Talanor, the Bright Tower

Game Master Valjoen_KC

Current Date: 8th of Dasyris, 7995 E.C.

Current Battle Map

Arrington's Map

Campaign Spreadsheet

Cast of Characters

Tacal's Stats


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Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

How close are we to leveling? Asking for a friend. :-p

I'm kinda bummed that nobody in this joint dropped a Necromancy Essence.


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Niyut wrote:

I'm really enjoying the game. I have one quality of life request -- now that we are wrapping up this dungeon -- for the next dungeon.

We have established that when we are exploring we make stealth checks, perception checks, and detect magic. It would speed things along when we are exploring that the GM keeps us moving until we hit the next crisis (or event) (while rolling checks for our established protocols). Waiting for us to reply that we try to open the door or walk down a hallway just wastes time.

Sounds good to me.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Niyut is saving her essences so her book of blood can teach her to Scribe Scroll. Need 1 more EE to get it.


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Niyut wrote:

How close are we to leveling? Asking for a friend. :-p

I'm kinda bummed that nobody in this joint dropped a Necromancy Essence.

Very close... little bit of RP left here. Go ahead and start leveling.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

This won't be a big level for me, no drastic changes.

Oracle 5

HP:+5

2nd Level: Boneshaker
1st Level: Protection from Evil, Stone Shield (FCB)

Skills:

Bluff: +1
Kn: Arcana: +2
Kn: History: +1
Kn: Geography: +1
Kn: Religion: +1
Perception: +1
Sense Motive: +1
Stealth: +1
Spell Craft: +1


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

Garidan's Essences:
As previously stated, one geist essence will be used, alongside the bone golem essence, to apply sharding to Garidan's rapier. For the second geist essence, I'm going to apply it to Garidan directly for a +5 competence bonus to Craft (alchemy).

Garidan's Level:
Swashbuckler 5/Fighter 1

HP: 1d10 ⇒ 7

Rapier Training

+2 Acrobatics
+1 Bluff
+1 Intimidate
+1 Knowledge (arcana)
+1 Perception
+1 Sense Motive
+1 Use Magic Device

+2 Craft (alchemy)


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Between his previously stocked essence and the one he just got Truk'tosh is going to Mjolinar up his weapon granting it hurling and returning.

His next 3 ethereal essences will be used to grant himself the strength-to-ranged attack rolls ability from the lesser belt of hurling.

Level 6 (Druid 5)

+9 hp (d8 + 3 con + 1 favored class)
No bab or saves

Studied Combat bumps to +2

3rd level Druid spells

+1 handle animal
+2 knowledge (nature)
+1 profession (trapper)
+1 perception
+1 sense motive
+1 survival


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Totally missed it, but last Thrusday was the 1 year anniversary of the campaign. Hope its been a fun year!


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

It's been a blast! I have truly enjoyed playing with you all. I hope you have enjoyed it as well!

@GM: I've been super busy recently, but should we start working on finishing off the greater spirits?


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@Garidan - I only listed one choice for the secondary effect of the sharding ability. The only other thought I had based on the bone golem was centered around disarm. I think this one is better. Let me know if you'd rather we explore the disarm idea.

Garidan: 9 Essences (9 Ethereal) & 2 Life Essences
..Unassigned
....(EE7) Huntmaster Ghoul- saving for armor
..Self
....Ethereal Essences
......(EE9) +5 Knowledge (Alchemy). (Secondary Effect) +2 Initiative: The alertness of the geist imbues you with heightened awareness of your surroundings.
..Weapon: +1 Cruel Undead Bane Impact Rapier
....(EE6/EE8)Sharding. (Secondary Effect) The geist's essence combined with that of the bone golem imbues your rapier, giving it the ability to 1/day throw bone shards with an increase in range to 30 feet and upon a successful ranged touch attack, form a bone cage surrounding the struck creature. The cage has 15 HP, 21 AC and DR 5/adamantine and bludgeoning. Additionally, anytime normal shards are thrown you can make a bluff check at +5 to cause the target to lose its dex bonus for 1 full round.

@Gruskorb - Thoughts on using your essences?

Gruskorb: 8 Essences (7 Ethereal/1 Earth) & 1 Life Essence
..Unassigned
....(EE5) Bone Golem - saving
....(EE6) Tupilaq - saving for necklace
....(EE7) Huntmaster Ghoul - ??
....(Earth1) Tupilaq - saving for necklace

@Malthazir - Thoughts on using your essences?

Malthazir: 9 Essences (9 Ethereal) & 2 Life Essence
..Unassigned
....(EE7) Huntmaster Ghoul - saving
….(EE8) Geist - ??
....(EE9) Geist - ??

@Niyut - Thoughts on using your essences?

Niyut: 8 Essences (6 Ethereal/2 Arcane) & 1 Life Essence
..Unassigned
....(EE5) Tupilaq - saving
....(EE6) Geist - ??

@Truk'tosh - Interesting and cool abilities to give the axe. Here are your choices for the secondary effect.

Truk'tosh: 8 Essences (6 Ethereal/1 Fire/1 Earth) & 1 Life Essence
..Weapon: +1 Orc Double Axe
....(EE5) Throwing (Secondary Effect) The ghoul huntmaster's natural ability with ranged attacks enhances the axe granting it double the thrown range (20') or 2/day grants you the point-blank shot/precise shot feats for 1 round (at 8th character level and every 4 levels thereafter, you gain 1 additional round).
....(EE6) Returning (Secondary Effect) The geist's essence fuses with the axe. Either it gains the ability to 1/day emit a terrible noise when thrown that panics the target for 1 round with a failed Will DC20 check or when the axe is thrown you can make a feint (bluff) check as a quick action at +10 to cause the target to lose its dex bonus for 1 round.


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Niyut wrote:
@GM: I've been super busy recently, but should we start working on finishing off the greater spirits?

Agreed. I have a busy summer coming up, but we can work through the others.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)
Valjoen_GM wrote:

@Garidan - I only listed one choice for the secondary effect of the sharding ability. The only other thought I had based on the bone golem was centered around disarm. I think this one is better. Let me know if you'd rather we explore the disarm idea.

Garidan: 9 Essences (9 Ethereal) & 2 Life Essences
..Unassigned
....(EE7) Huntmaster Ghoul- saving for armor
..Self
....Ethereal Essences
......(EE9) +5 Knowledge (Alchemy). (Secondary Effect) +2 Initiative: The alertness of the geist imbues you with heightened awareness of your surroundings.
..Weapon: +1 Cruel Undead Bane Impact Rapier
....(EE6/EE8)Sharding. (Secondary Effect) The geist's essence combined with that of the bone golem imbues your rapier, giving it the ability to 1/day throw bone shards with an increase in range to 30 feet and upon a successful ranged touch attack, form a bone cage surrounding the struck creature. The cage has 15 HP, 21 AC and DR 5/adamantine and bludgeoning. Additionally, anytime normal shards are thrown you can make a bluff check at +5 to cause the target to lose its dex bonus for 1 full round.

Alrighty, going down the list.

Huntmaster Ghoul Essence (armor): Could you go ahead and throw out a situational/limited ability choice for this one? I plan on having that mithril breastplate fixed and ready for use before we leave this tower, either by Garidan's skills and Siv's facilities (if such are available) or by Garidan's skills and Gruskorb's aid with mending cantrips (the more likely path).

Geist Essence (self): That should be Craft (alchemy), to clarify. And woo-hoo for more precious initiative! The sooner Garidan gets to act, the better.

Bone Golem & Geist Essences (rapier): No, I'm quite satisfied with this ability, it's very interesting, and I'm really looking forward to using it. Though I do have a few questions regarding specifics aspects of it.

1) To start, that 1/day limit. Is that 1/day for the range increase and then 1/day for the cage, or 1/day for both together?

2) What is the duration on the bone cage once it is formed? And does the cage provide any sort of cover or AC bonus that would interfere with attacks in or out?

3) Am I correct in assuming that the permitted Bluff check is made as part of the attack, and thus requires no extra action to make? And am I also correct in assuming the Bluff check is for a feint?

Finally, a rules question regarding the sharding property itself. It's not stated clearly one way or the other in the description for sharding, but does the property qualify Garidan's rapier as a ranged or thrown melee weapon for the purpose of selecting ranged/thrown melee weapon properties?


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

I have a couple of thoughts about my essences.

I would like to see if the Hazard of Necromancy has any Necromancy Arcane Essences that he is willing to trade for an Ethereal Essence. If he does, I'll imbue the Libre Sanguinem with the ability to allow me to research Necromancy spells in the field. I would then use my remaining Ethereal Essence to get another hit to Spell Craft.

If he does not, I'm saving them to imbue into the Libre Sanguinem to grant me the Scribe Scroll feat so that I can add the scrolls we found to it.


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@Garidan -

As for the huntmaster ghoul essence on your armor, I was thinking the options would be either a +10' bonus to movement 3/day (based of his Longstrider ability) or +2 resistance to negative energy (based on his similar ability vs positive energy).

To answer the other questions:

1. It is 1/day that does both things. The bone golem ability is 30' and I thought the sharding property to only 10' was too limiting.
2. The ability doesn't give a duration for the bone golem. I'd say it dissipates in an hour if not destroyed. I'd rule that it provide cover for creatures inside the cage from attacks from outside the cage. You should be able to trap someone, not pin them down so you can skewer them.
3. Meant it to be a quick action, similar to Truk'tosh's option. I want these to be tactical choices for using your swift action effectively.

No, it doesn't become a ranged/thrown weapon. The tactic Truk used by taking 1 essence for Throwing property and another for Returning property does give him that. But his weapon is gone until the start of his next round... so no AOO's as he isn't wielding a weapon, unless he takes an action to draw another weapon. Your weapon, on the other hand, never leaves your hand. So, you're still threatening and get AOO's.

@Niyut -

Necro Arcane Essences would be highly valued by him, but perhaps you could convince him... in game.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

Hmmm, mighty tempting options on the ghoul essence there, so much so that I had to resort to a coin toss to settle it; negative energy resistance is result I got.

1) Alright then, that's still not too shabby. Follow up question regarding the range increase though. The flung shard has a maximum of five range increments--at 10 feet each--because of the weapon type. Would that range increase apply across all the increments--for a total of 150 feet distance--or just to the first increment for a final distance 70 feet?

1a) Does the target's Dex penalty to AC after a successful feint apply only to Garidan's attacks for the duration, or all attacks?

2) Okay, an hour is pretty good. And there goes my dream of pining a foe in place and doing lethal things while they can't run away or evade. Was kind of hoping, however, that foes inside the cage would be similarly restricted if that turned out to be the case. Though having direct attacks impeded by cover doesn't rule out some nasty AoE attacks being squirted into the cage, now that I ponder it. Alchemist's fire, spells, nasty stuff of that sort.

3) Alright, good to have that clarified, even if the clarification wasn't quite what I'd hoped (though in fairness, it'd be ridiculously broken if that were the case).

And lastly, 4) Oh well. The only ranged/thrown property I really wanted was distance anyway--to cut down the increment penalties for tagging targets further out--so no big loss there.


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1) First increment
1a)It is a feint and would follow those rules.
2) Well, I guess if someone inside the cage tried to attack someone outside, the outsiders would also have cover.
3) :)
4) Got ya.

Also, just noticed that with sharding you have allocated 6 essences to weapon abilities. Originally, we said 20 essences total with 15 essences towards +5 enhancement and 5 essences for abilities. My intent was to allow you to eventually increase the essences for abilities. So here is the increase:

Levels 1-5: 5 essences towards abilities
Levels 6-10: 6 essences towards abilities
Levels 11-15: 8 essences towards abilities
Levels 16-20: 10 essences towards abilities

I've updated the campaign tab to reflect this


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

That increase is a relief, lol, I thought it looked incredibly tight when you first presented it, but forgot to get clarification on that point. However, there is a question there.

Can I apply essences from enhancement value to an equal value of abilities instead? Because if I stack that rapier--or my armor--with the abilities I want, I'll have a lot more of that +10 enhancement limit invested in abilities than I will in enhancment bonuses to attack and damage, and well before I ever get anywhere close to levels you've listed.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

For the first one, I'll take the increased range increment and the second, I'll take the swift action bluff check. Is the swift action bluff check at-will or a limited number of times of day?


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At will. But it requires you to throw the axe.


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

My work is picking up very significantly, but it's also my last week. Please DMPC as needed.

Malz will save his essences for now.

In combat Malz will spam his cantrips (he is out of wizard spells).

Out of combat Malz will complain about needing to rest because of above ;)


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No worries. We are out of combat now. This week will mostly be some role-playing, and giving you guys time to level up your characters and make decisions on essences.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11
Valjoen_GM wrote:

@Garidan -

@Niyut -

Necro Arcane Essences would be highly valued by him, but perhaps you could convince him... in game.

I did. Did you see my post yesterday?


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Hmm.. I missed your and garidan's posts from yesterday afternoon. SOrry.


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Garidan Vissir wrote:
@Valjoen: If possible, I'd like to use the Unchained rules for Craft skills. It offers rules for working under field conditions, time spent on various jobs according to the effort required, and covers special materials as well. In any case, may I assume that the requisite materials for repairing the breastplate are available in the tower's forge?

I have no issue with using the Unchained rules, but please give me the specific item you want to create and the corresponding rules. I may need/want to tweak them to fit the campaign.

And Yes. You can find the necessary materials and tools to repair the breastplate.


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Garidan Vissir wrote:
Can I apply essences from enhancement value to an equal value of abilities instead? Because if I stack that rapier--or my armor--with the abilities I want, I'll have a lot more of that +10 enhancement limit invested in abilities than I will in enhancment bonuses to attack and damage, and well before I ever get anywhere close to levels you've listed.

No, that would allow too many abilities to get stacked at this time. If you max out essences on all weapons and armor, I may increase the maximums at higher levels.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

I agree with our GM about essences on weapons and armor; not that he needs my agreement. Our gear will be artifact level badass soon enough. He has to keep some check on such things.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

At the immediate moment, I just want to get that breastplate repaired in an ingame timespan that isn't measured in weeks, without using Gruskorb as a repair bot via his mending cantrip; he'll be used quite enough for that in repairing busted flasks :p.

After that, however, alchemical crafting is definitely next and--depending on what Garidan can find and loot in the way of raw materials and such in Siv's former apprentice's workshop--I can't really give a specific item there, considering the large quantity of useful items available. Splash weapons of various sorts, minor medical goods, even alchemical heating, all are prospects; basically, any alchemical goods or weapons that aren't gunpowder-based are all on my (and Garidan's) shopping list.

Further, if Gruskorb wants to really use his own Craft skill, those rules should help cut down the time needed to make traps of various sorts as well. (Traps which Gruskorb could further improve with Garidan's own creations for MOAR MAYHEM!)


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Essences...

Garidan - assigned all of his except one EE from the Huntmaster Ghoul which he's saving for his armor.

Gruskorb - has 3 unassigned EE, one each from the Bone Golem, Tupilaq and Huntmaster Ghoul, & an unassigned Earth Essence from the Tupilaq. Indicated that he's saving essences for his necklace. You'll have time to complete the basics of your necklace during this rest stop if you want. Just give me some context in the gameplay thread.

Malthazir - has 3 unassigned EE, one from the Huntmaster Ghoul and two from the geist. Indicated that he's saving essences.

Niyut - has 2 unassigned EE, one from teh Tupilaq and another from the geist. She's trying to trade with Siv for a Necro Arcane Essence. Otherwise, she's planned her uses for the essences pending her barter.

Truk'tosh - has assigned all of his essences. You'll have time to complete the basics of your holy symbol during this rest stop if you want. Just give me some context in the gameplay thread.

Additional Items you received in this dungeon:
1) The Dwarven Whiskey Flask (held by Garidan)
2) Bone Quick Access Re-usable Scroll Case (held by Garidan)
3)Reference Guide to Crafting Constructs by Pfyll Munchwell (held by Niyut)
4)Collecting of Parts, Living and Dead by Vizzion (held by Niyut)
5) Libre Sanguinem (Niyut's bonded item)
6) False Staff (held by ??)
7) Various non-magical Mummification items (held by Niyut)
8) Golden Scale that radiates divination (held by Niyut)
9) Everburning Torch (held by Garidan)
10) Stoorjian's Staff (given to Sivantanpisil)

Anything else I missed?


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Niyut has the mummification items.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

Garidan has the scroll tube, and the everburning torch is piled in with the party's various goods on Tacal's back. Don't recall that anyone grabbed the fake staff, however.


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Garidan Vissir wrote:

At the immediate moment, I just want to get that breastplate repaired in an ingame timespan that isn't measured in weeks, without using Gruskorb as a repair bot via his mending cantrip; he'll be used quite enough for that in repairing busted flasks :p.

After that, however, alchemical crafting is definitely next and--depending on what Garidan can find and loot in the way of raw materials and such in Siv's former apprentice's workshop--I can't really give a specific item there, considering the large quantity of useful items available. Splash weapons of various sorts, minor medical goods, even alchemical heating, all are prospects; basically, any alchemical goods or weapons that aren't gunpowder-based are all on my (and Garidan's) shopping list.

Further, if Gruskorb wants to really use his own Craft skill, those rules should help cut down the time needed to make traps of various sorts as well. (Traps which Gruskorb could further improve with Garidan's own creations for MOAR MAYHEM!)

To speed up play, I'll hand wave the time requirements for you to repair the armor, as well as Gruskorb and Truk the time to make their 3rd items.

We'll say that Siv's apprentice dabbled in alchemy and that you find a wide range of non-masterwork tools and components. I prefer not to make a list of all the components you find, but I'll let you gather components to attempt to produce 500gp worth of items from alchemy.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Oh, is Collecting of Parts, Living and Dead by Vizzion the book that was originally untitled and written by multiple authors?


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Yes. It was compiled by Vizzion from various writings by multiple authors. I hadn't named it at the time you found it, and clearly didn't update you until now.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Awesome! I'll change it on the excel sheet. Did you see Niyut's response to the Hazard?


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

Much appreciated on the time handwave for repairing the armor, though for the sake some realism, I'll still write it out having taken a couple of hours of work on Garidan's part.

As for the alchemical raw materials, I wouldn't expect you to throw up a complete list, that'd be nuts :D. There is only one question I have before I throw up a play post; can Garidan assemble a portable alchemist's lab from the kit found in the workshop?


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Sure, but it will be a basic lab, nothing masterwork or providing bonuses.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

That's fine, as long it provides what is needed by way of tools use the skill and packs up for travel. I'll trade even the reduced bonus of a normal portable lab for the fact that it costs nothing and is actually available.


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Ok, Garidan.

Niyut - which ethereal essence did you offer to Siv? The one from the tupilaq or the geist? Let me know and I'll work up your secondary effects.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

The tupilaq. I'll use the Geist to give me a second +5 to spellcraft.


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Niyut - You already have a +5 spellcraft. My recollection was that you can't add another spellcraft essence until you hit CL 8.

We worked out a formula for skills and energy resistance being +5 per 4 levels, if I recall correctly.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Yep. It's a +5 for every 4 HD. I thought it was 1-4, 5-8, 9-12, etc. But, if you are telling me we need the full four to get it, then that makes sense to me as well. In that case, I'll add it to the wand so that it functions as a lesser rod of Intensify Spell.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Niyut has a lot on her docket.

1. Take a bath.
2. Thank Teysura for her help, though it pains Niyut to cosy up to a great spirit.
3. Bond the Necromancy Essence to the Libre Sanguinem, so that she can research unique necromancy spells.
4. Bond the Ethereal Essence to the bog oak wand to allow it to act as a lesser rod of Intensify Spell.
5. Take a well deserved nap.
5a. Eat in her dreams. Yay conserving rations!
5b. Contact and bond with a spirit associated with wisdom, knowledge, or secrets. This will shift her bonded spirit from Flame to Lore. (I'm willing to RP this out if you are interested, but if the mere fact of using her class features isn't super exciting we can hand wave it.)
6. Identify the magic in the golden scale.
7. Study the Libre Sanguinem to see if feeding it the Blood of Fire is a Bad Idea (TM). Previously you said this would take a couple of hours.
8. Study the first ritual in the Libre Sanguinem.

I'm breaking this up into a couple of posts. (1-5, 6-8) Please let me know if you as the GM want to interact with me on #2, #3, or #5.


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#2. Sure. But separating player and character knowledge, you do realize that it was all a dream. Niyut, herself, manifested everything in side the dream.

#3. I'd love to see you give a description, so it gives me ideas on how to play it further throughout the story.

#5. You know I love the role-playing aspect of this game. I would enjoy seeing how she plays this out in her dreams.

I hope that all made sense, I'm using Siri on my phone


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

#2. Definitely. But, Niyut has a complicated relationship with the great spirits, and what she believes to be true isn't always true. OOG, I suspect it isn't always false either. Something happened to those two moons. ;-)

Again, if I take too many liberties with Niyut's adventures in the spirit world and who she encounters there, please reign me back in.

Though that being said, since you are interested, this dream can be a two parter, if you want to give me something to encounter in the darkness beyond her grandmother's hearth.


HP 80/80 | AC 21/16/15 | CMD 21 | Fort +7 Ref +12 Will +6 | Per +12, Dark Vision 60' | Init +6 Aegean Unchained Rogue 7 {Nature Fang 1}
Valjoen_GM wrote:

Essences...

Gruskorb - has 3 unassigned EE, one each from the Bone Golem, Tupilaq and Huntmaster Ghoul, & an unassigned Earth Essence from the Tupilaq. Indicated that he's saving essences for his necklace. You'll have time to complete the basics of your necklace during this rest stop if you want. Just give me some context in the gameplay thread.

Pending particulars of conversation with Siv.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Thanks! I'm glad you liked it. Do you want her to encounter something specific in the darkness or should I move on to #6-8?


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Niyut - For the wand:

..Wand: Mysterious Bog Oak Wand
....(EE6) Lesser Intensify Spell Metamagic 3/day. (Secondary Effect). The stealth of the geist binds to the wand granting you either (Limited use) Lesser Silent/Still Spell 1/day or (Situational) when you cast spell while in dim light, your subtle movements cause any spellcraft checks to determine what spell you are casting to increase by +5.

For the book:

..Item: Libre Sanguinem.
....(Necromancy1) Research Necromancy Spells. (Secondary Effect) 1/day, as swift action, you can cast Spectral Hand, prior to casting any spell from the Libre Sanguinem.


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Niyut wrote:
Thanks! I'm glad you liked it. Do you want her to encounter something specific in the darkness or should I move on to #6-8?

Not at the moment.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

I really like the spectral hand effect, but since I chose Spectral Hand for my second level spell for Liber Sanguinem may I chose a different spell instead?


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

For the wand, I'll take the Silent/Still spell option.

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