said, I wouldn't mind role-playing those happenings in the discussion thread; or even agreeing that such things haven't happened yet so that we can role-play them out when they do happen.


Male Half-orc

Brennan - do you have any thoughts on how your character came to be with this group and we came to be with you? Also - any thoughts on a group name?

Suru(bi) - happy to role-play it out; either in the discussion thread or agree that they haven't happened and will crop up in game. Obviously depends on how long the group has been together before our adventure starts.

"Suru, huh? Nice an' easy to remember. Much better than 'this one' - let's agree to use your name, ok?" Gus smiles at the lad. "Have you met the rest of us yet? This is Z'ael *whispers* he'll walk into you from time to time, but don't pay it no mind, it ain't personal. So, are you a local to this town? Or are you one o' them dune wand'rers?"


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Surubi, I like the idea that her gender is unknown, it allows for some odd statements that may not seem to fit. I will leave it up to you when and how you want to reveal yourself to the rest of them. I will not make it happen, either with injury or the like until you want it to happen. Given that both dwarves and half-orcs are so common in the world, even if not as common in Osirion, it's safe to say that their ability to see in the dark is a well-known one.

As for Brennan, given his personality/nature, he seems the most likely to have been hired for a particular skillset. That said, how many people took the trapfinder trait?

Also, those with ancient Osirion from any source outside the trait, how did you come by it, as it is an old (near-dead) language more often learned from study.

I do like Architects of Fate for a name.

I could see both Z'ael and Sturm having become friends either before the trip to Osirion or along the way. Both are here to study the region, one for it's ancient buildings, the other for it's ancient dead. The bump into Gus was fortuitous, and just worked itself out, since he already had an eager hanger-on to guide him around the region. The connection to Morana seems a little vague, unless Surubi knew her from wherever two family-less locals may congregate. They may also have previously known Brennan from those same circles, and like I said given his focus on being rewarded, he could be an addition due to having a skill they need. The question is what that would be.


Male Gnome Sorcerer(EE)-1 | HP:7 AC:13 - T:13 - FF:11 | Fort:+1,Ref:+2,Will:+2, +4 vs illusions,Fear,Despair | Perc:+3, lowlight | init:+2 | CMB:-1 CMD:11

So it looks like Brennan is still configured for the previous campaign. Assuming very little change to his skills, I can see the group hiring Brennan as consultant to provide environmental awareness and early warning capabilities.


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

"This one- ehm, Suru was born here in Wati, but has since become a wanderer of the desert. Suru helps people get along in the sands; Suru watches out for dangers. Suru will help you enter old tombs, and protect you from the angry dead; Suru can read the old writing. Suru can stand by you in a fight," the 'boy' gestures to the morningstar and bastard sword--this last hanging uncomfortably from 'his' belt--obviously too large to be there, "or, better yet, stand behind you," 'he' finishes, smiling at Gus and pointing to the longbow slung comfortably on 'his' back.

"This one will keep the over-eager archeologist" 'he' nods in the direction of Za'el, "from bumping into things, as one protects an overcurious little brother from his curiousity." 'He' smiles down at Z'ael, resisting the urge to ruffle his hair.

"Suru will gladly serve the learned servant of the Lady of the Tombs, 'he' says as he turns and bows to Sturm.


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Surubi has the Trapfinder trait. She also speaks (and reads) Ancient Osirioni via linguistics--picked up from watching her father and brother do the same (and then using the skill to the best of her ability while working in the same capacity on her own).

I could very well see Surubi knowing Morana and possibly even Brennan from prior jobs; that said, she probably wouldn't volunteer their existence unless there was a specific reason (like the lottery requires groups of 6 or something) or at least that Gus and the others asked specifically for more people.

If she does know and trust Brennan, it might have been that he was hired by the client for a previous job, and there was trouble with bandits out in the desert. The client (and maybe also Surubi) were taken captive, and Brennan (wanting to get paid by the client) snuck in and freed them. Morana would likely be known because she was hired as a guard or something along those lines.


Morana will have learned the Ancient Osiriani language on her own, through study, in the months that she's been in Wati. She knows that many of the people in the Necropolis might have spoken it, and if she wants to get in there, it could certainly be helpful to know. Not only that, but just knowing as much as one can is usually pretty helpful.

Morana could have helped one of you out of a sticky situation. Maybe you were getting bullied by a local tough and all of a sudden there's this big metal man lifting him away from you. This works best for Z'ael, I think, or maybe Sturm. Maybe you think I'm scary, and then I'm just this charming little girl!


Male Half-orc

I have the trapfinder trait. No languages other than Common, Orc and Gnoll.

So... Z'ael and Sturm got to know each other on the journey to Osirion; Z'ael bumped into Gus, who was here a while before and had acquired the services of 'Suru' as a guide. The idea of Brennan taking paid service as a bodyguard to one of Suru's clients makes sense, maybe they've formed a working relationship. Morana - it depends on how soon you want us to know about your abilities, but it strikes me that Z'ael could easily get overcurious and find trouble in an isolated ruin; Morana is there reading the Ancient Osiriani glyphs and helps him out.


I think if we've been working together prior to the start of the adventure, it makes sense that you'd know about Morana's abilities - they're her primary contribution (along with her summon monster spell-like ability) to any adventuring group.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Okay, since it was mentioned and I had almost forgot, as a group you get a total of 200 extra gp to split amongst yourselves as you see fit.

I was going to make it a number evenly split by 6, but decided this way it will allow for the possibility of setting the tone for uneven intra-party loot distribution and begin that conversation early.


Male Half-orc

Suru(bi):
Gus closes his eyes and shakes his head, before holding up a hand. "OK, new word: 'I' - no more o' this 'Suru this', 'Suru that' Please? I'm only a simple half-breed and I'm easily confused. If'n you can manage that, we got a deal." The paladin smiles to take any sting out of the words.

"Nice sword, by the way; but if you wear it like that, it'll trip you whenever you go runnin'. Try it with the scabbard ridin' up along your back - you don't so much draw the sword out as push the scabbard away from it." Gus shows the 'lad' how his own is set up. "There you go, kiddo. You can thank me first time we have to run away from somethin'." Another smile.

Morana:
Sounds reasonable. How much of the background do we know? Do you want to do an introduction, or just assume that we now know you?

LOOT:
How do we want to manage this? Some groups keep track strictly of who has been given what and make sure that everyone has the same money's worth of stuff. I'm open to that method as long as I don't have to do the chart (I didn't take up RPGs to become an accountant). If we go with this method, the 200 gp gets split 33 gp each with 2 gp left over. If Brennan (or whoever) wants to take the 2 gp, I'm not fussed - it helps establish character straight off.

However, I prefer having a single group pool from which we try to allocate loot equally, but on a who needs what basis - Gus doesn't need metamagic rods, for example so if we find one it should go to someone who does (magic armour, on the other hand...). So in that instance, the 200 gp could be spent on any gear that we don't yet have but think we might need (tents, survival gear), and maybe a mule to carry it; and hang on to the rest until we find something else we need. Alternatively, we could get some basic potions/scrolls; when you first start out, there are never enough CLWs to go round when you really need them (at least in my experience!)... A potion of endure elements might not be a bad idea, in case someone gets a really sucky series of dice rolls.

I'm open to other ideas - what does everyone else think?


Male Dwarf Cleric 1 / hp 15 / AC 16 touch 10 / CMB +1 CMD 11 / Fort +6 Ref +0 Will +6 / Init +0 / Perception +4 Darkvision 60'

I think we should split the 200gp evenly as it's easy and fungible. When magic stuff comes along as loot, we should allocate it to where it would go best, again like you suggest. Hopefully it should be reasonably apparent if people are getting short-changed and we can allocate to even things up as and when.

I was hoping to spend some money on a few 1st lvl scrolls. DM - I have the Scribe Scroll feat - can I get the scrolls at creation proce or do I have to pay ordinary market price?


Male Gnome Sorcerer(EE)-1 | HP:7 AC:13 - T:13 - FF:11 | Fort:+1,Ref:+2,Will:+2, +4 vs illusions,Fear,Despair | Perc:+3, lowlight | init:+2 | CMB:-1 CMD:11

Loot I would prefer an even split. For future gains, we determine the value of an item, if someone wants an item, they "buy" it from the group.

E.g. We find a +1 short sword. If Surubi wants it, she can buy it from the group. If she can't afford it, I have no problem with her renting-to-own, with some level of down payment provided. I'm willing to track the party loot in a spoiler on my character's profile page.

I would like to treat potions as group equipment, divvying it up according to who wants to carry it.

This doesn't prevent any one character from extending whatever generosity they wish to.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Brennan is completely re-statted now. I didn't have time to write up the background, but I should have that by tonight.

Brennan is geared up to be the front man, sneaking ahead and scouting, then returning to the group to offer fairly brutal (for a rogue) combat skills. His philosophy is typically "stab first, stab again, and if it's still moving stab some more. when you get tired of stabbing, then ask questions." He rarely tires of stabbing.

Perfectly happy to go with Surubi's story. The "waiting to get paid" part would definitely be a motive for Brennan, though he's not a complete mercenary. He isn't the easiest person to make friends with, but that just means his few friends are held very deeply.


In general, I'm okay with loot going to the person who needs it most - Morana's gonna be wanting any reach weapons we get and maybe some magical gear. Then again, this tends to create dissatisfaction, so I've recently implemented a buyout system in my Legacy of Fire campaign - it seems to work fairly well but takes a bit of time and math.

As for what you might know about her, I had the following kind of thing in mind:

"'Scuse me. 'Scuse me." mutters Gus as he shoulders his way through the crowds. He's been looking for Z'ael for near an hour now - he had lost the inquisitive little gnome a while ago while he was buying himself a bit of lunch. Turned around and the little man had just been gone! "Little man just gotta go runnin' off... Righ' when I was gonna enjoy a nice skewer." he mutters, right when he hears a panicked yell from an alley a few blocks down - the tone matches Z'ael's voice. "I'm a-comin' for ya, little guy!" says Gus as he speeds up, shoving people out of the way. When he gets there, however, he doesn't find his vertically-challenged friend in danger as he might have thought. Instead, Z'ael's merely standing near a tall (near 7ft!) and gleaming chrome humanoid figure. The figure holds a spear in its big hands and turns to see Gus, its face ominously and completely featureless. Z'ael exclaims, "Are you seeing this, Gus? Fascinating!", paying absolutely no attention to the pair of unconscious toughs on the ground around them.

Even as he speaks, though, the figure begins to shrink. Tough armor plates crinkle and implode towards the center of the thing, and its featureless face melts like it's been exposed to some intense heat. Mere moments later, where once stood an imposing steel man, now there's just a waif of a little half-elven girl. "Hi!" she says, her voice cheery and bright. "Hope I didn't impose or anything, but those guys didn't look like your friends. I'm Morana!" she extends a hand towards Z'ael and her other hand towards Gus, crossing them across her chest.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Did everyone remember to add 1 free skill point to a craft, perform, or profession. Also, taking weapon finesse for free?

Sturm, are you a cloistered cleric, or did you decide against it? If so, could you include it in your stat bar.

Z'ael, Surubi, and Sturm, would you each put a stat bar in your profile in the 'Class/Levels' box? Ideally it should have HP, AC(s), Saves, CMD, Init, and Perception/Vision. You can add more if it will fit, but I use those when describing and adjudicating so I don't have to open the profile. If I need to GMPC you due to absence I will be in your profile anyways to try and play you at your best, so anything like that isn't necessary for me in the status bar.

Also, keeping the status bar updated is vital. Most importantly based on any damage or effects changes (or you could include current status in your posts). So I am hitting the correct AC (raised or lowered by effects) or describing the results of taking a hit based off the relative value.


Male Dwarf Cleric 1 / hp 15 / AC 16 touch 10 / CMB +1 CMD 11 / Fort +6 Ref +0 Will +6 / Init +0 / Perception +4 Darkvision 60'

I'm not a cloistered cleric - I liked the basic concept but the loss of spell potency was too much for a couple of extra skill points.


I realized that I had under-spent skill points. Added skill points to Know (local) and Know (planes).

Also I finally bought equipment.


Male Dwarf Cleric 1 / hp 15 / AC 16 touch 10 / CMB +1 CMD 11 / Fort +6 Ref +0 Will +6 / Init +0 / Perception +4 Darkvision 60'

Have we agreed to split the 200gp equally? And can I scribe my own scrolls or do I need to pay market price for them?


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Oh, sorry, forgot about the scrolls. You can pay market price, or scribe them, but the house rules may cause concern (posted in the OP of the recruitment).

Specifically, no taking 10/20, skills getting -10/+10 on a nat 1 or 20, and the rules on cursed/intelligent items.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Brennan's background is done (for now). Morana, congratulations! You and your living armor have found a (rather deadly) friend. Just don't take any of his crap, okay?


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Gus:
"I thank you, Gus," 'he' bows, reaching to adjust the sword, "though many good things can come of mixing breeds--the strength to survive the harsh desert from one, the beauty of the lotus from another, the thorns to protect from a third..." 'he' trails off, noticing strange looks from a few people around. A flash of red shows on 'his' cheeks above the cloth covering 'his' face before 'he' turns away and resumes adjusting the sword and longbow in earnest.

Loot: If someone else is willing to track the math (i.e. Z'ael) then I'm fine with "even split" and "buy from group" etc. That said, I also think having a "group fund" (say, with 2gp to start and maybe 1 share of loot?) is useful for stuff we all need (like the first wand of cure light wounds or whatever).


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

It's official, the first post for the game is up. Make sure you have time, it's a long read. Feel free to post.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Ok let me see if I understand. If I make an item it has a 5% chance of being cursed. Is it the same chance if I buy one?


Male Half-orc

Suru, Morana:

Gus is only half paying attention to Suru's words, and misses the blush completely: he suddenly realises that Z'ael - doubtless bored with the conversation on weaponry - has wandered off.

With Suru's assistance, he tracks the gnome and is relieved to find him unharmed, and pleased to meet the mystery benefactor: "Neat trick with that armour - don't s'pose it's somethin' you could teach? Pretty hot havin' to wear mine all the time... Name's Gus, by the way. This here is Z'ael and this lad is Suru. Suru'd just offered his services as a guide when they became needed to find my friend here - mighty useful timing!"

Loot: If Z'ael is fine with keeping track, that works for me. My only worry is that Sturm ends up using his own gold to pay for scrolls that are used on the rest of us - first level spells are ok, but if we end up needing Restoration/Cure disease it could get expensive fast. Do we want to set up a fund for party scrolls?


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.
Aubrey the Malformed wrote:
Ok let me see if I understand. If I make an item it has a 5% chance of being cursed. Is it the same chance if I buy one?

That's the short and sweet of it, the difference being if you make it, it's a 1 on a d20, but if you buy it it's a 96-00 on percentile. Now that you put it that way, I guess if the chance is the same there's no sense in buying them if it's still cheaper to make them.

Every magic item will be rolled against for cursed/intelligent (if it's capable).

EDIT: Also, I put a lot of info in the campaign tab, like the house rules, non-combat maps, and NPC pics. I try to keep it as a useable reference.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Oops, I forgot you asked us to random roll gold. Here we go (fingers crossed)

gold: 4d6 ⇒ (3, 6, 5, 4) = 18 x 10 = 180g

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Aardvark DM wrote:
Aubrey the Malformed wrote:
Ok let me see if I understand. If I make an item it has a 5% chance of being cursed. Is it the same chance if I buy one?

That's the short and sweet of it, the difference being if you make it, it's a 1 on a d20, but if you buy it it's a 96-00 on percentile. Now that you put it that way, I guess if the chance is the same there's no sense in buying them if it's still cheaper to make them.

Every magic item will be rolled against for cursed/intelligent (if it's capable).

EDIT: Also, I put a lot of info in the campaign tab, like the house rules, non-combat maps, and NPC pics. I try to keep it as a useable reference.

OK, although it begs the question that if a do-it-yourself item creator cannot tell if an item is cursed or not, why can an item seller? And it's a significant discouragement to item creation, quite frankly, especially single-use stuff like scrolls, although that might be intended. But on the other hand it allows me to recycle my Scribe Scroll feat into Toughness.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

A cursed item is detected by beating the spellcraft by 10 or more. I personally wouldn't say 'significant discouragement'. I mean, so there's a 5% chance to make a cursed item, and a 95% chance not to. If I were playing the odds here, the 95% seems pretty significant.

Not to mention, that now there's only 1 feat for item creation.

It's really all about the idea that almost nothing is a sure thing, including trying to control magic to create something of worth. They put rules for cursed items in the book, but the only chance of that happening, even by a near amateur, is almost impossible. Unless they decide to make something with so many requirements they don't meet, which is more likely even out of their range in the expected WBL.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Well, if you are making a sword, which you will probably make once and use again and again, a 95% chance of it being OK is reasonable. On the other hand, if you are making scrolls, of which you will probably make a large number over time and which you will use only once, it is inevitable you will create a cursed one. That's a pretty significant discouragement, especially at lower level where access to the magics to get rid of a curse is harder, and penalises people who can make scrolls (and potions and other types of one-shot disposable magic items). I understand that nothing in life is certain but it just seems a bit sucky to foist a significant chance of getting cursed for basically playing your character as he is intended to be played (i.e. able to write scrolls, especially when the game is predicated on characters having access to magic items of this sort). This isn't just a mechanical issue but also an RP thing since Sturm is a bookish type who would probably be keen on scrolls (writing and reading).

Also, your house rules don't mention a feat for creating magic items, they just say you need the appropriate level, or did I miss something? I appreciate there is a trade-off as the feat requirements for creating magic items are, either way, much reduced. But for certain types of magic item the flat chance of getting a curse makes some options worse than others.


I would argue for a change in the cursed item house-rule, to prevent consumable items from being cursed.
Reasonable? Prevents complaints and removes the most-sucky aspects of the houserule while keeping the basic idea?

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

Yeah - I don't mind the chance of things being cursed, I just mind it being higher (effectively) for certain items. A 1% or 2% chance for consumables would seem reasonable.


Male Gnome Sorcerer(EE)-1 | HP:7 AC:13 - T:13 - FF:11 | Fort:+1,Ref:+2,Will:+2, +4 vs illusions,Fear,Despair | Perc:+3, lowlight | init:+2 | CMB:-1 CMD:11

I'm not sure which side I fall on this issue. Magic in PF is a kin to science, in that certain results can be expected by focusing your mind, waving your hands, using odd materials and speaking special words.

So, how is making a scroll any different from making a sword, obvious differences aside. Does a smith have to roll against a 5% chance of introducing a flaw into a blade? If so, then I don't see a problem with potentially introducing a curse into the creation of a magical item/scroll/potion, etc... Is there a similar mechanic for alchemists and potions?

An addendum to the rule might be a mastery mechanic. E.g. If the base spell in question is 2 levels less than your caster level, then no roll is needed.

Aubrey the Malformed wrote:
... On the other hand, if you are making scrolls, of which you will probably make a large number over time and which you will use only once, it is inevitable you will create a cursed one.

Yep, even master chefs screw up eggs once in a blue moon. This wouldn't be a big problem if the cost of spell materials was lower. However, I think the PF designers use high prices to limit memorized caster types influence on the game.

Again, if every piece of weaponry/ammo/armor had a 5% chance of being flawed, then I think the scales would be balanced. As the rules are now, I think arcane craftsmen are being unduly penalized.

Just my $.02


Male Gnome Sorcerer(EE)-1 | HP:7 AC:13 - T:13 - FF:11 | Fort:+1,Ref:+2,Will:+2, +4 vs illusions,Fear,Despair | Perc:+3, lowlight | init:+2 | CMB:-1 CMD:11
Morana wrote:

I would argue for a change in the cursed item house-rule, to prevent consumable items from being cursed.

Reasonable? Prevents complaints and removes the most-sucky aspects of the houserule while keeping the basic idea?

Don't consumables also have a chance of being intelligent? If you get rid of the 5% curse, you would necessarily need to get rid of the 5% intelligent rating.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

By 5% he means rolling a 1 on the d20, not just a blanket 5% that it comes out cursed when you make it. Consumables can't be intelligent, but then again Intelligent is harder to come by because it almost triples to quintuples the price of any item that has it. Plus, if you look at the cursed items section, they are pretty benign.

Oddly enough, crafting non-magical items takes much more time, effort, and more chances at messing up.

A long sword, for example is a DC 15 craft check (compared to the DC 6 of a 1st lvl scroll)

You have to pay 1/3 a non-magic items price, then determine a week's worth of work by your roll x the DC. If it's high enough you finish, if 5 less you lose half the craft cost (and have to pay it again).

With a DC 15, and 5 gp, you could make a long sword in a little over a day. Failing by 5 or more, you lose 2.5 gp

With a DC 6, and 12.5 gp, you could make a 1st level scroll in 2 hrs, and if you fail by 5 or more it is cursed.


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

TL;DR: I think curses (even on a 1 (5%) and fail by >5) are fine if the curses on low-level consumables are in line with the power of the item (i.e. weak and/or not gonna kill characters).

Long version:

Frankly I think the cursed consumables could be an interesting thing, depending on the strength of the curses.

For instance, if you get cursed with (lvl 2 spell) Blindness/Deafness, that's just too powerful a curse from a lvl 1 scroll; and a potion of Cure Light Wounds poured down an unconscious person's throat that turns out to be cursed to be Inflict light wounds means likely character death... (And that is a 20% chance on the chart-->"16–35 Opposite effect or target")

But if the curses are more benign, like (for example) "Dizzyness--> -1 to attack rolls for 2 game-hours" or "must make a concentration check to cast spells" or something--essentially, if the curse's power is commensurate to the power of the item itself (lvl 1 potion or scroll is primarily what I'm thinking of here) then I've got no problem with it.

Since it requires Spellcraft DC 26? (15+spell level+10) to detect the curse, finding it isn't impossible by any means--though our party happens to be weak in the Spellcraft department; that simply reflects our character & character's choices. Our two spellcrafters make that on a 20 only, but they're both charisma casters.

Also, the 1 feat for magic item creation is a huge boon to players--remember you can create magic items with OTHER people casting the necessary spell, so (for instance) once Gus and Surubi get spells, you can make Paladin and Ranger items (e.g. Bracers of Falcon's Aim or 1st level (paladin spell!) Potion (or scroll) of Lesser Restoration...

That's gonna save you a LOT of money in the long run, regardless of cursed items, AND! you still get your level 3, 5, 7, 9, 11, 13 and 15 feats (that's (3)Potions/Wonderous Item, (5)Arms & Armor/Wands, (7)Rings, (9)Rods and (11) Staves--in order by level but with doubles at 3 and 5 you need the 13 and 15 feats to be able to craft everything).

So my primary concern is whether someone gets hit with some crazy high power curse when we pop an emergency potion or scroll at level 1... -->YEAH, I'M LOOKING AT YOU 61+ ON THE CHART (1 negative level at level 1 is instant death, so is 2 negative levels... daily (and apparently permanent even though the consumable is GONE) ability damage etc. is a little overpowered from a level 1 potion...

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30

I think at this stage I'll forget about scribing scrolls and take the Toughness feat instead.

The Exchange

No peeking, please Rarely Accountant 2/Auditor 4/Waster 30
Aardvark DM wrote:
By 5% he means rolling a 1 on the d20, not just a blanket 5% that it comes out cursed when you make it. Consumables can't be intelligent, but then again Intelligent is harder to come by because it almost triples to quintuples the price of any item that has it. Plus, if you look at the cursed items section, they are pretty benign.

OK, as an example, if I create a 50 charge wand of cure light wounds it'll cost me about 375gp and has a 5% chance of being cursed. I presume I roll once (or someone rolls) and once it is clear (assuming it isn't cursed) I have 50 stress-free castings of Cure Light Wounds.

On the other hand, I create fifty scrolls of Cure Light Wounds. Each one of these has an individual 5% chance of harbouring a curse, and at a 5% chance it's highly likely I'd cop a curse a curse at some point while using them (50 individual chances of 1-in-20). And it's cost me 50 x 12.5gp or 625gp too. So it's more expensive and (much) more likely to curse me. Of course, there are other factors like creator level, but they go away at a fairly low level. This makes consumables seem so poor, why would I ever create scrolls or other consumables?

Now, if you feel that leaning on scroll production to augment a caster is something you don't want to see in your game then that's fine in that context. The only scrolls that people would want to create would be their most powerful, and occasionally, rather than churning out utilities, and as a play style incentive I think that's fine (although the "a purchased item is a non-cursed item" rule ironincally pushes us into Ye Olde Magick Shoppe to get our items instead). But if that isn't your intention, then you might want to consider amending this rule for consumables.

But like I say, I'm taking Toughness at 1st level so it's a bit moot.


Male Dwarf Cleric 1 / hp 15 / AC 16 touch 10 / CMB +1 CMD 11 / Fort +6 Ref +0 Will +6 / Init +0 / Perception +4 Darkvision 60'

I'm taking 1/6 of the 200gp and adding it to my cash pile to buy additional items. Y'know, maybe a scroll.

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