Second Darkness: Curse Your Luck

Game Master DM DoctorEvil

Book 2: Children of the Void Part 1: The Great Skymetal Rush

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Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage
Meghan Goldknickers wrote:
Orendel Kellon wrote:
Looks like we're in agreement, then. Shall we start canvasing for an new GM and possibly an arcane spellcaster, since Syeira's seems to have been swept away by RL as well? We could always retcon her as taking over the Goblin and "retiring" since our adventures are gonna take us out of Riddleport, possibly never to return.

Hey folks -

If Syeira doesn't return, I'd like to offer Meghan's services if you're interested. She's a bard (street entertainer) who retrained a bit and became a fledgling priestess of Calistria when Saul Vancaskerkin betrayed her trust in DM Default's other Second Darkness game. She's more of a support character (with her healing and inspire courage) than a blaster and isn't the strongest combatant, though she tries to chip in.

Our game ended pretty much as yours did: A raid on the Gold Goblin but no sign of Saul.

Hi Meghan, I totally remember you from the initial recruitment years ago! I'd love to have you in our game. You obviously know pretty much everything that we know.

Nice job finding our game, by the way. Let's hope we get the chance to play together.


[Cavalier (Standard Bearer) 1/Brawler (Exemplar) 3, AC 21, T11, FF20 / HP 40/40, F+6 R+3 W+1 / CMB +6, CMD 17 / Init +3, Perc. +12 / Tactician 1/day, Martial Flexibility 4/day, Inspiring Prowess 5 rounds/day]

Me too! Welcome! :D


Human male CG Level 4 Cleric of Cayden Cailean HP 33/33 |AC-17 T-12 FF-15 | F+7 R+5 W+7 |CMB+3 CMD14 | Init+1 | Perc +2 | Channel 2d6 30ft, DC 13, x5 per day, exclude up to CHA |Dazing touch 5/5 Spd 40ft | Active Conditions none Channel (5/5) Spells 1st (4+1/4+1) 2nd(3+1/3+1) (cure lt wand 45/50)

I'm ok with it. You can never have to many healers :D Are you planning on going even between the two classes or lean more heavily on one or the other?

Do we still want a pure arcane caster?

I have a street performer bard in a Curse of the Crimson Throne game and she is a blast. And even less help in a fight than Dougal. I roll horribly in combat and a beast in the social stuff.


Female Human Bard (Street Performer) 3, Cleric (Calistria) 1 | hp 30/30 |AC 18, t 13, ff 15 | Fort +2, Ref +5, Will +4; +1 vs. charm/compulsion, +4 bonus on saving throws vs. bardic performance, sonic, and language-dependent | Init +3 | BP 11/11 | Perc +8 | Bard Spells 1st 4/4 | Channel Pos. Energy 6/6 [-] | Bit of Luck 4/4 | Copycat 4/4

Silvio sent me a PM asking if I was locked in with Meghan's dip into cleric (since you've already got one, plus an inquisitor). Here's my reply:

Nope; the dip into cleric came because our game's regular cleric vanished and Meghan having 2-3 CLW spells (and pretty much not casting anything else) wasn't getting the job done. Plus it fit story-wise, as Meg was actually pretty close to Saul in the game and his betrayal sent her over the edge into the hands of vengeful Calistria.

I could easily tweak her some. The Street Entertainer archetype was a disappointment, resulting in her spending a big chunk of her wealth on retraining. Maybe the new version could bypass that situation, though it'll mean more work overhauling her character sheet.

I'd go mostly bard for future levels.


[Cavalier (Standard Bearer) 1/Brawler (Exemplar) 3, AC 21, T11, FF20 / HP 40/40, F+6 R+3 W+1 / CMB +6, CMD 17 / Init +3, Perc. +12 / Tactician 1/day, Martial Flexibility 4/day, Inspiring Prowess 5 rounds/day]

That could make things interesting. Orendel is multiclassed as a Cavalier and an Exemplar Brawler with the aim of taking the Battle Herald prestige class. Is that gonna step on Meg's toes?


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

If Meghan does stick with Street Performer Bard, it would not conflict since the archetype gives up Inspire Courage. Also, the "disappearing act" performance of Street Performer + Rogue with sneak attack could become very effective . . . maybe . . . I've never seen it in action.


Female Human Bard (Street Performer) 3, Cleric (Calistria) 1 | hp 30/30 |AC 18, t 13, ff 15 | Fort +2, Ref +5, Will +4; +1 vs. charm/compulsion, +4 bonus on saving throws vs. bardic performance, sonic, and language-dependent | Init +3 | BP 11/11 | Perc +8 | Bard Spells 1st 4/4 | Channel Pos. Energy 6/6 [-] | Bit of Luck 4/4 | Copycat 4/4
Silvio Errico wrote:
If Meghan does stick with Street Performer Bard, it would not conflict since the archetype gives up Inspire Courage. Also, the "disappearing act" performance of Street Performer + Rogue with sneak attack could become very effective . . . maybe . . . I've never seen it in action.

Yeah, I'm considering that. Problem was, Meg always seemed to go late in the Initiative Order in the other group, and folks were rushing off to deal with threats before I could make use of Disappearing Act...plus we didn't have a rogue. I'm also considering a possible switch to another bard archetype or maybe a sorcerer of sort type.

@Orendel: While I appreciate the gesture, you got things backwards: Meghan would be stepping on Orendel's toes, not the other way around. You guys were nice enough to accept me into your group; I'll change my PC a bit to make her a better fit.


Human male CG Level 4 Cleric of Cayden Cailean HP 33/33 |AC-17 T-12 FF-15 | F+7 R+5 W+7 |CMB+3 CMD14 | Init+1 | Perc +2 | Channel 2d6 30ft, DC 13, x5 per day, exclude up to CHA |Dazing touch 5/5 Spd 40ft | Active Conditions none Channel (5/5) Spells 1st (4+1/4+1) 2nd(3+1/3+1) (cure lt wand 45/50)

The street performer is an odd one and not particular powerful. Its interest is in thematic's. Whatever you want to be remade as is fine by me so long as you will be happy playing it.


Hello all, your friendly substitute GM here. Thanks for the opportunity!

Not sure if you have questions, or want to interview, but I will assume the job is mine until someone tells me otherwise. I intend to read through most of your Gameplay over the next few days to see how you handled the challenges of Book 1, and what breadcrumbs, if any, lead you into Book 2. As I said, I have run the first book some years back, and about half of Book 2.

Your group looks fun, and cohesive-- cohesive enough to survive the loss of your GM. I will ask the powers-that-be to give me control of the thread, but that can sometimes take a while. Will make due in the meantime.

Generally, I post once per day usually in the evenings (US Central Time) but can sometimes squeeze in other postings. I tend to stick pretty close to the printed material. Usually follow RAW, and try to back up any other rulings with rationale or forum posts that support a change. The one thing we have to agree on is that my rulings have to be final if there is some sort of dispute, though I welcome and encourage you to point out mistakes, errors, inconsistencies etc. I have found my players more right than not.

I have not looked at your recruitment thread or discussion at all. What were the build rules used to start the campaign, does anyone remember?

After I read the game, I may have further questions but for now, give me a little time to catch up with you and we'll soon by sailing (literally) off on further adventures.


Hello Meghan!

Sounds like the group as agreed to add you to the mix and, being new myself, I have no objection. Feel free to rebuild your character as you see fit within the original build rules. If that means un-dipping cleric, fine. If you want to change archetype or class, I can support that too. We will figure out how to introduce you when you have fully worked Meghan to your satisfaction.

Look forward to rolling with you!


Oh, first question (but likely not the last). Is there any listing of the loot found by the party in the game, that has not been claimed by a given PC? Or has that all already been sold for coin? Any guidance about what has already been claimed? Just curious...thanks!


[Cavalier (Standard Bearer) 1/Brawler (Exemplar) 3, AC 21, T11, FF20 / HP 40/40, F+6 R+3 W+1 / CMB +6, CMD 17 / Init +3, Perc. +12 / Tactician 1/day, Martial Flexibility 4/day, Inspiring Prowess 5 rounds/day]

I feel like we've barely had ANY loot, to be honest. We spent most of it trying to get a speak with dead spell I think.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Welcome, DM DoctorEvil!

We have had almost no loot. The only thing I've earned thus far is some minimal gold from the operation of the Gold Goblin. We threw a lot of gold into a Speak With Dead spell to discover Larur's killer only to reach a completely dead end. It was extremely frustrating (though perhaps understandable for plot reasons). I think we could all use a wealth infusion, perhaps based on the operation of the Gold Goblin?

Here is the original recruitment post. 20 point buy, 2 traits (3 with drawback), background skills.


Female Human Bard (Street Performer) 3, Cleric (Calistria) 1 | hp 30/30 |AC 18, t 13, ff 15 | Fort +2, Ref +5, Will +4; +1 vs. charm/compulsion, +4 bonus on saving throws vs. bardic performance, sonic, and language-dependent | Init +3 | BP 11/11 | Perc +8 | Bard Spells 1st 4/4 | Channel Pos. Energy 6/6 [-] | Bit of Luck 4/4 | Copycat 4/4
DM DoctorEvil wrote:

Hello Meghan!

Sounds like the group as agreed to add you to the mix and, being new myself, I have no objection. Feel free to rebuild your character as you see fit within the original build rules. If that means un-dipping cleric, fine. If you want to change archetype or class, I can support that too. We will figure out how to introduce you when you have fully worked Meghan to your satisfaction.

Look forward to rolling with you!

I'm working on some possibilities. IIRC, much of the rest of Second Darkness takes place outside of Riddleport and other big cities, so Street Entertainer might not be the way to go. I'll update everyone once I have a concept that's not TOO different from Meg's original concept.

And thank you, DM DoctorEvil, for stepping up to the plate on this game. Much appreciated.


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December 26th Update

If you wish to continue on this thread, this is my written consent to transfer DM ownership should you wish to.

Good luck guys, glad to see you found someone to pick up the game.


[Cavalier (Standard Bearer) 1/Brawler (Exemplar) 3, AC 21, T11, FF20 / HP 40/40, F+6 R+3 W+1 / CMB +6, CMD 17 / Init +3, Perc. +12 / Tactician 1/day, Martial Flexibility 4/day, Inspiring Prowess 5 rounds/day]

And thank YOU, DM Default, for bringing us all together and getting this incredible journey started! :)


INACTIVE - GAME DIED

Yeah, that! :D


Human male CG Level 4 Cleric of Cayden Cailean HP 33/33 |AC-17 T-12 FF-15 | F+7 R+5 W+7 |CMB+3 CMD14 | Init+1 | Perc +2 | Channel 2d6 30ft, DC 13, x5 per day, exclude up to CHA |Dazing touch 5/5 Spd 40ft | Active Conditions none Channel (5/5) Spells 1st (4+1/4+1) 2nd(3+1/3+1) (cure lt wand 45/50)

I will echo the sentiment. Thank you DM Default.

And thank you for taking on this game DM DoctorEvil. I am super excited to see what happens.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Thanks, DM Default. It was a good run, and thanks for tying everything up neatly in the end.


Nod to the prior GM! From what I have read, well done.

You may notice a slight change to the thread, I was notified I now have control of the ship...sailor beware.

Still reading yoru past adventurers, but another question. All you just level 2? That's what your subheading lines say. Typically after book 1 of an AP, PC's are closer to lvl4. This adventure does not give specfiic guidance of when you should lvl up or not.

I am still reading to see how true to the story you ran.


Female Human Bard (Street Performer) 3, Cleric (Calistria) 1 | hp 30/30 |AC 18, t 13, ff 15 | Fort +2, Ref +5, Will +4; +1 vs. charm/compulsion, +4 bonus on saving throws vs. bardic performance, sonic, and language-dependent | Init +3 | BP 11/11 | Perc +8 | Bard Spells 1st 4/4 | Channel Pos. Energy 6/6 [-] | Bit of Luck 4/4 | Copycat 4/4

DM Default leveled our table to level 3 after the wererat ambush in the swamp and before we entered the Gold Goblin to hunt Saul. Not sure why he didn't do the same with this game.

I'm still trying to decide what to do with Meghan class-wise. No other bard archetype has really caught my eye. I may revert her to Street Entertainer and just go with that, maybe keeping the cleric dip as well.


Human male CG Level 4 Cleric of Cayden Cailean HP 33/33 |AC-17 T-12 FF-15 | F+7 R+5 W+7 |CMB+3 CMD14 | Init+1 | Perc +2 | Channel 2d6 30ft, DC 13, x5 per day, exclude up to CHA |Dazing touch 5/5 Spd 40ft | Active Conditions none Channel (5/5) Spells 1st (4+1/4+1) 2nd(3+1/3+1) (cure lt wand 45/50)

Bards and sorcerers are kind of similar. You could go with the Sorcerer's Maestro bloodline and then go into the Mystic Theurge. I mention this because you have stated the Street Performer bard is no so awesome and that the sorcerer was on the table. This bloodline lets you keep some of the flavor from the bard. Not sure if that helps or not.


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Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

First, if you're interested in the flavor of cleric, a couple of alternatives (or additions) include:

Deific Obedience. The Deific Obedience for Calistria is actually remarkably appropriate for Meghan's background if you focus on the second half: "Meditate on the teachings of Calistria and fantasize about taking vengeance against one who wronged you." I really like this option because it opens the door to the Evangelist prestige class, which is designed to fit with literally any class.

Variant Mutliclassing. You could trade feats for cleric abilities instead of a level. I actually think a single-level dip in cleric is similar in terms of benefits/tradeoffs, so I'm not specifically advocating this, just giving another option.

Also, you might want to consider Variant Channeling. That tends to be stronger for a single-level cleric dip, because the healing / damage from channel energy quickly falls behind, whereas the ability from Variant Channeling can remain relevant. Plenty of options that fit with Calistria.

Second, if you want a Sorceror with skill points, you could go Mesmerist. It's a pretty flexible class with some good flavor about deception, charm, and trickery. Straight Mesmerist is pretty good. For archetypes, both Vexing Daredevil and Vexing Trickster seem to fit with Meghan, though both of those archetypes move in a more martial direction. FYI, for Vexing Trickster, here's a list of Trick Feats.


Human male CG Level 4 Cleric of Cayden Cailean HP 33/33 |AC-17 T-12 FF-15 | F+7 R+5 W+7 |CMB+3 CMD14 | Init+1 | Perc +2 | Channel 2d6 30ft, DC 13, x5 per day, exclude up to CHA |Dazing touch 5/5 Spd 40ft | Active Conditions none Channel (5/5) Spells 1st (4+1/4+1) 2nd(3+1/3+1) (cure lt wand 45/50)

I am having some bad family issues so please bot me if I am not posting.


INACTIVE - GAME DIED

Ouch! Sorry to hear that, Dougal. :(


[Cavalier (Standard Bearer) 1/Brawler (Exemplar) 3, AC 21, T11, FF20 / HP 40/40, F+6 R+3 W+1 / CMB +6, CMD 17 / Init +3, Perc. +12 / Tactician 1/day, Martial Flexibility 4/day, Inspiring Prowess 5 rounds/day]

Well, at least we're still in a planning phase right now, so there's not as much pressure to post. Take the time you need. *e-hug* :)


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Wishing all the best for you and your family, Dougal.


Female Human Bard (Street Performer) 3, Cleric (Calistria) 1 | hp 30/30 |AC 18, t 13, ff 15 | Fort +2, Ref +5, Will +4; +1 vs. charm/compulsion, +4 bonus on saving throws vs. bardic performance, sonic, and language-dependent | Init +3 | BP 11/11 | Perc +8 | Bard Spells 1st 4/4 | Channel Pos. Energy 6/6 [-] | Bit of Luck 4/4 | Copycat 4/4

Dougal--I hope things turn out OK for you. We'll be here when you're ready to return.


Female Human Bard (Street Performer) 3, Cleric (Calistria) 1 | hp 30/30 |AC 18, t 13, ff 15 | Fort +2, Ref +5, Will +4; +1 vs. charm/compulsion, +4 bonus on saving throws vs. bardic performance, sonic, and language-dependent | Init +3 | BP 11/11 | Perc +8 | Bard Spells 1st 4/4 | Channel Pos. Energy 6/6 [-] | Bit of Luck 4/4 | Copycat 4/4

Well, I'm still dithering about any changes I might make to Meghan, but I've at least given some thought as to how she might be integrated into the party.

Meghan came into Saul Vancaskerkin's service after being beaten up, robbed, and basically humiliated by Guerta Bloodknuckles (female half-orc brawler 1 and a low-level minion of the Riddleport crime lord, Boss Croat); she promised to serve in exchange for protection.

Let's assume Meghan was there for the Gold Goblin's "Cheat the Devil and Steal His Gold" grand opening tournament, working as one of the succubus servers. She was blinded during the pyrotechnics spell and didn't participate in the subsequent fight (and thus didn't become a 'partner' when Saul hired the PCs), but he kept her on as a secret errand girl to do his bidding outside the Gold Goblin. Meghan would've still spent significant time at the Gold Goblin's game tables as a guest (she's trained in Profession [gambler]), another way for the current PCs to have gotten to know her a bit.

At some point after Saul had decided to betray his new partners, he had Meghan look into their backgrounds, perhaps even try to learn their strengths and weaknesses. When she reported back and realized Saul meant to double-cross the PCs, Meghan tried to talk him out of such a dangerous course. Finding Meg's loyalty now in question, too, Saul either took her prisoner (perhaps locking her in a cell near the Gold Goblin's secret fighting pit; this would give Meghan an excellent reason to stick with her saviors) or put out a failed hit on her (which I'd go with if I keep the level of Calistrian cleric; her desire for vengeance against Saul would be her link to the PC party).


Apologies for the long post, but there are somethings I need to get straight with you before we proceed. Please take a moment to read and respond to all.

Hello friends! I have finished reading your Gameplay thread. It seems your DM, who obviously had some distractions, ran the first half of the book quite true but it seems in the second half (really after the wererat ambush at the Boneyard) things started to divert from the text.

Also, the first book has not ended where you stopped. There is still all of Part 4: Under the Gold Goblin to go.

It appears in many fights the bad guys ran away, rather than standing and fighting so your ability to loot them, and recover items and coins was limited. I also never saw anyone in the group mention that they were "looting" fallen foes whether dead or just knocked out. That may have played a part in the lack of treasure found to date.

I am sincerely impressed with the level of RP and character development that happened in the thread so far! I can imagine your heroes as characters in a book and expect how they will react to certain circumstances. It is clear that a lot of effort and imagination went in on your part to making it so. I love it! Hope to continue with that level of engagement, even when the dungeon-crawlie parts start happening.

So, that leads us to where we are today. Sounds like we lost Syeira. Is that a confirmed fact and have we sent her player a PM to verify? Either way, we will figure out a good way (including the above) tow work Meghan into the story, I just hate to lose a key component part of the story.

So, I would like to ask you a few questions about the Game experience to get an idea of how you'd like to continue. Since these are important questions to what has transpired so far, I would like everyone to reply, if possible.

1) Given that you did not loot nor find treasure that would be appropriate for your level and complexity, would you like me to provide a list of the treasure that SHOULD'VE been found and you can retcon pick from the list?

2)Given that your PC's are only level 2, and should likely be higher, would you like me to calculate the XP awards given for what you did defeat and see where you stand, or just use GM discretion to move you, or just stand pat?

3) Given that the adventure veered off course a bit after the wererat ambush, do you have any interest in picking up the story after you met the elf ranger, Kwava, and found out about Saul's treachery? The assault on the Gold Goblin would still occur, but the details of that may be different (ie, harder). No pressure, just want to give the chance to have a more close-to-text experience.

4) If no, to #4 above, I plan to start the story with the ending of the boar and dogs in the sub-basement of the Goblin and go from there. Ok?

Further, I plan to provide a recap of what happened in your story, and how that might have changed from text up to the point of meeting Kwava, so you can see where the variation lies.

Last, I think the background of Riddleport plays a key role in this story, as well as the strange events surrounding the Blot and its effects on the city. Some of those effects, or at last the foreshadowing they create, are important for Book 2 and beyond. I plan to attach some facts about Riddleport that you would know after spending the weeks you have there.

Please let me know your thoughts on the questions above. I will be spending some time this weekend reviewing the PC builds and making sure I understand the rules and rationale behind them. Meghan, this would be a good time for you to have a draft ready.


Human male CG Level 4 Cleric of Cayden Cailean HP 33/33 |AC-17 T-12 FF-15 | F+7 R+5 W+7 |CMB+3 CMD14 | Init+1 | Perc +2 | Channel 2d6 30ft, DC 13, x5 per day, exclude up to CHA |Dazing touch 5/5 Spd 40ft | Active Conditions none Channel (5/5) Spells 1st (4+1/4+1) 2nd(3+1/3+1) (cure lt wand 45/50)

The dust has settled. Thank you all.

Meghan as a player that sounds fine. But I have never read this adventure. So long as the DM is cool with it then I am happy to be one of your knights is not so shining armor.. Also definitely not a knight ;)

So on to the questions.

1)I can go either way concerning the loot. Say we did some looting or that we come into a bunch of money after the scene is resolved and we just buy things.

2)I prefer leaving it to you discretion. If you feel we should level up then we level up and if you want to stand pat then that's fine too. I assume you are wanting to level us so you do not have to rebuild the baddies or worry about slaughtering us.

3)Retconning little things like lore information or loot is not a big issue for me but I never like reconning story. But my policy has always been to go with the majority concerning retconning. So if everyone else wants to then so be.

4) This is my preferred option but I bow to the majority vote.

And about the lore, bring it. I love lore :D

And thank you for your kind words. This is definitely an interesting group.


Female Human Bard (Street Performer) 3, Cleric (Calistria) 1 | hp 30/30 |AC 18, t 13, ff 15 | Fort +2, Ref +5, Will +4; +1 vs. charm/compulsion, +4 bonus on saving throws vs. bardic performance, sonic, and language-dependent | Init +3 | BP 11/11 | Perc +8 | Bard Spells 1st 4/4 | Channel Pos. Energy 6/6 [-] | Bit of Luck 4/4 | Copycat 4/4
DM DoctorEvil wrote:
1) Given that you did not loot nor find treasure that would be appropriate for your level and complexity, would you like me to provide a list of the treasure that SHOULD'VE been found and you can retcon pick from the list?

Personally, I dislike this idea.

DM DoctorEvil wrote:
2)Given that your PC's are only level 2, and should likely be higher, would you like me to calculate the XP awards given for what you did defeat and see where you stand, or just use GM discretion to move you, or just stand pat?

Well, Meghan's 3rd-level (which is part of the problem in trying to adjust her for this game). Recalculating XP might be the way to go.

DM DoctorEvil wrote:
3) Given that the adventure veered off course a bit after the wererat ambush, do you have any interest in picking up the story after you met the elf ranger, Kwava, and found out about Saul's treachery? The assault on the Gold Goblin would still occur, but the details of that may be different (ie, harder). No pressure, just want to give the chance to have a more close-to-text experience.

I'll leave this to the original players to decide; I wouldn't be thrilled if some of what I'd done in-game was ruled not to have happened.

DM DoctorEvil wrote:
4) If no, to #3 above, I plan to start the story with the ending of the boar and dogs in the sub-basement of the Goblin and go from there. Ok?

Again, I'll defer to whatever the original players prefer. Beggars can't be choosers. :)

ADDENDUM: As for lore, I don't remember much mention (if any) of the Blot in the game I was in.


Thanks for the replies so far.

In response to the request for more lore, I have added some links with pictures to the top margin, and also a few background items in the Campaign Info tab should you have the desire to view it.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Hey, DM DoctorEvil, thanks for the hard work and flattering compliments! Here's my thoughts.

1 (Loot): I'm fine with either going back through the loot or just saying that the group comes into a bunch of money. Picking through a loot list is nice if there's some loot that has story value, but just having players spend gold is easier since we wouldn't need to debate who gets what. If I had to choose, I prefer just giving folks gold, optionally throwing in an item or two that was really cool / has some story value.

2 (XP): Use GM discretion to move us to a new XP. I always believed in level by milestone anyway.

3 (redo or continue?): Definitely continue on. Minimize rewriting of the past except to get Meghan involved and let us pick up going forward.

4 (where to restart): DM's plan sounds good!

Also, question 0, what to do with Syeira. Do you want to message her? I think Syeira lost interest in part because the raison d'etre of her character was to investigate the Blot. But we just glossed over that in the adventures. It's worth seeing if she'd want back in going forward.


I tabulated up the XP value for the challenges you did (and would've)faced. (By the way, this and every pre-Pathfinder rules AP is on fast progression). You would each have enough XP to matriculate to level 3, so let's go ahead and do that now , while we are in down time. From now on, we will level with milestones, not immediate tracking of XP, but it will follow closely. The AP does not provide the milestones as most of the newer Paizo published material does nowadays.

I will be making a list of the loot you could've/should've gained or been exposed to. You can choose to keep it or sell it (for half book value). You can use the proceeds from sales t have your own pot of coinage to buy what you like, that is not dropped from NPC's or foes.

It seems the consensus will be to move the story forward rather than any re-do. Fully understand. The point where we will begin is immediately after the fight with the boar and the feral dogs in the subcellar.

Let's assume the wrap post from DM Default never happened.

Lastly, I sent Syeira's player a PM inviting her back or to share her feedback. We will see if she takes us up on it, or decides to stay away.

Headed off for my RL tabletop game (last session of last book of Kingmaker) tonight so will likely check in with you tomorrow and get things restarted in earnest.


Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
Winter:
HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

Silvio
Inquisitor (Living Grimoire) 3:
+7 HP
+1 BAB
+1 Ref
Solo Tactics (act as if all allies have teamwork feat)
Teamwork Feat: Shake It Off
New Spells (forgot to add new ones before, so adding 4): Expeditious Retreat, Heightened Awareness, Remove Fear, Weapons Against Evil
Feat: Power Attack or Heavy Armor Proficiency
Skills: Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (planes) x2, Knowledge (religion), Linguistics, Perception, Sense Motive, Spellcraft x2
Language: Aklo

DM Question: Are you okay with the Hurtful feat? Some DMs aren't because it's from Monster Codex and the effect is relatively strong. This will probably guide whether Silvio goes for Power Attack or Heavy Armor Proficiency.


INACTIVE - GAME DIED

Unchained Rogue 3

+1 BAB, Fort, Will saves
+7 hit points

Class features: Danger sense +1, finesse training (rapier), sneak attack 2d6

Skills: +1 each of: Acrobatics, Bluff, Climb, Disable Device, Knowledge (dungeoneering), Knowledge (local), Perception, Sense Motive, Stealth; Appraise, Profession (bartender), Sleight of Hand

Feat: Fiend Sight 2 (can now see through magical darkness)


Silvio Errico wrote:


DM Question: Are you okay with the Hurtful feat? Some DMs aren't because it's from Monster Codex and the effect is relatively strong. This will probably guide whether Silvio goes for Power Attack or Heavy Armor Proficiency.

If it Paizo published, I am fine with it. Since this is, I give it the green light.


[Cavalier (Standard Bearer) 1/Brawler (Exemplar) 3, AC 21, T11, FF20 / HP 40/40, F+6 R+3 W+1 / CMB +6, CMD 17 / Init +3, Perc. +12 / Tactician 1/day, Martial Flexibility 4/day, Inspiring Prowess 5 rounds/day]
DM DoctorEvil wrote:
1) Given that you did not loot nor find treasure that would be appropriate for your level and complexity, would you like me to provide a list of the treasure that SHOULD'VE been found and you can retcon pick from the list?

I like Silvio's idea: mostly money with perhaps some story-specific items, if they've come up. Best of both worlds!

Quote:
2)Given that your PC's are only level 2, and should likely be higher, would you like me to calculate the XP awards given for what you did defeat and see where you stand, or just use GM discretion to move you, or just stand pat?

Personally I'd like to use GM discretion to hit third-level, since that'll get me a feat and Orendel's build will start to come together a bit more (I won't have to choose between shield or polearm).

Quote:
3) Given that the adventure veered off course a bit after the wererat ambush, do you have any interest in picking up the story after you met the elf ranger, Kwava, and found out about Saul's treachery? The assault on the Gold Goblin would still occur, but the details of that may be different (ie, harder). No pressure, just want to give the chance to have a more close-to-text experience.

I'll echo the words of the others that we should keep the story we've got so far, tweaking it to fit Meghan in. How much did what we do diverge from the text anyway?

Quote:
4) If no, to #4 above, I plan to start the story with the ending of the boar and dogs in the sub-basement of the Goblin and go from there. Ok?

Ok!

Silvio has the right of it: since Syeira was are resident arcane spellcaster, she was the one most interested in the Blot. I'm not sure who'd be interested in it NOW though, since none of us are wizardly types now...

Also, given we have a new GM, how are we calculating HP?


Thanks for your opinion Orendel. I think, by the time we are done, you will all be quite interested in The Blot...

Not sure the HP rule you were using before, but I typically use the PFS methodology. That is, full HP on level 1 and half+1 HP on all subsequent levels. I would stick to that for future levels, but curious what the rule was before?

Please post your level up stuff like Silvio and Cherry did, it helps me keep track on my side of the GM Screen.


This post will explain some of the things that happened in the book so far that might or might not have been explained well enough for you to catch the undercurrent. Some of these details, but I won't tell which ones, are important as the story moves forward, so I am not doing this to point out flaws in the story, but to make sure we are all on about the same page going forward.

The Goblin Job - Wizard Angvar and his wife Thuvalia (bard) tried to rob the Cheat the Devil tournament. They attempted to make off with the 10,000 sp grand prize, but got away. Recovering the chest, and stopping the robbery puts you in the good graces of Saul, who offers you work. Further investigation of the incident, reveals the pair were hired by an unnamed mystery man.

Strange Days in RiddleportThroughout the course of the adventure, strange phenomenon keep happening. They start out small, mostly irritating, but they grow in scope, size and danger. Some of these events are:

  • small items, including weapons and armor, become slightly magnetized. This strange metallic attraction lasts for several hours then ends again.
  • All spell during a given day manifest a strange purple mist. Doesn't effect the spell but you note the mist slowly rises towards the Blot.
  • Flocks of sea gulls suddenly take to the air and begin flying in a cacophonous spiral. Suddenly, the flock of hundreds or perhaps thousands of birds crashes suicidally into the Cyphergate. For several days, bodies of dead birds wash up on the shore, and the stench is unbearable.
  • A minor earthquake, the first anyone can recall, strikes the city. Only minor damage results but everyone is quite "shaken up" over it.
  • Every weather vane in Riddleport suddenly turns with a screeching of metal heard all across the port, to point directly at The Blot, even resisting the actual wind itself.
  • A sudden tidal surge hits Riddleport's harbor. The uncharacteristically large wave causes minor damage as ships are pushed against piers and boardwalks crumble under sudden pressure. Several stevedores and beachcombers are lost. Water runs right up to the front door of the Gold Goblin before receding.


  • More synopsis:

    An Unfriendly Warning: Clegg Zincher, rival crimeboss and owner of Zincher's Arena shows up in the Goblin. He leaves a cindersnake as a warning, along with a note for Saul that indicates he'd better leave town now.

    A New Friend: You meet half-elf transmuter Samaritha Beldusk, and a romance blossoms between her and Orendal. With the help of Silvio and Syeira, she eventually joins the Cypher Lodge.

    A Missing Employee - Saul tells you that floor manager Larur Feldin has gone missing. He further relates he borrowed money (2000gp) from a crooked moneylender to provide starting capital for the gaming hall. He sent Larur to make a payment of 500gp, and he never returned. Saul thinks Zincher conspired with the moneylender to take out Larur and keep the money. He sends you after the moneylender, Lymas Smeed. (You should learn later that Smeed doesn't work for Zincher, but for another crimeboss, Boss Croat).

    Flat on Rat Street - At Smeed's filthy flat, you find a piece of Larur's bloody cloak. Inflamed, you break into his flat and fight Smeed and his ape. He seems genuinely surprised you are attacking him and offers to forgive Saul's whole marker if you just take what you want and leave. Saul makes Silvio floor manager, and with the Goblin out of debt, he offers you all full partnership. (Larur's body is never found in the text; more on that later). Some of you begin to suspect Saul at this point.

    Attack on the Foamrunner - Saul sends you pick up shipment of exotic liquors but when you arrive, one of Zincher's capps, a bruiser named Braddikar Faje is already there taking delivery. A stand off (and usually a fight) ensues but you recover the drinks. Zincher takes note of you for the first time after this setback for him.

    The Raid - Just after closing one night, an army of thugs assaults the Goblin, led by the monk Jasker Gant, one of Boss Croat's capps. He along with several half-orc attackers make it clear who is behind the raid. Since some of the attackers were NOT half-orcs another crimelord was also involved, probably Zincher. Saul is not fazed by the attack and thinks the Goblin should keep on as it has been -- winning this fight only deepens your perceived strength on the streets.

    Boneyard Ambush - Day after the raid, Saul tells you he has learned Overlord Cromarcky allowed the raid to occur, at least he kept the Gendarmes out of it. This shows he is, at worst, neutral in the underworld fight. Saul tells you his enemies are planning meeting to work out a final attack on the Goblin at the Boneyard Spar, maybe you can sneak up and take them out in the planning. It turns out the meeting at the Spar is an ambush by wererats under the control of the lycanthrope crimeboss Ziphras to have you killed. With the aid of the strange elf, Kwava, you defeat the ambush, and learn of Saul's treachery.

    A New Ally Kwava shows you the note where Saul hired Ziphras to do you in. He is a wild elf of the Ekujae of the Mwangi Expanse. His shamans sent him to prevent a "second darkness" their term for the Age of Darkness that occurred after Earthfall, when the rest of the elves left Golarion. While in the Mierani Forest, he learned of the Shin'Rakorath, a company with a similar mission to his. His superior in Shin'Rakorath (literally Lantern Bearers) sent him to find a renegade elf who escaped to Riddleport and has the aid of one of the city's crimebosses. He believes that boss is Saul Vancaskerkin and has watched you and Saul. Thinking you heroic, he choose to aid you in the ambush and warn you about Saul. He hopes you will fill him in on any renegade elves SAul has dealings with.

    Back to the Goblin You plan your return to the Goblin to get revenge on Saul and to bring him to justice. You battle and finesse your way through the staff, some of whom are more loyal to you, until you get to the basement. There you find a menagerie of fighting animals and defeat them, heading down to the last room, the fighting pit itself.

    This is where we will pick up the story. In our version, you have not yet battled Saul's bodyguard Bojask, nor found the little fellow himself. He has not gotten away, nor have you found the vault door in the subbasement (which is coming up).

    Most of the above should be familiar, but some you might not have seen/known. The recap is good either way. Feel free to ask questions as needed for clarity or concern.


    At this point you should really have a few burning question such as (but not limited to):

    1) What the hell is happening in Riddleport with the strange phenomenon? This place is getting pretty scary even without at least 3 crimebosses trying to do us in.

    2) Why would Saul sell us out like that? What's his deal anyway? Where is that rat-bastard anyway?

    3) What really happened to Larur?

    4) Who is this renegade elf that Kwava is talking about? We haven't seen any elf...

    5) This "second darkness" that Kwava goes on and on about sounds pretty scary, what the heck is that all about?

    6) Why is there a distinctive odor of troglodytes in the wine cellar downstairs?


    Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
    Winter:
    HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

    Thanks, DM DoctorEvil. This background is certainly helpful.

    For the summary of events, I'd add Nikaro as an interesting NPC, especially for Cherry. And also don't want to forget Tunka, a reliable bouncer on staff (who is with us as we are downstairs).


    [Cavalier (Standard Bearer) 1/Brawler (Exemplar) 3, AC 21, T11, FF20 / HP 40/40, F+6 R+3 W+1 / CMB +6, CMD 17 / Init +3, Perc. +12 / Tactician 1/day, Martial Flexibility 4/day, Inspiring Prowess 5 rounds/day]

    Something weird is going on: it seems like my sheet is updating and not updating when I make adjustments to it...Orendel is taking his next level in Brawler.

    EDIT: Okay, I think I fixed it.

    Orendel
    Cavalier (Standard Bearer) 1/Brawler (Exemplar) 2:
    +9 HP
    +1 BAB
    +1 For, +1 Ref
    Brawler's Flurry (Two-Weapon Fighting) (not really applicable since Orendel uses polearms/spears)
    Bonus Feat: Shield Brace
    Feat: Tower Shield Proficiency
    Skills: Bluff, Diplomacy, Intimidate, Perception, Sense Motive, Perform (Oratory), Perform (Wind Instruments)


    Male Halfling Warpriest (Divine Commander) 3 | HP 36/36 | AC:20 T:15 FF:16 CMD:16 | F+5 R+6 W+6 | Init+4 | Perc+4 |
    Winter:
    HP 36/36 (2 nonlethal) | AC:20 T:13 FF:17 CMD:17 | F+4 R+5 W+2 | Perc+5 | Light, Bless, Inspired Rage

    Brawler's flurry still works great with a polearm. Kick 'em when they're close, spear 'em when they're far.


    Silvio Errico wrote:

    Thanks, DM DoctorEvil. This background is certainly helpful.

    For the summary of events, I'd add Nikaro as an interesting NPC, especially for Cherry. And also don't want to forget Tunka, a reliable bouncer on staff (who is with us as we are downstairs).

    Those NPC's are both creations of the prior GM. Good creations, but not canon. They will stay in the game as they are a part of your story.


    Kinda hanging out to hear from Dougal and Meghan. It has been radio silence from Syeira unfortunately.

    My plan is to start posting in Gameplay tomorrow, or as soon as everyone has checked in and leveled up.

    I owe one more piece of homework, which is the loot list. I plan to get that posted tonight for you to make choices from (or to choose to sell).


    Female Human Bard (Street Performer) 3, Cleric (Calistria) 1 | hp 30/30 |AC 18, t 13, ff 15 | Fort +2, Ref +5, Will +4; +1 vs. charm/compulsion, +4 bonus on saving throws vs. bardic performance, sonic, and language-dependent | Init +3 | BP 11/11 | Perc +8 | Bard Spells 1st 4/4 | Channel Pos. Energy 6/6 [-] | Bit of Luck 4/4 | Copycat 4/4

    I'm like the others--I hate to change what already happened in the game. As a result, I'm going to tweak Meghan back to 2 levels of Bard (Street Performer) plus the level of Calistrian cleric. Most of her current sheet is OK; I'll need to remove inspire courage and change a feat back to Ability Focus (disappearing act).

    I'm hoping to have everything updated by tomorrow night.


    Cherry Razarin wrote:

    Unchained Rogue 3

    +1 BAB, Fort, Will saves
    +7 hit points

    Class features: Danger sense +1, finesse training (rapier), sneak attack 2d6

    Skills: +1 each of: Acrobatics, Bluff, Climb, Disable Device, Knowledge (dungeoneering), Knowledge (local), Perception, Sense Motive, Stealth; Appraise, Profession (bartender), Sleight of Hand

    Feat: Fiend Sight 2 (can now see through magical darkness)

    Looks like your build is all good, Cherry, but it appears you have shorted yourself one trait point. I think you should have 36, and unless I missed something, only 35 are spent.

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