Redelia's Ironfang Invasion (Inactive)

Game Master Redelia


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Venture Lieutenant, Play by Post (online)

Jynnjun, you will probably want at least one wand of an attack spell to stretch out the spells you have. You may buy a partial wand with the charges being any multiple of 5, priced proportionately.


Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)

any chance I can convert my masterwork longbow into a masterwork composite longbow? if not I'll stick to the regular longbow


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

Kwiazy's wbl is now 750 plus about 20gp for his non-masterwork belongings and another 100 for the potion and alchemical items... should be okay, yes? (about 875 out of a possible 1000... I could always add a couple more potions of clw if that's okay).

oh, and: hit points: 1d10 + 1 + 1 ⇒ (10) + 1 + 1 = 12


Venture Lieutenant, Play by Post (online)

That's fine, Xakroo.

Go ahead and grab the potions if you want, Kwiazy. I would try to use up more of the WBL than you already have.


Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)

Alright I think I'm ready. Also I added healer's kit, leeching kit and surgeon's tools (I'm planning on having Xakroo be the archer in battle, and both scout and medic outside battle)


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

everything Kwiazy wants pretty much starts at 800gp or more, so I'll have to wait for the good stuff, lol... what he's got is good for now.


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Charzark HP: 1d8 ⇒ 3

Seems I'm taking half.


Kobold Sorcerer 9 | 50/50 HP | AC 24 T 19 FF 17 CMD 21 | Fort +6 Ref +11 Will +7 (+2 vs. disease) | Initiative +7 | Perception +14, +18 vs. traps (darkvision 60')

Is it OK to get a wand made with higher than the minimum caster level? Priced accordingly of course.

HP: 1d6 ⇒ 3


HP: 1d8 ⇒ 1

Oh Thanks Dice Roller, tis precisely what I wanted. I am sorry I missed all the action, my day has been crazy. I will get to work on Yewleaf in a bit.


Venture Lieutenant, Play by Post (online)

Better time than most to roll a 1, Yewleaf, considering that you get a 4 instead.

Higher caster level wand is fine, Jynnjun, as long as you get a multiple of 5 charges and calculate the formula correctly.


Male Goblin Bard 6 | HP 43/43 | init +3 | Perc +10 (+12 noise) DV Stealth +14 | AC 16 T 13 FF 13 | F +3 R +8 W +6 | SP 1/4 2/3 | Bard Perf 7/7

Woohoo! Let me look through what equipment to get...
HP: 1d8 ⇒ 5

Definitely picking up a Masterwork flute.


Male Duergar Warpriest 3 | HP 24/24 | AC 19/FF 16/Touch 13 (+2 dodge vs goblinoids) | Init + 3 | Fort +5 | Ref +4 | Will +6 | +2 vs spells/spell-like/poison, +4 vs bull rush/trip | Perception +4

Huh. Okay. I'll have to take some time tonight and/or tomorrow and level up.

Hit Points: 1d8 ⇒ 4


Kobold Sorcerer 9 | 50/50 HP | AC 24 T 19 FF 17 CMD 21 | Fort +6 Ref +11 Will +7 (+2 vs. disease) | Initiative +7 | Perception +14, +18 vs. traps (darkvision 60')

With your permission then Jynnjun will be strapping three wands together to make one wand of magic missile, caster level 5, with 10 charges.

750 gp base wand * spell level 1 * caster level 5 * 10/50 charges = 750 gp

But she'll be leaving her 306 gp masterwork sickle behind in the excitement. An ordinary spear shouldn't be too hard to scrounge up around here as a replacement.


Male Duergar Warpriest 3 | HP 24/24 | AC 19/FF 16/Touch 13 (+2 dodge vs goblinoids) | Init + 3 | Fort +5 | Ref +4 | Will +6 | +2 vs spells/spell-like/poison, +4 vs bull rush/trip | Perception +4

And we count the loot we are carrying towards the 1000 gp? So like if I don't want to drop the 3 vials of Anti-plague "back in to the supplies" then I pay for them out of the 1000 gp? I just want to make sure I am reading that correct.

And any restrictions on type of gear? IE: Eastern Armor, Armor Spikes, whatever?

Silver Crusade

Venture Lieutenant, Play by Post (online)
Morgryn Coldforge wrote:

And we count the loot we are carrying towards the 1000 gp? So like if I don't want to drop the 3 vials of Anti-plague "back in to the supplies" then I pay for them out of the 1000 gp? I just want to make sure I am reading that correct.

And any restrictions on type of gear? IE: Eastern Armor, Armor Spikes, whatever?

Yep.


Male Duergar Warpriest 3 | HP 24/24 | AC 19/FF 16/Touch 13 (+2 dodge vs goblinoids) | Init + 3 | Fort +5 | Ref +4 | Will +6 | +2 vs spells/spell-like/poison, +4 vs bull rush/trip | Perception +4

Heh. I assume the answer was to the first question. =)


Venture Lieutenant, Play by Post (online)
Morgryn Coldforge wrote:
Heh. I assume the answer was to the first question. =)

Yep.

In terms of the gear, anything should be fine. If you're in doubt as to whether it's appropriate, let me know and we can discuss a specific item. This is a place where I try hard to stay out of the way of player fun.


Venture Lieutenant, Play by Post (online)

It looks like we're just waiting on Yewleaf and Charzark to finish the level up.


I am still deciding on items, I have like 400gp and no Idea what to get.


Kobold Sorcerer 9 | 50/50 HP | AC 24 T 19 FF 17 CMD 21 | Fort +6 Ref +11 Will +7 (+2 vs. disease) | Initiative +7 | Perception +14, +18 vs. traps (darkvision 60')
Yewleaf Soft Step wrote:
I am still deciding on items, I have like 400gp and no Idea what to get.

Masterwork studded leather armor perhaps? Maybe some cold iron or silver sling bullets, a masterwork survival kit, or some item of whatever sort of healing works on wyrwoods.

Or maybe a short composite bow rather than a sling at all?


Hey GM, can I get Leaf armor for the same price as MWK studded leather just for the flavor. It's and Inner Sea item and it has the exact same statistics as MWK studded leather but contains no metal, I just want the flavor of it being made out of leaves?


Venture Lieutenant, Play by Post (online)

Yep.


Venture Lieutenant, Play by Post (online)

Hey guys, I'm thinking tomorrow we can get going again. Still waiting on Yewleaf to finish the level up.


Venture Lieutenant, Play by Post (online)

I meant to ask you earlier if you have any input on the difficulty. So far, I've been running as written. The encounters seem to be easy but not too easy. Is this what you want, or would you like me to adjust things a little?


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

Fine with me so far . I assume they'll get harder as we level up.


Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)

Same, they seem easy but not too easy. I think they'll get harder and harder the further we continue


Kobold Sorcerer 9 | 50/50 HP | AC 24 T 19 FF 17 CMD 21 | Fort +6 Ref +11 Will +7 (+2 vs. disease) | Initiative +7 | Perception +14, +18 vs. traps (darkvision 60')

Level 2 will be a definite step up in power for some of us. Jynnjun now has an effective backup wand, Morgryn can buff as a swift action, Xakroo has rapid shot. If Charzark's still around then a discovery can make bombs noticeably more effective. If the encounters scale up enough to take account of that we're fine, if they fall behind at all it's probably going to be a bit easy.


Male Goblin Bard 6 | HP 43/43 | init +3 | Perc +10 (+12 noise) DV Stealth +14 | AC 16 T 13 FF 13 | F +3 R +8 W +6 | SP 1/4 2/3 | Bard Perf 7/7

I do feel they're a bit too easy. Was expecting a big battle at the bridge and was saving my resources/singing voice. ;)


My character is ready I think unless I am missing something.


Venture Lieutenant, Play by Post (online)

In terms of difficulty, I think the issue is that there are 7 of you. I can boost things a little (i.e. add another mook to a fight with little guys, add a few HP to solo bad guys) to compensate without unbalancing things, I think. I just needed to run as written for a while to calibrate my sense of difficulty.

We're almost ready to move on, because Yewleaf's ready, and Charzark is almost done (status by PM). Hopefully tonight we will be able to get the story moving again.


Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)

Yeah I heard in 6+ teams it can be easy to wipe the floor with the enemy. boosting things is probably a good idea


Venture Lieutenant, Play by Post (online)

I'll wait one more day for Charzark.


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6

Ready!, Sorry for the delay


Kobold Sorcerer 9 | 50/50 HP | AC 24 T 19 FF 17 CMD 21 | Fort +6 Ref +11 Will +7 (+2 vs. disease) | Initiative +7 | Perception +14, +18 vs. traps (darkvision 60')

We're second level now, so you're not quite ready. Close maybe.


Kobold Sorcerer 9 | 50/50 HP | AC 24 T 19 FF 17 CMD 21 | Fort +6 Ref +11 Will +7 (+2 vs. disease) | Initiative +7 | Perception +14, +18 vs. traps (darkvision 60')

... and a couple more things Charzark. As a mindchemist you just got perfect recall (double Int to knowledge checks, mainly) and as an alchemist you just got your first discovery. Explosive bomb or precise bombs perhaps?


Male Goblin Alchemist (Mindchemist) 2 AC 17, touch 14, flat-footed 14 hp 8 --- Init +4; --- Senses Darkvision (60 ft.), Perception +6
Jynnjun wrote:
... and a couple more things Charzark. As a mindchemist you just got perfect recall (double Int to knowledge checks, mainly) and as an alchemist you just got your first discovery. Explosive bomb or precise bombs perhaps?

They're in the character sheet under the SQ spoiler. And with such a big group its clearly Precise Bomb or I'll only act on the first round of initiative half the time.


Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)

letting you guys know that I'm heading to work, and won't be back until nearly midnight my time, so I'll be unable to post until tomorrow.


Venture Lieutenant, Play by Post (online)

Jarvak, your post (especially the way you put feeling sleepy) made me laugh when I wasn't feeling well. Thanks!


Male Goblin Bard 6 | HP 43/43 | init +3 | Perc +10 (+12 noise) DV Stealth +14 | AC 16 T 13 FF 13 | F +3 R +8 W +6 | SP 1/4 2/3 | Bard Perf 7/7
GM Redelia wrote:
Jarvak, your post (especially the way you put feeling sleepy) made me laugh when I wasn't feeling well. Thanks!

Great to hear! Hope you get well soon! :)


HP Roll: 1d8 ⇒ 6


Kobold Sorcerer 9 | 50/50 HP | AC 24 T 19 FF 17 CMD 21 | Fort +6 Ref +11 Will +7 (+2 vs. disease) | Initiative +7 | Perception +14, +18 vs. traps (darkvision 60')

HP: 1d6 ⇒ 2


Male Goblin Bard 6 | HP 43/43 | init +3 | Perc +10 (+12 noise) DV Stealth +14 | AC 16 T 13 FF 13 | F +3 R +8 W +6 | SP 1/4 2/3 | Bard Perf 7/7

HP: 1d8 ⇒ 4


Kobold Sorcerer 9 | 50/50 HP | AC 24 T 19 FF 17 CMD 21 | Fort +6 Ref +11 Will +7 (+2 vs. disease) | Initiative +7 | Perception +14, +18 vs. traps (darkvision 60')

It looks like all the feats I really want kick in at 5th level. Does anyone have a teamwork feat they'd like someone else to get this level?


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

woohoo! 3rd lvl! and I can't think of any teamwork feats atm that Kwiazy would want to take right now.


HP 200/200; AC 27, t 22, ff 17; f 9, r 18, w 8; bab 16, melee +30/+25/+20/+15, ranged 25/20/15/10; cmb 23#, cmd 41#; init +16; panache 9/9, charmed life +5, 6/6 | goblin swashbuckler (mouser, wildstrider) / 16
skills:
acro 36^, bluff 24, climb 7, escape 18, *handle animal 11, intim 25, *know geog 11, *know hist 9, know local 13, know nat 9, perc 22, *perform dance 23, slt of hand 14, stealth 29, surv 1/3/4, umd 17

ok... here goes.. *crosses fingers*

hp: 1d10 + 1 ⇒ (9) + 1 = 10


Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)

hp: 1d10 + 1 ⇒ (2) + 1 = 3

May take me longer than normal to get this done; I got a few things to do today, I work tomorrow and Sunday, then going to family Sunday through Wednesday. I'll still be able to get on, just not as frequently.


Do we up our gold value, and do we include the item given to us by the villagers


Venture Lieutenant, Play by Post (online)

You do not include the villagers' gifts in your wealth.

Your stuff can add up to a total value of 3000 gp or less.
You may include any mundane or masterwork gear you want, and any scrolls, wands, and potions of level 1 spells. No +1 gear or higher level spell items yet, unless you can make them.


Male Kobold Ranger 14 |Init + 6 (+12 underground, +8 in forest, +8 mount)| HP 119/119 | AC 24 (26 w ring of force) | touch 18 | ff 18 (20 w ring of force)| Fort +10 | Ref +15 | Will +8 | +2 vs fear effects|Perception +18 (+24 underground, +20 in forest, +20m)

Okay scratch the comment above; I think I got mine done.

I added a masterwork quality to my short sword (not that I'm gonna ever use it that much), and am gonna replace my leather armor with a masterwork chain shirt armor (hence the increase to AC)


So is hat of disguise a legal item for this upgrade.

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