Sometimes, your fate hangs upon a spell.
Other times it's determined by a riddle.
Occasionally, it depends upon sheer luck.
And often fate rests on a well delivered
SWORDTHRUST
Adventure by Sam Shirley and Daniel Greenburg
Artwork by Boris Vallejo
current map King of Mountain Picture and Cover
Welcome those from the Reptile God. You will see treasure distribution was expedited in that thread. This put those from the nonpathfinder world where treasure was not so strictly monitored ahead of the pathfinder norm.
Male Gnome Wizard (Illusionist) 3 (HP: 21/21 | AC 12(16)/12/11(15) | F+3, R+5, W+5 (+2 vs. illusions) | Initiative +1, Perception +7)
Both Slow and Stinking Cloud are 3rd level. 375+375=750*0.6=450gp
So Bizzlemont has 3550gp to spend.
Cloak of Resistance (+1) - 1000gp
Pearl of Power (1st) - 1000gp
Pearl of Power (1st) - 1000gp
Bandages of Rapid Recovery - 200gp
He'll also buy scroll writing materials to create the following scrolls for the adventure ahead: Comprehend Languages, Mage armor, Identify, Protection from Evil, Magic Weapon, Shield, Expeditious Retreat, Enlarge Person, See Invisibility. (Total: 175gp)
GP remaining: 375gp
GM, please let me know if any of this isn't available/doable.
Not sure if you guys are still following our other thread, so:
Terion Stoutheart wrote:
Terion Stoutheart wrote:
GM Tribute, does it make any sense trying to buy a Wayfinder, or there is no PFS? Wanted the one with the ioun stone for prot from evil, though I can never calculate how much it costs ;)
GM Tribute, any ideas regarding this question? I understand if it does not fit the game.
I think I have most of my upgrades nailed down - still mulling it over, but I guess it makes sense to go for the 'basic' kit:
- Cloak of Resistance +1
- Probably a new armor and weapon
Wanted to ask you guy's opinion on gear, as I intend to build on the usual weaknesses of the martial type characters - boosting Terion's Will Save, touch AC, battlefield mobility, and ranged capabilities - what gear would you advise?
Also GM Tribute, I was wondering, even though I do not wish to change characters, I might be interested in swapping some of Terion's feats around for our next adventure - would you allow that?
Terion would look something like this:
Terion update:
Terion Stoutheart
Male Human Fighter 2/Ranger 1
CG Medium humanoid (human)
Hero Points 0
Init +2; Senses Perception +7
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Defense
--------------------
AC 21, touch 14, flat-footed 19 (+7 armor, +1 Dex, +2 deflection, +1 dodge)
hp 30 (3d10+5)
Fort +7, Ref +5, Will +4 (+1 vs. fear)
Defensive Abilities bravery +1
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Offense
--------------------
Speed 20 ft.
Melee light shield bash +7 (1d3+4/×2) and
. . masterwork cold iron dagger +8 (1d4+4/19-20/×2) and
. . masterwork glaive +8 (1d10+6/×3) and
. . silver light mace +7 (1d6+4/×2)
Ranged sling +5 (1d4+4/×2)
Special Attacks favored enemy (humans +2)
Ranger Spells Prepared (CL 0; concentration +1):
--------------------
Statistics
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Str 18, Dex 14, Con 12, Int 13, Wis 12, Cha 8
Base Atk +3; CMB +7; CMD 21
Feats Combat Expertise, Combat Reflexes, Dodge, Iron Will, Mobility, Power Attack
Skills Climb +3, Intimidate +5, Knowledge (geography) +5 (+7 vs. humans), Knowledge (nature) +7 (+9 vs. humans), Perception +7 (+9 vs. humans), Ride +1, Survival +7 (+9 vs. humans, +8 to track), Swim +3
Languages Common, Orc
SQ hero points, track, wild empathy
Combat Gear Potion of Bless Weapon; Other Gear Masterwork Banded mail, Light steel shield, Masterwork Cold Iron Dagger, Masterwork Glaive, Silver Light mace, Sling, Sling bullets (10), Cloak of resistance +1, Ring of protection +2, Backpack (empty), Everburning torch, Grappling hook, Silk rope, Trail rations (4), Waterskin, 3449 GP, 12 SP, 5 CP
--------------------
Special Abilities
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Bravery +1 (Ex) +1 to Will save vs. Fear
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Hero Points (0) Hero Points can be spent at any time to grant a variety of bonuses.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Potion of Bless Weapon Add this item to create a potion of a chosen spell.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
No Wayfinder or tattoos for holy symbol. The only non-core materials that may appear will be if converting treasures from the source material makes the most sense to add non CRB items.
All characters have no traits but get an extra feat.
Cannot post properly or even think of updating character til the 5th. Am a little surprised the deadline was moved forward. Feel free to NPC me for now
Male Human Fighter 1 | HP: 15/15 | AC: 20 FF: 18 T: 13 | F: +4 R: +3 W: +2 | Perc: +1 Init: +2 | Speed: 30 ft
A 9 player party! Wow.
It seems like the old school modules (if I am remembering correctly) were often intended for larger groups [6-8 PC's and sometimes retainers as well (remember retainers from AD&D?)]. I think the Temple of Elemental Evil was supposed to be specifically designed for a really big group.
Good to see another Fighter on board Durahl - Am I correct in assuming that you are more sword and board? If so, good, cause it allows me more freedom to go 2h weapon all the way ;)
Temple of Elemental Evil...Don't even go there. I have been lobbying GM Tribute into taking us to one of those crazy adventures from the AD&D days - Night Below, City of the Spider Queen, etc - but he is putting up a fight :D
Male Human Fighter 1 | HP: 15/15 | AC: 20 FF: 18 T: 13 | F: +4 R: +3 W: +2 | Perc: +1 Init: +2 | Speed: 30 ft
Did those of you who played Against the Cult of the Reptile God roll your hit points for 2nd and 3rd level or use the 1/2 HD +1 for levels above 1st? For most of you, your HP don't seem to jive with the 2nd option (which is what we used as new 3rd level characters).
Terion's HP seem too high, while Bizz and Ama's seem too low if using the 2nd option.
Male Human Fighter 1 | HP: 15/15 | AC: 20 FF: 18 T: 13 | F: +4 R: +3 W: +2 | Perc: +1 Init: +2 | Speed: 30 ft
Yeah, I'm definitely "tanking" with a 25 AC although my touch AC still stinks. ;)
I actually looked at Chainmail/GM Tributes active campaigns to find this thread and he is in 3(!) ToEE campaigns. I don't know if they are all truly active but, man, that is hardcore.
I was initially in the Against the Cult campaign but dropped out before it really got going (several reasons...won't enumerate them here) and I have been kicking myself ever since I dropped. I loved playing that module (remember when they were called "modules"?) back in the day. I have been hoping against hope that someone would run The Sinister Secret of Saltmarsh as that is one of my personal favs.
I've never played (nor even heard of this module) so it doesn't have the same nostalgia factor for me.
I was initially in the Against the Cult campaign but dropped out before it really got going (several reasons...won't enumerate them here) and I have been kicking myself ever since I dropped.
Hehe, I know - I stepped in at that time so... Thanks Durahl :D
Just joking - Now you are here, so welcome back - by the way, Against the Cult was HARD.
Got lucky and started in on the Sinister Secret of Saltmarsh, but the DM deployed, and that was that. One of my better characters and games, it was. So Edan sticks around.
Nine.. Yow.. that's big. If it gets to be a hassle in management, I'll sit this pass out if needed.
Male Gnome Wizard (Illusionist) 3 (HP: 21/21 | AC 12(16)/12/11(15) | F+3, R+5, W+5 (+2 vs. illusions) | Initiative +1, Perception +7)
Sweet, another wizard. Tavar, do you want to conference for spells? With 6 days of travel, Bizzlemont could have made some scrolls. Also, I originally made Bizzlemont more of a specialist since we had another wizard filling the general arcanist gap. Do you see your guy as more of a standard mage or something niche?
I am jumping to the first encounter. Most PbPs seem to move slowly, so I feel the need to speed things up. We will straighten out the details as I set the stage.
I will make an initiative table and a marching order for single and double wide when you settle on how you want to do it. I also need to make a map.
Merrie proposes putting the mounted folks at the rear as she dislikes stepping in surprises on the trail. But someone come up with a marching order. The goblins are discovered about 40' away.
Everyone roll initiative in the main thread with a flavor post covering the night in the tavern, the stocking up on rations, and the six day march. I will make one for Merrie too. Extra interaction is encouraged.
As for the marching order I would go with double then single file. It puts a good defense on both the front and back. Keeping the softer characters safer.
Looks like we are on round 2 now, based off the fact that no surprise round was used, and thus a rounds actions have gone past. Would be nice to have some clarification
First, this is the continuation of the previous adventuring party that has recently completed N1--Cult of the Reptile God. Any of the five party members that want a slot in this adventure have a guaranteed seat. But, that leaves at least one slot open for a 3rd level character using Core rulebook ONLY, a 15 point buy, and 3000gp starting equipment. I may expand the party to seven or eight if there is sufficient interest.
This is the second part of a long term campaign that, if successful, will continue with the Laura Hickman/Margaret Weiss Desert of Desolation series.
If current party continues we are: Paladin, fighter, cleric/monk, rogue, illusionist wizard.
Sometimes, your fate hangs upon a spell.
Other times it's determined by a riddle.
Occasionally, it depends upon sheer luck.
And often fate rests on a well delivered
SWORDTHRUST
The Wizard Morlean hired you to transport a minor relic across the Chatar Mountains. Amidst the windswept glaciers you find an evil cult, and ancient myth, treasure filled caverns, and great danger. You will need every ounce of all your adventuring skills, sound judgement, and luck to survive among the glittering walls of ice
Is it safe to assume that the previous members will be returning? I only ask because it would obviously make more sense to submit a character that would fill a gap rather than overlap?
Gary Gygax had advocated arranging a licensing agreement between TSR, Inc. and Mayfair Games for their Role Aids line of game supplements, but was outvoted in the board meeting considering the question.
In 1993, Mayfair was sued by TSR, who argued that Role Aids—advertised as compatible with Advanced Dungeons & Dragons—violated their 1984 trademark agreement. While the court found that some of the line violated their trademark, the line as a whole did not violate the agreement, and Mayfair continued publishing the line until the rights were bought by TSR.
Fighter, rogue, wizard, and monk. Classic 4 man party that is backed by a great 5th, a paladin.
Could we get a quick summary of what each party member brings to the table? The specification on the wizard for example, nothing too fancy. Is the fighter really tanky or does he focus on DPS? Is our cleric a walking band-aid or does he focus on offensive magic? Is the rogue focused on skills or combat?
Those that have checked in on the Gameplay side should have updated aliases.
You can check them out in the gameplay or follow my GM Tribute alias to the Reptile God thread and check out my style and the other players. Grimmy I would check it out to see if it is the game for you. I am an old school DM that is proficient in Pathfinder rules.
The throwback core only rules leave classes more specialized. The entire dungeon encounter was played in a single google docs spreadsheet.
NOTE: CORE RULEBOOK only--makes it easy on making a character--you need only one book--and I don't have to specifically ban classes and archetypes that may not be my style--and rogues are useful as traps can still kill you! And, it is a 20point buy not a 15 point buy. I noticed most old module pregens had about 20 point buys so I flexed up. Some say 20 pts is the new standard!
I will definitely read through the Reptile God thread thoroughly, thanks for the link.
FYI I was referred to this thread by another poster after specifically requesting a throwback old-school PbP. I am a big fan of core-only. Cut my teeth on B/X/BECMI/Rules Cyclopedia style of gaming back in the day.
I have grown to enjoy the crunch of modern gaming but I'm having trouble finding other d20 gamers who are as nostalgic as I am for the pulp swords and sorcery aesthetic I remember so fondly.
You guys need a BARD! Combat support for your well designed DPS characters and your only face is the cleric who has no skill points! Thinking a halfling, draw something up in a bit and be back.
Outnumbered, but never outgunned. Plus Terion needs to have someone to split the frontline with. Can't let him have all the glory and all the wounds. Halfing ladies love scar's don'tcha know?
I'll throw together a Cleric of some sort tonight. Not your typical "healer" type, but will have that ability. Have to research a god that gives me what I'm looking for.
Cole Honeybottom, I don't notice a background under your profile but are you willing to make a family relation? Thinking you're my older brother or something along those lines. If that's ok with GM Tribute.
BTW...hope things are going well. We miss you at the table. :-)
Fornitado
Spoiler:
Fornitado
Elf Cleric 3
NG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +5
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Defense
--------------------
AC 18, touch 11, flat-footed 17 (+6 armor, +1 shield, +1 Dex)
hp 19 (3d8)
Fort +3, Ref +3, Will +6; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Melee light shield bash -1 (1d3+1/×2) and
. . longsword +3 (1d8+1/19-20/×2) and
. . quarterstaff +3 (1d6+1/×2)
Ranged composite longbow +4 (1d8+1/×3)
Special Attacks agile feet, Channel Energy 2d6, touch of chaos
Spell-Like Abilities
. . 6/day—touch of chaos Cleric Spells Prepared (CL 3rd; concentration +6):
2nd (2/day)—lesser restoration, hold person (DC 15), align weapon
1st (3/day)—detect evil, bless, longstrider, summon monster i
0 (at will)—create water, detect magic, guidance, light
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 10, Int 14, Wis 16, Cha 12
Base Atk +2; CMB +3; CMD 14
Feats Extra Channel, Scribe Scroll
Skills Appraise +6, Diplomacy +6, Heal +7, Knowledge (history) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +8, Perception +5, Perform (wind instruments) +2, Sense Motive +7, Spellcraft +8 (+10 to determine the properties of a magic item); Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven
SQ aura, domains (chaos, travel), elven magic, spontaneous casting
Other Gear Breastplate, Light wooden shield, Longbow, Comp. (Str +1), Longsword, Quarterstaff, 2682 GP
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Special Abilities
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Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 2d6 (6/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Chaos) Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Chaos (6/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
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Still need to shop, and come up with a background.
If you mean scrolls, then yes, I think Bizzlemont made some basic scrolls at one point. If you mean Wonderous Items or greater things, though, it hasn't really come up/no one has the feats. This is meant to replicate some old school dungeon crawls though, so you may not really have the time and resources to craft in game.
Are you all still adhering to the concept of a bunch of teenagers who have been transported to the D&D world and inhabiting your characters? Are you still engaging in dual role playing (your teenage persona as well as your PC)?
I was in the 2nd group (which I see is now inactive) for this campaign initially but decided to drop out due to what I feared would be overly complicated role playing due to the dual nature of the characters as well as the presence of a few players whose styles did not mesh with my own (I notice that those players are no longer involved).
The teenager dual role play angle is still technically the backstory. I feel that our previous elven wizard pushed that RP a lot, which prompted others to post that way as well. Without him, it's largely been dropped.
Others in the group might want to take it up again. I'm fairly indifferent to it. Bizzlemont and his teenager were fairly in sync compared to everyone else. It led to a lot of agreeing and complementing themselves.
Ultimately, GM will have to decide if we drop that angle completely.
It hasn't been dropped by me, just that the teenager in Ama's head has enough sense to stay out of things, especially since he's still working through the whole gender issue, as well. Not to mention that for her, he's hidden well enough that to communicate directly, she has to appropriate a couple of spells, since he's the Monk influence in her Cleric/Monk class, and Cleric is currently higher.
OK-I am caught up with my other threads now. Hope everyone is back. For those of you making new characters, no need to work on the roleplaying within the roleplaying. We will use the literary device sparingly, probably just to move the players. It is now completely optional.
We will see how many submissions we have and I will kick things off when everyone is ready. If we have enough interest, there will be two groups.
But, as I started two groups and had massive drops last time, I will tread cautiously there. One healthy group is better than two dragging groups.
Hello there, I am not applying but for those interested...
i have found on a rather interesting 3.0 book.
saw the concept and immediately thought about that old book.
it is the D&D conversion and stats for the the old Dungeons and Dragons cartoon back in the 80's.