Samnell's Against the Necromancers (Inactive)

Game Master Samnell

Sundabar and Environs
Setting primers
Present Battle Map


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Gay Male Inhuman
Ariyana Dawn wrote:
Samnell - does it ever actually get hot in and around Sundabar? I'm considering getting a cold-weather outfit, but wanted to make sure it wasn't going to be rendered pointless within a few days.

Hot hot (like Calishite hot) is pretty rare, usually only a few days out of the summer. More typical summer weather is in the 60-85 range on the warm side and 40-60 on the cooler end. The latter is slightly more common. Snow is unheard of in the lowlands (like around Sundabar) during the summer. Spring is a bit rougher, but this is still an unseasonable late spring cold snap.

Summer kicks off in about ten game days, so you should be out of the woods then. It might not be comfortable for Ariyana, but she wouldn't be in any danger from the temperature.

Of course all of this changes if you go up into the mountains. Altitude has a latitude all its own. Auvandell is high enough up to be in an intermediate zone, but not quite as bad as full-on alpine weather.


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2
Samnell wrote:
Ariyana Dawn wrote:
Samnell - does it ever actually get hot in and around Sundabar? I'm considering getting a cold-weather outfit, but wanted to make sure it wasn't going to be rendered pointless within a few days.

Hot hot (like Calishite hot) is pretty rare, usually only a few days out of the summer. More typical summer weather is in the 60-85 range on the warm side and 40-60 on the cooler end. The latter is slightly more common. Snow is unheard of in the lowlands (like around Sundabar) during the summer. Spring is a bit rougher, but this is still an unseasonable late spring cold snap.

Summer kicks off in about ten game days, so you should be out of the woods then. It might not be comfortable for Ariyana, but she wouldn't be in any danger from the temperature.

Of course all of this changes if you go up into the mountains. Altitude has a latitude all its own. Auvandell is high enough up to be in an intermediate zone, but not quite as bad as full-on alpine weather.

Alright, then I'll hold off on buying warmer clothes. I suppose I can always pick up some in Auvandell if I need to.


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

I'm not really expecting anything remarkable to happen if Marcus visits an inn with Ranek - unless of course our esteemed GM sees fit for a portal to appear out of which comes a horde of unspeakable evil.


Wounds (1) HP (25) AC (17/12/15, +1 will rage) Saves (+6/+4/+2, +2 Fear/Emotion, +2 Hardy,) CMD (16, +1 v slow) Initiative (+2) Rage (4/7) Sanity Threshhold (26/28) Edge (14)

Get teleported away by Baeloth the Entertainer.


Gay Male Inhuman

Some general notes about doing research in FR. As I say over in the IC thread, if you are an intimate in good standing with a community then you can presume relatively good access to their archives. This status doesn't carry over to a temple of the same faith in some other city, though that might get you a leg up. In most archives there are also likely to be controlled sections, some of which are open secrets and others completely confidential, which would require extra effort to access. Balkvar essentially has stack access for the Undercity temple library.

The Written Word in the Realms
The Realms lacks the printing press. Books must be copied laboriously by hand or expensively (and sometimes dangerously) by magic. Thus they are expensive and rare. Most keep books safe under lock and key in chests, sturdy cabinets, behind guards, and even magical wardings. This serves to make books into valuable trade goods and ensures a steady market, especially for books of sermons but also for popular literature, both of which might be read aloud to a broad audience.

Most ordinary people do not own books and could not read them if they did. They make do with tally sticks and a small collection of runes, trail signs, and other customary markings when they must take note of something. Literacy is more common in cities and the norm among merchants and nobles. Many tradesmen and artisans can read, but some manage their accounts by prodigious memory and simple, often idiosyncratic ciphering systems. Dwarves, elves, and gnomes much more frequently know their letters than humans. (PCs are as literate as you want them to be.)

Doing research usually involves hiring a sage who will make use of their own libraries and learning to render an answer, for a significant sum. Sages are learned in particular subjects about which they might speak with considerable authority. Some study the history of specific lands and others know herblore or geography. Few know, or want to know, much about magic unless they themselves are workers of Art. Most sages are stay at home types concentrated in major cities.

In some places, palace, temple (most common), or freestanding libraries and scriptoria (rarest) will offer services similar to those of sages, but often on a wider variety of topics. This does not permit one to browse the stacks. Rather one pays a fee to the library, which then dispatches trusted individuals to find named volumes, scrolls, or maps which one might be allowed to read in a controlled, secure setting. Copying and taking notes are not permitted, though one may pay the staff to copy out items to scrolls on a per-page basis at ascending rates from a basic, rough copy (cheapest) to a near-exact replica (most expensive). Copying of maps is especially expensive.

Magical lore may be available this way, but limited to hints, guesses at passphrases, and the like. Most workers of Art cling tightly to their spells and magical procedures and only pass them person to person, often through the agencies of a mutually agreed-upon intermediary. The clergy of Mystra and Azuth are required to provide such assistance when asked, so long as their safety is not imperiled.


Gay Male Inhuman

I was waylaid by shenanigans so I didn't get a religion primer done tonight or yesterday. But here's the Ilmater one consolidated here for convenience.

All About Ilmater:
Ilmater (The Crying God, the Lord of the Rack, the One Who Endures, the Broken God)
Alignment of Priests: LG, NG, CG, LN

Concerns: Endurance, suffering, martyrdom, perseverance

Domains: Good, Healing, Law, Strength

Weapon: Unarmed strike

Symbol: A pair of white (as in chalk, not as in people) human hands bound at the wrists with a blood-red cord or (older) a blood-stained rack

Ilmater (Ihl-May-ter) offers succor and calming words to those who are in pain, oppressed, or in great need. He is the willing sufferer, the one who takes the place of another to heft the other’s burden, to take the other’s pain. He is the god of the oppressed and unjustly treated.

Ilmater is quiet, kind, good-spirited, and slow to anger. He appreciates a humorous story and has a rather rustic humor himself. He appears as a man with broken joints who drags himself about in obvious pain, wearing only a breechcloth and bearing the marks of many tortures. When faced with cruelty, his rage can boil up and transform him into a figure of frighteningly righteous wrath. He takes special umbrage at those who harm children.

The Faith
The followers of Ilmater are often perceived as being intentional sufferers, but in reality they concentrate effort on providing proper treatment and healing those who have been hurt. They put others ahead of themselves, are sharing, and emphasize the spiritual nature of life over the gross material body.

Ilmater’s priests tend to be the most sensitive and caring of humans. When new to the faith, since they they see much suffering, they often weep. Over time, this constant tugging at their heartstrings wears at them, and they tend toward a cynical view of life in Faerun. They are distinguished from other cynics, however, by their inability to ignore or pass by others in need. Even when a cause is hopeless, they must help. Ilmatari are taught to be firm in their principles and fearless, with the result that they earn enormous respect with the general populace, but are often slain by brigands or those who hold different principles than they do. The church of Ilmater differs from many Faerunian faiths in that it has many saints, among them St. Dionysius and St. Sollars the Twice-Martyred.

Few priests of Ilmater are soldiers, and fewer still are merchants, but they do outstrip all other priesthoods in the size, number, and level of treatment in the many infirmaries and leper sanctuaries they maintain. From their inception into the priesthood, Ilmatari are trained in recognition and treatment of all known diseases, injuries, and conditions.

The process of joining the clergy of Ilmater is simple: A novice enjoys a gentle walk and talk with a senior priest, during which they discuss the novice’s views of life. They then dine and the novice is (knowingly) given wine that puts him or her into a gentle trance where various clergy and wizards friendly to the faith can easily employ mind-scrying spells to thoroughly explore the novice’s true feelings, loyalties, and aims. If no dedication to evil or precluding religious or secular loyalties are found, the novice is accepted and adorned with the simple robes of Ilmater. (This process was instituted to guard against those who pretended devotion with an eye to stealing as much physiclore and medicine as they could and bolt.)

All the Adorned (formally, Adorned Sufferers) are priests, but few other titles are commonly used in the clergy except Brother and Sister. For senior clergy, Reverend is added to this, and for the heads of temples, abbeys, and monasteries dedicated to the Crying God, Father and Mother are used. The chief divisions are between Healers, Painbearers, and Sanctars.The Healers work most directly with the common folk, often in slums and sanctuaries where the destitute and ill gather. Painbearers travel the Realms to lessen large causes of suffering by opposing wars, feuds, slavers, class and racial exploitation, even local bullying. Sanctars are the highest and most secretive group, the judges of the Adorned, internal investigators, and enforces who fight to protect their fellows and their work. Where most Ilmatari merely suffer and endure, the Sanctars punish any who harm or mock the faith.

Though the monastic orders usually dwell separately from the rest of the church in monasteries and abbeys (which may adjoin ordinary temples but more often stand far from them, in wilderness), some monks also abide in Ilmatari temples to teach other Ilmatari about fields of knowledge they have specialized in or to provide their special form of hand-to-hand protection to the institution to which they are assigned.

Ilmatari are found where they are needed, which is usually in the worst possible conditions, ministering to the needs of the oppressed, the deceased, and the poor. Those outside the faith often view this as strategic positioning of churches in areas which guarantee the persecution of Ilmatari. Ilmatari are also found among adventuring companies, and are often the ones to go off rescuing this clan of kidnapped halfings or recovering that pruloined family heirloom. It is not that they are foolish, but rather that they care for all things to the exclusion of their personal risk.

In the past decade or so, the reputation of the church has been plagued by the actions of a cult that believed in passing suffering around to others, especially nonbelievers. They are known for self-flagellation, kidnappings, and inciting riots and their example has made the faith unwelcome in some places, for all that orthodox Ilmatari condemn and oppose them.

Dogma
The Ilmatari are taught to help all who hurt to matter who they are, and that the truly holy take on the suffering of others. Ilmater tells them that if they suffer in his name, he will be there to support them. They should stick to their cause if it is right, whatever the pain and peril. They are to stand up to all tyrants, resisting in ways both great and small, and to allow no injustice to go unchallenged. They believe that there is no shame in a meaningful eath. Some followers of Ilmater take a negative or darkly humorous view of the world, and the church accepts them as well. “Today is the first day in what’s left of your life” fits very snugly into Ilmater’s dogma, but most Ilmatari would add, “So live it well.”

Novices in the faith are charged to “Persevere in the face of pain. Heal the sick, the wounded, and the diseased. Comfort the dying, the grief-stricken, and the heartsick. Take on the burdens and the pain of others. Champion the causes of the oppressed and unjustly treated, and give shelter and kind counsel to the lonely, the lost, and the ruined. Pursue the service of Ilmater, and he will provide-leave no gross riches and the acquisition of all but medicines to others. Take up the tasks no others dare.”

Typical Activities
Ilmatari share what they have with those in need and always take time to counsel those who are upset and give healing and tender care to the injured. They speak for the oppressed, guide the lost, feed the hungry, shelter the homeless, and gather herbs and make medicines at all times for disasters to come. When war is expected and time permits, priests of Ilmater gather in strength with litters, shovels, tents, splints, bandages by the cartload, and wagons of medicines and healing potions to tend to those who will soon suffer.

Priests of Ilmater see life as sacred and suffering as holy, but they do not stand in the way of others’ desires or condemn them for their chosen path. Ilmatari would not stop sorely injured warriors from rising up half-healed to plunge into battle again, openly seeking death while fighting the foe. Instead, they would freely assist the warrior by healing him enough to be mobile so that he could follow his own doom wish in the most honorable manner available to him.

Ilmatari bury the dead, treat the diseased, give food, drink, and firewood to the poor. They also tour wealthier cities and settlements of Faerun soliciting coin to support the church.

Holy Days and Ceremonies
Ilmatari have no specific holy days. Instead they organize their devotional life around six times daily prayers, every day. They practice two distinctive ceremonies.

A special Plea to Ilmatar may bring dispensation for a Rest, a tenday vacation from serving Ilmater’s dictates. Usually Ilmatari request this when they are emotionally exhausted, but some adventurer-priests use Rests to perform things Ilmater would otherwise frown upon. The custom is an established tradition that some leaders of the faith rely upon, sending their best fighting clergy out to do things that the church cannot otherwise accomplish, like covertly removing a tyrant rather than confronting him openly.

The most important ritual of the faith is the Turning: It is the duty of every priest of Ilmater to try to get dying persons to turn to Ilmater fo rcomfort, receiving the blessings of the Broken God before they expire. As veneration of Ilmater grows, even in death, his healing power becomes greater.

Major Centers of Worship
The faith is strongest in distant, cruel Calimshan. There it ministers to countless slaves and impoverished people, making wicked ways of an endless stream of viziers, pashas, priests, and potentates as bearable as it can. Ilmatari temples there contain sprawling sanitariums, monasteries, sanctuaries, hospitals, and facilities for the brewing of potions.

Affiliated Orders
Ilmater’s church has several affiliated knightly orders of paladins and other warriors, including the Companions of the Noble Heart, the Holy Warriors of Suffering, the Order of the Golden Cup, and the Order of the Lambent rose. Monastic orders are also numerous, including the Disciples of St. Sollars the Twice-Martyred, the Followers of the Unhindered Path, the Disciples of St. Morgan the Taciturn, and the Sisters of St. Jasper of the rocks.

Vestments
For ceremonial functions, Ilmatari wear a solid gray tunic, tabard, and trousers, or gray robes. They wear skullcaps in gray (or red for senior priests). Novices who have not yet been adorned wear no skullcaps. The symbol of Ilmater is worn as a pin over the heart or on a chain around the neck. Some of the older members of the clergy have a gray teardrop tattoo to one side of their right or left eye. Whilst in the field, Ilmatari wear garb fit for the mission and weather, but usually with gray tabards decorated with the Crying God’s sign on the chest near the left shoulder. They are never without their icons and a satchel of medicines, bandages, salves, splints, and slings.


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

@Samnell: thank you for all the great info so far. Not being familiar with the setting is greatly mitigated by your primers. Would it be possible to put each of the primers (and perhaps other info like about the written word) under the campaign tab? I'm sure we'll want to refer back to the primers from time to time, so having it in one place would be nice.


Gay Male Inhuman
Ariyana Dawn wrote:
@Samnell: thank you for all the great info so far. Not being familiar with the setting is greatly mitigated by your primers. Would it be possible to put each of the primers (and perhaps other info like about the written word) under the campaign tab? I'm sure we'll want to refer back to the primers from time to time, so having it in one place would be nice.

I think that I'll make them into a Gdocs collection, like the original primers. That way the Campaign Info tab can be more quick reference and not a huge mass of spoiler buttons.

Also that will make additions easier. :)


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

Sounds good to me. Thank you!


Gay Male Inhuman

And the collection is up.

General Setting Materials
The Folk of the North
Magic in the Realms
Religion in the Realms
The Written Word in the Realms
Sundabar Primer

Religion Primers
Lathander (new!)
Ilmater
Torm


Half-Elf Bard (Rubato) 4 // Fighter 4 | AC: 21, 16 Tch, 15 Fl | CMD: 20 | F: +7, R: +9, W: +7 (Situational) | Init: +4 | Low-Light Vision, Perc: +6 | Bardic Performance: 14/15 | Active conditions: None

Oooh, shiny!


hp 33E/39H/72T | AC 17, T 12, FF 15 | CMB +6, CMD 18 | F 8, R 7(9 w/ stance), W 9| imn Fear, Dis +4 psn, Elec 5 | init 7 (11 w/stance) | Dark 60' | perc 16
spells:
1st: 4/day
maneuvers:
1st: 3/readied
detect evil at will | summon monster 2 6/day

wow.. i go to work for a day.. and THIS happens!?


Gay Male Inhuman

So hi. Unanticipated complexity of logistics issues here.

Getting Un-Lost
Bolkvar's check to retrace the party's steps is the kind of thing that resolving would basically presume that course of action. You can't know if he loses the trial until he does or not. It's an hour before you would know the results IC. :) I didn't want to foreclose the discussion of whether to wait or try a different option right out the gate. I like to give meaningful choices when I can, especially when they can be fodder for RP.

Of course I also don't want an impasse over a logistical thing to roll on forever because that's boring.

There's also a little bit of "the DM should roll this check privately" that I'm not normally fussed by that either way but in this case resolution basically prejudges the decision on two fronts. 1) Bolkvar can't know if he's successful or not at least until he tries for an hour following the tracks and 2) telling you yes or no in advance basically tells you which course to pick. If he fails, you don't want to try that.

The more I consider that, the more convinced I am that the roll probably should be a secret and you find out the results the hard way. I can skirt around that and have the DC secret, but you still know if B rolled really well or really poorly. Not the hugest immersion-breaker, but a thing.

So here's what I'm going to do. I see there are three for waiting out the fog, at least for an hour, two who clearly want to retrace, and everyone seems cool with going how the party decides. I would ordinarily parse that as a consensus toward waiting. Not an overwhelming one, but it's there.

I did not see this coming because I didn't really expect the party to get lost and didn't think of the obvious retracing of steps, so I didn't have any logistics set up in advance for it. In the future, I think I'm going to stick strict to recovering from being lost as a set of private rolls I make. But since we're already up to our eyeballs in this one, and it's not a huge story-bearing item, let's go with things as-is. I'll be over to resolve in a minute.


Gay Male Inhuman

Clanggedin's primer is up now.


Male Dwarf| HP: 60/60 | AC: 19 (11 Tch, 18 Fl) | CMB: +5, CMD: 16 | F: +9, R: +3, W: +7 | Init: +1 | Perc: +9, Darkvision 60ft., SM: +9| Speed 30ft (30ft) | Active conditions: Inspired | Channel energy (2d6) 3/3 Gestalt Bloodrager (untouchable rager)/Cleric of Clanggedin Silverbeard/4th | Rage: 12/12 Rounds

Thanks.


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

Weee, logistics! This sort of thing always trips games up.


Gay Male Inhuman
Ranek Clifton wrote:
Weee, logistics! This sort of thing always trips games up.

My fault. I haven't done anything with much wilderness exploration in a decade plus.


Gay Male Inhuman

Our First Fight!
This is old news to you repeat offenders, but I basically resolve combat actions in batches. Found out the hard way that calling on everyone individually slows things down too much. So you have the init order and you'll have a sense of what goes down before your PC acts from knowing the ACs. I resolve up until I finish the actions of a bad guy, then throw back to you. Most of the time, that means the whole party will be up at once except in the very first round of a fight.

If things change during the resolution, I'll generally redirect your PCs' actions to appropriate targets. If you go to heal someone and they're topped off, you'll do someone else. If you go for damage, I'll aim it at the next nearest foe. I think it's all straightforward, but I'm used to it. :)

As usual, you get to roll your own dice and can flavor your hits and misses. If you discover a resistance or immunity, I'll step in in the resolution and flavor that. Once you're set up with Roll20, I will give you control over your own PC tokens to move about. Clicking the link below should add you to the game. The green bars should be visible above everything and have the running total of your hp...and the opposition's. If a blue bar appears below it, that would be non-lethal damage counting up.

Super-Secret Battle Map invitation link:

If you don't think I'll recognize your Roll20 ID (which is highly likely if this isn't your first rodeo with the site :) ) leave a note to me in the chat there and I'll mate your account and token as soon as I come by.


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

Left a note in Roll20 for you.

Looking forward to seeing how this character goes in combat.

Are area of effect spells affected by miss chance, since I'm not aiming for a specific creature?


HP = 36/36|AC=14 (18 Inertial Armor)|PP=23/31|Ki 4 | BP 7 |Ini+2(3)|Per+8|For+6|Ref+7|Will+7 Shadow's Status

Joined. I'll post I/C later.


Gay Male Inhuman
Ranek Clifton wrote:

Left a note in Roll20 for you.

Looking forward to seeing how this character goes in combat.

Are area of effect spells affected by miss chance, since I'm not aiming for a specific creature?

Miss chance isn't an issue for AoEs unless they need some kind of attack roll. It's possible some spells would hit unseen obstacles that throw the aim off, but that would be more an issue of cover than concealment and you know from the clear hours yesterday that the terrain is reasonably open through here.


Gay Male Inhuman

Also: I've mated up Ariyana, Aldondrick, and Ranek. Not sure which PCs belong to the other two names over there.


Shadow's Status
Samnell wrote:
Also: I've mated up Ariyana, Aldondrick, and Ranek. Not sure which PCs belong to the other two names over there.

Sadly this is not the first time I've had to mate with myself...


Half-Elf Bard (Rubato) 4 // Fighter 4 | AC: 21, 16 Tch, 15 Fl | CMD: 20 | F: +7, R: +9, W: +7 (Situational) | Init: +4 | Low-Light Vision, Perc: +6 | Bardic Performance: 14/15 | Active conditions: None

I've left you a note in Roll20.


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

And apparently, I know nothing about Trolls! Yay, nat 1's!


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

Ah the age old problem, estimating how many rounds combat will last, to buff or not! A stock CR5 troll will get slaughtered by this group (assuming we stop its regeneration), of course there's no guarantee there is only one or that this is a normal troll :) I'm going to guess this won't be a total pushover :)


Gay Male Inhuman
Marcus of Torm wrote:
Ah the age old problem, estimating how many rounds combat will last, to buff or not! A stock CR5 troll will get slaughtered by this group (assuming we stop its regeneration), of course there's no guarantee there is only one or that this is a normal troll :) I'm going to guess this won't be a total pushover :)

Request noted.


Half-Elf Bard (Rubato) 4 // Fighter 4 | AC: 21, 16 Tch, 15 Fl | CMD: 20 | F: +7, R: +9, W: +7 (Situational) | Init: +4 | Low-Light Vision, Perc: +6 | Bardic Performance: 14/15 | Active conditions: None

Would anyone like another 10ft of non-provoking movement? Might help with the flanking.

Edit: Missed, so no movement.


Male Dwarf| HP: 60/60 | AC: 19 (11 Tch, 18 Fl) | CMB: +5, CMD: 16 | F: +9, R: +3, W: +7 | Init: +1 | Perc: +9, Darkvision 60ft., SM: +9| Speed 30ft (30ft) | Active conditions: Inspired | Channel energy (2d6) 3/3 Gestalt Bloodrager (untouchable rager)/Cleric of Clanggedin Silverbeard/4th | Rage: 12/12 Rounds

The dwarven cleric waves his hands enthusiastically. "ME!!


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8
Samnell wrote:
Marcus of Torm wrote:
Ah the age old problem, estimating how many rounds combat will last, to buff or not! A stock CR5 troll will get slaughtered by this group (assuming we stop its regeneration), of course there's no guarantee there is only one or that this is a normal troll :) I'm going to guess this won't be a total pushover :)
Request noted.

Ha! Oops. We are now fighting a swarm of trolls.


Wounds (1) HP (25) AC (17/12/15, +1 will rage) Saves (+6/+4/+2, +2 Fear/Emotion, +2 Hardy,) CMD (16, +1 v slow) Initiative (+2) Rage (4/7) Sanity Threshhold (26/28) Edge (14)

I post almost exclusively on iPhone, so haven't gotten onto the website yet for maps. Sorry about that, will do it once I can


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

Looking at the roll20 map is pretty hilarious, imo. Almost everyone's trying to get up close with the troll. Then there's Ari in the back all by her lonesome self. "Don't worry guys, I've got all our ranged needs covered!"


HP = 36/36|AC=14 (18 Inertial Armor)|PP=23/31|Ki 4 | BP 7 |Ini+2(3)|Per+8|For+6|Ref+7|Will+7 Shadow's Status

I'll update in the morning Samnell, beat from GM updates and working a bit late tonight.


Wounds (1) HP (25) AC (17/12/15, +1 will rage) Saves (+6/+4/+2, +2 Fear/Emotion, +2 Hardy,) CMD (16, +1 v slow) Initiative (+2) Rage (4/7) Sanity Threshhold (26/28) Edge (14)

The best way to beat a troll is to headbutt it


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

We are a pretty melee heavy party, aren't we?


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

Yes. Marcus is built as a switch hitter, may end up focusing more on ranged attacks. Well we'll see, that gobbles up all your feats.


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

Once you have Power Attack and Quick Draw, I find you can divert almost all of your feats into archery for switch hitters. I've built a couple, and while it took until level 5, my Tiefling Slayer is getting quite effective.


HP = 36/36|AC=14 (18 Inertial Armor)|PP=23/31|Ki 4 | BP 7 |Ini+2(3)|Per+8|For+6|Ref+7|Will+7 Shadow's Status

Don't worry as I level I will start adding ranged attack powers to my selections. :-)


hp 33E/39H/72T | AC 17, T 12, FF 15 | CMB +6, CMD 18 | F 8, R 7(9 w/ stance), W 9| imn Fear, Dis +4 psn, Elec 5 | init 7 (11 w/stance) | Dark 60' | perc 16
spells:
1st: 4/day
maneuvers:
1st: 3/readied
detect evil at will | summon monster 2 6/day

sorry for the disappearing act! My boyfriend took me to Disneyland for the week to celebrate the anniversary of my whelping.


Shadow's Status

Fire elemental damage for a troll coup de grace :-)


Gay Male Inhuman
Aldondrick Volharan wrote:
"That should do it. Cutting off the head might just make two. If any of you need spell components this beast may provide some unusual ingredients", States the monk as his hand abruptly ceases glowing and returns to normal.

You know, yes. I approve.

Parting Out Monsters and Other Things
This is all abstracted in d20 except for the occasional special material, but the Realms has a long history of special gems, woods, substances, and processes that can be to do stuff with other stuff. It's flavorful and fun, as long as we don't get too grisly or goofy. There's also a broader pre-d20 precedent. Spitballing here:

1) There are certain things you can acquire which either have inherently or can be processed into things that do magic or other cool stuff. They can be special material components that power up or otherwise alter spells. They can be things that make it easier to enchant items. They can be components to magical or alchemical processes which may work permanent changes on people.

2) These uses and processes are researchable. You can use knowledge (arcana) to get a general idea for most things. Other knowledges can be appropriate depending on context. The properties of magical wood can be had via (nature). The nineteen uses of a balor's special fun time fluids could come via (planes). There are a lot of dubious bits of folk wisdom out there that a knowledge check can also reveal, but part of rolling well is being able to sort out the more probable leads from the bards' fancies.

3) Practical knowledge would require finding an IC source (at least a writing or other record of the process, possibly an actual person who teaches it) or independent research, which can be done during downtime if you have the proper facilities. Sources and research can in themselves involve little adventures, favor-trading, and that kind of thing.

4) Independent research and inventing something wholly new are of about the same difficulty, it'll vary more by what you want to achieve. There are usually multiple ways to get the same effects, some safer, easier, or more morally accetapbe than others. Sure you CAN sacrifice your soul to empower a process, but it might be easier to cut a deal with an outsider or spend fifty consecutive nights bathing in dragon blood under the stars and then doing a little dance. Consider, for example, the game's routes to immortality: potions of longevity, wishes, lichdom, transformation into a long-lived species, magical stasis, cloning, burning out someone's mind and taking over their body, sticking your sentience in a magic item, forgotten spells specifically for the job...

I do intend to let you have downtime, but it's possible I'll forget so don't be shy to ask if you have some things you want to pursue.

3) When we're talking about item components, assume that the relevant Craft X feat doesn't use the component in question or doesn't use it to its full advantage. Including the component could make crafting cheaper, faster, or produce an altered (better, has an additional effect, etc) end product. Knowing that a component has these uses is a straight check. Learning to use them goes as above. You can always take something and sell it to someone who knows its uses, if you just want the cash. :)

4) Adding an optional component to a spell or putting it into item crafting will require an appropriate skill check, in addition to any others going on. So if you want to refine unicorn tears into a potion of extra-virgin neutralize poison potion, there's the check for doing that plus the one for making the potion in the first place. They are independent of each other, so you're not risking the whole brew just to add unicorn tears. If you want to burn this gemstone to give your fireball extra intensity, then you would roll Spellcraft while casting. Most power-up components (and there are others which can give you limited, specific protection, etc) will be less good than a metamagic feat, especially if they aren't burned up after one use. Those that aren't will be really hard to get.

5) Ideally none of this means the research monsters get to do cool stuff while everyone sits around waiting. If we go down this road, I'll do my best to make it something fun for most or reduce it to something that doesn't derail everything else.

Sound fun?


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2

Sounds good to me.

I would suggest that the exact process of incorporating unique items and the other minutiae of item creation be discussed in this discussion thread rather than IC. That way, we could do time-jumps so the item creation process doesn't take up much space in the gameplay thread.


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

Could well be! If we last long enough to encounter such things, I can imagine dragonhide (and other parts) being most useful for manufacturing magic items.

Incidentally one technique I'm experimenting with in the Strange Aeons game I'm running is using a separate gameplay thread for extended dream-sequence stuff. It allows one on one side treks without disrupting the flow of the main game.


Male Human Magus (Kensai) 4/Wizard (Evocation (Admixture)) 4/Gestalt 4 | HP 40/40 | AC 17 21/25, T 17, FF 10 14/18 | CMD 16 | Fort +7, Ref +5, Will +5 | Init +4 | Perception +0 | Arcane pool 5/6 |
Magus Spells:
2nd - 1/1, 1st - 2/3
Wizard Spells:
2nd - 3/4, 1st - 4/5

I'm cool with it. It sounds kind of up Ranek's avenue, anyway.


Gay Male Inhuman

Come back hours later and see I never corrected the numbering. Figures.

Ariyana wrote:
I would suggest that the exact process of incorporating unique items and the other minutiae of item creation be discussed in this discussion thread rather than IC. That way, we could do time-jumps so the item creation process doesn't take up much space in the gameplay thread.

I think what I would do for the actual crafting is call for the checks and write up a narrative bridge. Research could be similar. RP and mini-adventures would happen as normal play involving the whole party, but if Bolkvar and Ranek hit the books for a week then that's just a post or two.


HP 48/48 | AC 16, T 16, FF 15 | CMD 22 | F +5, R +6, W +9 | Init +5 | Perc +11
Resources:
Arcane Pool (6/6) | Ki Pool (6/6) | Perfect Strike (3/3) | Spells Prepared (Conc +8) - 0 Level: 4, 1st Level: 4/4, 2nd Level: 2/2
Samnell wrote:

Come back hours later and see I never corrected the numbering. Figures.

Ariyana wrote:
I would suggest that the exact process of incorporating unique items and the other minutiae of item creation be discussed in this discussion thread rather than IC. That way, we could do time-jumps so the item creation process doesn't take up much space in the gameplay thread.
I think what I would do for the actual crafting is call for the checks and write up a narrative bridge. Research could be similar. RP and mini-adventures would happen as normal play involving the whole party, but if Bolkvar and Ranek hit the books for a week then that's just a post or two.

That works.

Also, math isn't my strong suit, so you're in good company. : )


Gay Male Inhuman
Ariyana Dawn wrote:
Also, math isn't my strong suit, so you're in good company. : )

More editing here, but yeah. Originally I only had three points. I broke a few out and developed them more. Neglected to re-number.


Half-Elf Bard (Rubato) 4 // Fighter 4 | AC: 21, 16 Tch, 15 Fl | CMD: 20 | F: +7, R: +9, W: +7 (Situational) | Init: +4 | Low-Light Vision, Perc: +6 | Bardic Performance: 14/15 | Active conditions: None

Looks interesting; I'm curious to see how it works in practice (playing not much more than a purveyor of said bard's tales).


Gay Male Inhuman
Lightfooted Barra wrote:
Looks interesting; I'm curious to see how it works in practice (playing not much more than a purveyor of said bard's tales).

Sometimes the bards have the right stuff. It's just mixed in with the fiction. :)


Human Oradin 4 | HP 44 AC 19 T12 FF16 | CMB + 8 CMD 20 | +9 fort +7 ref +8 will | +2 init (roll twice) | Resource Tracker
Skills:
Diplomacy +10 Handle Animal +9 Kn:Local +7 Kn:Nobles +8 Kn:Religion +8 Perception +7 Sense Motive +7 Spellcraft +8 Survival +8

I've encountered a lot of table variance with Detect Evil. In this campaign is it considered rude? How noticible is it?

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