The Legend of the Silver Scale

Game Master GM Netherfire

MOP


651 to 670 of 670 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

F Half-Elf Ranger 3

:P


F Half-Elf Ranger 3

I can't get Vylyra on the map again! :O I have no idea what's going on there. Every time I try to move her the icon flings off the map. WHAT THE WHAT.


Hmm... Now I'm glad that I had the foresight to buy a combat-trained mount. =P

What kind of work would it take to train the other horses?


Dungeon Master

The following is a series of pertinent copy/paste info from the Handle Animal skill description:

Teach an Animal a Trick: You can teach an animal a specific trick with 1 week of work and a successful Handle Animal check against the indicated DC.

Train an Animal for a General Purpose: Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal's purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2 or higher.

An animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks does, but no less time.

Combat Training (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.

Action: For tasks with specific time frames noted above, you must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you attempt the Handle Animal check. If the check fails, your attempt to teach, rear, or train the animal fails and you need not complete the teaching, rearing, or training time. If the check succeeds, you must invest the remainder of the time to complete the teaching, rearing, or training. If the time is interrupted or the task is not followed through to completion, the attempt to teach, rear, or train the animal automatically fails.

The short answer to Quirel's question: it would take a lot of work and someone who has at least one rank in the Handle Animal skill.


I wouldn't bother trying to train the horses. What you good folks need are some magical Owlbear cubs! ;)


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Ok. All leveled. 6 hit points and an extra skill point. Strength is now a 16!

New Spells: Open/Close and Acid Arrow!


F Half-Elf Ranger 3

HP: 1d10 ⇒ 1

Of course...

Vylyra is up to date.


Dungeon Master

Acid Arrow is a fun one!


1 person marked this as a favorite.
Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Yes :)

That Drow poison woked up my spell blood and gave it ta me.


Male Human Fighter 4

HP: rolled 7
Attributes: + 1 to dex
Skills: 1 into Animal handling, 1 ride and 2 into bluff
Feat: Power Attack


Male Human Fighter 3rd

Skills: 4 Points
2 into Ride, 1 into Perception, 1 into Handle Animal
Bonus Feat: Mounted Combat
Saves: Fort saves increase by 1.
BAB: Increases by 1.
Ability Score Increase: Dex increases to 17.
HP: 1d10 + 4 ⇒ (8) + 4 = 12 The bonus is from the bonus token we got at the table last week, cap is set at 10.

Quick' wrote:

Yes :)

That Drow poison woked up my spell blood and gave it ta me.

What you're saying is, we need to expose Quick to ever more noxious poisons? Whatever doesn't kill him...


1 person marked this as a favorite.

Loved the summary of the real time session. Was pretty shocked when Henry killed archer lady! How did that play out in person? Also, I'm a bit concerned about some of these other Dawnflower knights going around and being suspicious... I'll try to do something about that just as soon as we're not killed by this dark, otherworldly rogue and wizard...


Dungeon Master

The level up changes look pretty good!

Henry, don't forget to add your constitution modifier to hp rolls.

Quick, I need to apologize for correcting you during the in-person game. Most of your weapons are masterwork! SOURCE. Sorry about that! Make sure you update your character sheet (just so you know, the greataxe trade for two mwk handaxes doesn't fly; 1:1 trades only).

Vylyra, which ability score got the +1 increase?


Defense:
AC 12, Touch 11, Flat-footed 11 (+4 with Mage Armor)
Tracking:
HP=15 Money=344gp, 6sp, 4cp
Half-Orc Sorcerer (Draconic) 3

Thanks for the tip! All updated.

Vylyra upgraded Constitution.


Dungeon Master

Test.


Male Human Fighter 4

1


Dungeon Master

This link is to the Animal Companion advancement table.

Here are the following stats for Vylyra's animal companion. Please note that the stat block is incomplete (see italics).

Hawk
Size Small; Speed 10 ft., fly 80 ft. (average)
hp 9 [2d8 +2] second Hit Dice needs to be rolled
Defense
AC 14; Flat-footed 13; Touch 12 [10 + 2 Dex +1 natural armor +1 size]
Fort +4 Ref +5 Will +2
Attack bite +1 (1d4), 2 talons +1 (1d4)
Ability Scores
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
BAB +1 CMB +1 CMD 12
Special Qualities low-light vision, link, share spells
Tricks (1, to be determined)
Feats (1, to be determined)
Skills (2 skill points to allocate)

Hints:
Animal companions can have ranks in any of the following skills: Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str). All of the skills marked with an (*) are class skills for animal companions. Animal companions with an Intelligence of 3 or higher can put ranks into any skill. Animals with a Fly or Swim speed receive a +8 bonus to the appropriate skill.

Animal companions can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus. Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.

As always, if you would like me to finish up the stats for you, I would be happy to help.


Dungeon Master

A comment from a player in real life had me worried that you guys might not be keeping track of the loot from the windmill bandit encounter. Some of the items, you added to your PCs inventory right away during our on-table session. But other items I fear might have fallen by the wayside. So I'm going to make a list of them here, based on my notes of the encounter and the inventories of your PC profiles.

On the wagon:
-one barrel of water
-one crate containing tools such as: crowbar, sledgehammer, 20ft of chain, 50ft of hemp rope, torches, iron cooking pot, and fishing net
-one crate containing more fragile items: clay pitcher, clay plates and bowls, clay tankards, steel cutlery, sewing needles, fishhooks, soap, ink and feather quill, a bell, 3 candles, 30ft of twine, and 8 disguise kits (50gp each)
-one full body standing mirror in a silver frame wrapped in a wool cloth (200gp)
-one simple wooden chest with iron lock and key
-one fancy wooden chest with brass trim and lock and key

simple chest:

2 bottles of fine wine (14gp each), 1 bottle of mead (10gp), 8lb of cured ham (8gp)

This chest contained other items (like spices, herbs, and raisins), but were sold by Quick for 50gp.


fancy chest:

1 bolt (40 yd) of clean purple linen (400gp), 1 masterwork darkwood fiddle and sheet music (130gp, currently in Ajaxx's possession but not in his inventory), green courtier's outfit (30gp, currently in Vylyra's possession? Not in her inventory)

This chest contained other items (Cloak of Resist +1, Rings of Diplomacy +5) that have been added to a PCs inventory.


The wagon itself is worth 35gp.

Unclaimed loot from the bandits' personal belongings:
-one Cloak of Elvenkind (+5 Stealth, 2500gp)
-four sets of Hide armor (15gp each)
-one falchion (75gp), 3 greatclubs (5gp each)

You will need to sell this stuff before adding its value to your character wealth. Make sure to keep your inventories and character wealth up to date, it is the only way to check if your character's wealth-to-level ratio is correct. Plus you might miss out on cool stuff.


Dungeon Master

~ The following is the excerpt from the bandit describing how to contact the drow in Thaleniel. PLEASE read it before the game session on Saturday in order to save ourselves some time during the session. Thank you! ~

She nods, satisfied to hear it from the crossbowman. “When I enter Thaleniel, I head to an inn in the northwestern edge of the city, a few blocks from the wall. The Dead Man’s Drink. If the innkeeper will only lease rooms to drinking patrons, and the place is known to serve strong drinks. That’s why I bring him,” she tosses her head to the unconscious lump still in the cart. “Anyway, I always rent the north-most room on the second floor. End of the hall, on the right. I need to get to that room by high noon and hang a blue coat halfway out the open window. I don’t know when they see it, but I think they prefer as much notice as possible. By the third hour after noon, I am at the south end of the city, alone. They will not meet if I bring friends. Beyond the gates and down among the docks on the lake. Look for the dockside tavern, the Lucky Cup. There is a halfling with a green tattoo on her arm who performs for alms outside the tavern, offer to buy her a meal inside. Order her a seared cod and beer. She will make a remark on the quality of the fish. If the comment is favorable, the drow are available for business that night. If not, you will have to start over with the blue coat on the following day. When you reply with a comment about ‘fish hooks’, she will know you are interested in slave-”

“No!” Quick jabs a finger and scowls. “Tell the truth. Leave nothing out!”

Sybil sighs, with a half-smirk, and continues. “Fine. Don’t use the words ‘fish hooks’. In truth, I use the phrase ‘fishing net‘ to convey that I am interested in slave trade; the more nets I mention, the more bodies I have to sell. Say something about the ‘brew’ of the beer and it will mean you are interested in buying poisons. There might be other code words, but I don’t know them, so I wouldn’t advise saying too much and invite dark elf ire by initiating a business arrangement you do not intend. When she invites you to stay and watch her performance, accept and remain for the whole piece. Pay attention, because her performance will give you a clue about the place you will meet the drow that night. For that part, you are on your own, because her song or dance is always different, but you have until nightfall to figure it out. Wouldn’t hurt to familiarize yourself with the establishments around the docks. One thing I will tell you, after sundown, keep an eye out for someone wearing the blue coat you hung in the window. That's your contact.”

“The poison brewer is an old dark elf named Briza Hune. She and one other will meet you to sell all manner of poisons. Their own special concoction works for my purposes. Worked for my purposes…” the elf sneers bitterly. “Anyway, from there you should be able to figure it out. You bring gold, they’ll sell you poisons. Bring a lot -don’t waste their time. These dark folk are jumpy and deadly, you would do well to do what they say. They have their own reasons for avoiding attention, legality aside, but that doesn’t mean they will put up with bullying. The quickest way to learn firsthand how their poisons work is to merely hint that you would tell another soul of their whereabouts. That’s about all I can tell you. Oh, and if you bring the ‘plates with you, don’t expect to get out of there alive.”
If you post here in Discussion that you read these instructions, you'll receive a reward at the game session.


F Half-Elf Ranger 3

Read. Thanks friend!

651 to 670 of 670 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Legend of the Silver Scale Discussion All Messageboards

Want to post a reply? Sign in.