The 5th Mendevian Crusade (Inactive)

Game Master Brian Minhinnick


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Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Good lord, awesome. I had no idea you made RPG stuffs. Any chance of introducing Nathaniel the Inevitable(-y Awesome)? Good luck!


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

Hah! It's something I thoroughly enjoy, this will be my first professional piece, though I was just featured in Wayfinder #9 with the Secretkeeper prestige class. I've also been talking to Wes Schneider (Paizo's Editor-in-Chief) and after Aspects of Axis is published he wants me to talk to some people about working on backmatter stuff for adventure paths and/or player companions. So, you may be seeing more of me in the future :)


Nice! Awesome!

Best of luck. Let us know when it's out.


AOO:
[dice=AOO Unarmed]1d20+13[/dice] [dice=Damage]1d6+4[/dice] #1
Group Boni:
+1 morale bonus to attacks rolls while charging; +2 morale bonus on saving throws against fear
Human Cavalier (Luring Cavalier) 7 / Monk (Zen Archer) 3 (HP 81/81; AC 25/20/23; F+13/R+10/W+15; CMD 33; Perc +26; Init +2)

I wish you good luck at your project.


I was just thinking today about trying to publish some adventures as PDFs for a dollar or two a piece. I'm so intimidated by the license though. How difficult is it to comply with? Is it something you can do yourself, or would I need to hire a lawyer to figure out everything I'd have to do first? I wouldn't even want to reference Golarion canon, just Pathfinder rules. I believe they have a separate license for that?

Anyway, I've said this already elsewhere, but grats on your first big project. Can't wait to see it :)

Lantern Lodge RPG Superstar 2014 Top 4

The Compatibility license is simple. If it is in the PRD than you can reference it. If it is not, don't. As long as you can play whatever you make with the core rulebook it is considered to be complient. The Community Use one is more labyrinthine and not something you can ever use to make a profit, but you're not considering that one so its not an issue!


This PRD?. In which case, that's still an awful lot of material to work with. So if I only use that stuff, and then put the license at the end of my adventure I should be good to go?


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

Good Luck with that

The only project I ever tried to get off the ground was an expanded weapons and armor thing, but I had no idea where to start.


I figure I spend 90% of my free time writing adventures, statblocks and making maps anyway. I might as well try to be really really good at it, share it with other people and possibly make a very small amount of money in the process.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Bart made me do it, y'honner, I swears!

EDIT: And I just realized I haven't been taking the Shaken condition into account. Apologies.


It's cool dude. I want you to know I'm not trying punishing you or anything. These are the same drakes you faced before, and there's no special buffs or anything. Just playing out the consequences of your decision to fly up alone.

I'm off to roll the dice. Maybe you'll get lucky.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Hmm that sand drake we fought awhile back? It was reasonably tough, as I recall.

One last request. Should I be shredded, may I spend a hero point to have my top hat flutter gently to the desert floor in front of everybody?


Well, this isn't necessarily the end for Nate. You can use your hero points to not die really, you can get raised, or if you'd prefer you can just let Nathaniel die and make another character who can join the group next time they return to Clydwell keep.

I'll keep the hat thing in mind when I write the falling body description.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

I think I'd like to try a new character. I've been playing Nathaniel for quite awhile, and something different could be good. I'll always miss the airship, though.


Alright, well that's fine. I'm not sure how long it will be before the group heads back to Clydwell, that's up to them to decide. Feel free to start writing up a new character. I'll put the character creation reqs in the campaign info tab.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Thank you kindly. I might need some help with some rule/feat clarifications, and i'd appreciate the party's input as to what we need.

Also, sorry if bits of me rain on you.


AoO:
[dice=AOO (large cold-iron demon-bane bastard sword)]1d20+16[/dice [dice=Damage]2d8+10[/dice 1
Warped Demonspawn (custom tiefling) Invulnerable Rager 10

But.. but... who is going to carry us in that basket/carriage contraption we made just for the synthesist to carry us?

But damn... That's a long fall. Over 500' so you could cast (although, if you DD'd or teleported, you wouldn't really lose the momentum). But Summon Eidolon might work (although it's not clear on the action allowed after 500') and then you could pull out of the fall?

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

I believe the difficulty is less the fall and more the fact that they tore my head off before I dropped.


AoO:
[dice=AOO (large cold-iron demon-bane bastard sword)]1d20+16[/dice [dice=Damage]2d8+10[/dice 1
Warped Demonspawn (custom tiefling) Invulnerable Rager 10

Ahhh. I was mesmerized by the wall of green dice rolls, I failed to see the lesser green rolls above. I had figured it just took out your eidolon. Wow.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Interesting feature of the Synthesist, if it had taken out the Eidolon I would be gone too. Ragedeath of a sort.

6d6 ⇒ (1, 2, 2, 2, 6, 6) = 19-14
6d6 ⇒ (6, 1, 6, 2, 2, 3) = 20-15
6d6 ⇒ (5, 2, 2, 4, 5, 2) = 20-14
6d6 ⇒ (5, 3, 4, 2, 5, 6) = 25-16
6d6 ⇒ (1, 1, 4, 4, 1, 1) = 12-9
6d6 ⇒ (1, 2, 4, 4, 5, 2) = 18-13


Wow... Tough fight. Great descriptions, both of you. I found it difficult to read the death of such a tough character.

Lantern Lodge RPG Superstar 2014 Top 4

DM Jelani wrote:
This PRD?. In which case, that's still an awful lot of material to work with. So if I only use that stuff, and then put the license at the end of my adventure I should be good to go?

Pretty much, yeah. That's the short version of it. If you want to incorporate other open gaming license stuff like Dreamscarred press' psionics I'm not sure what else you need to add to the license.


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

As a random thought, it we were going to be doing a story reboot now would be the best time since we just had a character death and Nate is about to write up a new character.


Liette d'Argent wrote:
As a random thought, it we were going to be doing a story reboot now would be the best time since we just had a character death and Nate is about to write up a new character.

Good point.


Well, I haven't even started on the reworking the setting yet. The whole point of changing the setting but not the events that have occurred is so that what you guys have done and been through stays valid.

It'll probably take me at least a month or two to write something I'm happy enough with to change the setting over to. I've still got three other games I'm running (one of which I've been slacking on) and my real life game is going to pick back up in September.

So while this might be a convenient time to do something like that, I'm not really ready yet.


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

Ok, guys. I've been thinking about how to improve our morning preparations. I've been chewing on this for a little while now and I think it's worth mentioning. I know several people cast buff spells in the morning, and I think this could enhance those preparations.

Blessing of Fervor is a 4nd level cleric spell. It will affect 9 creatures and last 9 rounds when I cast it. In combat, it gives a variety of useful buffs to choose from, but for our morning preparations, one really stands out: Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

With a full party, there are 8 PCs (with Nate's new character), 2 companions (once Kenan replaces his), and 6 mounts (assuming we get new ones at Clydwell). That's 16 creatures to protect with Endure Elements. At our reduced strength, its 7 PCs, 1 companion, and 1 mount (I think they're all dead, except for Viorel's) or 9 Castings of EE. Extended EE lasts 2 days, so if we stagger castings by casting 4 on one day, then 5 the next, we will be continually covered without using wands or rods.

Also, any Mage Armor or other hour-per-level buffs can be cast without using rods of extend, and last basically all day. When we're at the Fort, I can Consecrate our campsite with that free extend as well. The only downside is it's 2nd and below, so you'll still need a rod to extend higher level spells.

So, what buffs are people casting in the morning that would benefit from this buff, and can anyone help me out with the Endure Elements (I'm currently casting 4 a day). Is this something we should do?


I can help with the EE, even with the BoF casting.


I'm assuming that Nathaniel's death will have some impact on the group so I'll wait for some kind of reactions and discussion before moving things forward. Continue on as normal? Enact some other plan? Cry? :P I'd like to see it occur in character as much as possible.


Well now that Nathaniel is gone, assuming the new character is not one that can benefit from mage armor. I will need to cover myself and Kenan. 9h per casting so roughly 6/day not using my rod of extend or the mentioned spell.

The spell would change things rather much. First 18 hours, nest pair +9h so there is still time left when daily buffs come into play next time. So I could get by with 4 castings per day. Also allows me to save my rod for haste and fly if needed.


Keep in mind for a lot of the time you're sleeping/resting. You guys are only walking for eight hours each day right now. The other 16 you're sleeping, eating, resting, fixing gear, etc.

I mean I can understand the impulse to have it up 24 hours a day, just saying.


Not to be callous, but what happens to Nathaniel's equipment?


Previously it was that it's destroyed in the death to make it easier not to set off the wbl.

Oh and also I noticed I messed the calculations earlier since it's one spell. Well anyways the point stands that mage armor is the only spell I have that benefits from it as far as daily buffs go.


What Viorel said. It also took 2000 some points of falling damage. Everything except for the hat of disguise is smashed beyond recognition.

I'm still waiting for you guys to RP this forward. I'm not going to update until the group comes to some kind of decision what to do in character. You're clearly being followed/hunter by the giants and their allies, you've lost probably the strongest single party member (high AC/defenses, high damage, flying perception god with haste). I think any real people would be discussing how to move forward at this point. Not to mention that Abigail and Sigmund both have the power to raise Nathaniel from the dead if they have the proper diamond, and none of you know that he doesn't want to be raised.

Edit:Hehe. Guess I should read the gameplay thread before the discussion. Seems the discussion is about to begin. But yeah, above still stands except for the Raise Dead part I guess. Since the body's gone now.


Actually doesn't falling damage cap at 20d6?(I think items have some additional rules though but there is a cap unless I am totally misremembering things.) Not that it really matters 70 damage on average is enough to brake pretty much any item.


I wasn't aware of that rule, any chance you could find it and link it to me?

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Falling
Creatures that fall take 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Creatures that take lethal damage from a fall land in a prone position.


Well, there ya go. I guess it's all destroyed by DM fiat then. :P


Female Human (Taldane) Fighter (Trench Fighter) 3, Paladin (Divine Hunter) 7

I'll have another Liette post up tomorrow (today is right out for doing pretty much anything), but she's not going to be very helpful with planning anything at the moment.


Male Gnoll Paladin (Divine Hunter) / 10 HP: 85/85 AC:24/14/20

I think that's the only song in the multiverse fitting a proper fair well to Nathaniel.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

You're all far too kind.


AoO:
[dice=Beacon (19-20x3)]1d20+11; 1d8+3[/dice
Quick Stats:
HP 75; AC 28/18/27; F+9/R+4/W+12; CMD 35; Perc +5; Init +1

Communal mount would be an awesome spell for extending. It's also only level 2, so could be included in morning preparations. (9*2 hours)*2 = 36 hours divided among up to 6 mounts. Since we're considering forced marching, 3 mounts would get 12 hours each. 2 castings would cover the entire party (that needs mounts), and would increase our speed to 50 ft. Since they're summons, they're eminently expendable.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

No rush on getting back to the keep for my sake, firstly as there is a possibility s/he will be introduced out here and secondly as I'm still enjoying the game and in no hurry to rush in a new character yet when it is dramatically too soon.


"possibility s/he will be introduced out here"

Sorry if I accidentally indicated that somehow, but there's not. She'll be introduced at the keep.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Ah I thought it was still undecided. No problem.


I just don't see her reasonably finding them without some powerful divination. Also the likelyhood of the group trusting someone they meet out in the 'Wound after Raina is likely close to 0%.

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Mmm, and I have nothing to Scry them with. No problem.


Looks like they might be heading back soon anyway. Gear up, rest up. Possibly attack the "to be explored" area from the other side?

How's the character coming along Arkwright?

Shadow Lodge

HP 100/100, Fort 13 Ref 20 Will 11, AC 21 TAC 16 FFAC 15, Init 8, CMD 33

Haven't started statting other than that general crunch outline. Still deciding whether to go with that fluff concept I posted to you earlier or whether to write a slightly different background for my Arduino the Lesser character.

And in case I haven't made it clear, hoping for the character to be a surprise for the party, unknown until my introduction.


That's fine either way, just PM a link to the profile when it's finished.


Yeah Barek, +16 BAB does wonders for two handed power attacking. I guess with the giant blue dinosaur gone you guys are down one tank. Barek's got a lot of HP, but his AC's pretty low. Getting back to keep and slapping some money on it will probably help a bit. God knows you guys do enough damage to kill just about anything. It's the defense you're lacking. I mean a +5 CR creature with DR 15 just went down in less than two rounds, and Crissor didn't even shoot.

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