The Mud Sorcerer's Tomb (Inactive)

Game Master baldwin the merciful

Map


1 to 50 of 582 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
RPG Superstar Season 9 Top 16

Welcome, players, to what I hope will be a swift, brutal, and very enjoyable romp through an exceedingly dangerous dungeon. Selecting you was a difficult task, but I believe you will form a great group, and I have high hopes of your winning through to the very end.

GM Expectations

First let me be clear about my expectations for this game. I want this to be primarily fast. Too many PbP die slow deaths as posting rates drop to three times a week, then once, then nothing at all. So please, make a real effort to post at least once a day, and move the game forward with your post. If you disappear for five days without notice, I'll actively begin recruiting a replacement. Of course, real life takes precedence to gaming, so if you need to take a break and let me know ahead of time, I'll DMPC you as long as the absence is reasonable.

Second, I want this game to be fun. I reward innovative and dramatic posts/ideas, so feel free to deviate from routine hack n' slash. Add color to your posts, take time to react IC to setbacks or successes. Let's keep this from being a dry and slightly dull exploration.

What You can Expect

The Mud Sorcerer's Tomb is an old school and difficult dungeon. What does that mean? It means you can expect dangerous traps, puzzles whose solution - or very nature - won't be apparent from the get go, and brutal combats. While not as random and lethal as the Tomb of Horrors, the MST will present you with numerous opportunities to get yourself killed. If/when you die, I will give you the chance to create a second PC to bring on board. If you choose to bow out, I'll recruit a replacement.

High Level Game

This is, obviously, a high level game. I'm going to go through each of your sheets once you've finalized the details, but I'm not going to keep track once gameplay starts of every power expenditure, potion quaffed, etc. There's a level of trust here that I think we can all agree makes the game more fluid and fun. Further, I don't have every high level power/variation/archetype ability memorized. Feel free to inform me of things I've overlooked, misunderstood, or should take into account. I'm not a hardcore rules lawyer, so I will make the occasional mistake.

Group Formation

Let's go ahead and start finalizing the PC's over the next few days. Feel free to examine each other's sheets and make suggestions, as well as suggesting teamwork feats and the like. Speak up! Be bold! Don't hold back when it comes to asking questions or giving advice.

In turn, I will craft a short backstory explaining how you all came together on this venture, and that will form part of my first gameplay post.

So welcome! Go ahead and introduce your PC's, note their strengths, list any questions/suggestions, and with a little luck we'll be ready to kick the gameplay off by January 1st. Feel free to dot and delete in the gameplay thread so that you'll be notified of new posts to the Discussion thread too.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

This is great! I can't wait to come across all the wonderful opportunities to finally die.

@DM So you are going to start New years day? I am going to be away with my wife that weekend, I don't suppose you could get this going on the fourth.

Also I am open to any changes to my spell list

RPG Superstar Season 9 Top 16

The fourth is fine. And makes more sense, really. So yeah, that gives us a nice chunk of time to really iron out the details and prep this team for the assault.


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Awesome! Reyondelee's real skill is, well, her skills. :O Through her versatile performance ability, she can use her perform skills as replacements for other skills. For example, she can replace an acrobatics roll with a perform dance roll. Which is nice as she has a base 20 to perform dance, and NO ranks in Acrobatics. :) Her bardic knowledge should be able to possibly help with some puzzles or traps, and her bardic performances can help give boosts to both attacks and skills. Couple that with spells like greater heroism, and Reyondelee's role in making everybody a little better at whatever they need to do becomes clear. In addition, I've made her into a sort of utility arcane caster with the idea that she can make opponents easier to see/hit for her more martial comrades. I've waited to purchase consumables like healing wands, so let me know what she should purchase there, remembering that ad-hoc/pro-rata wands are available (thank you GM!). Super excited about this! Glad we have a cleric on board as Reyondelee can supplement heals with her soothing song and with wands, but otherwise won't be too much help. Unless we want her to rearrange her spells and take some cure spells?

Edit: Noticed that Sargon and Reyondelee have some spells in common, might want to have them swap out those that are in common, to get the best use of spell slots?

Also wanted to mention that Reyondelee took the feats to get Improved Whip Mastery, which means she threatens at 5' and 10' with her whip, it does lethal damage, she can use it grasp small or tiny objects from a distance, and she can use the whip as a grappling hook to swing across chasms ala Indiana Jones.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),
Quote:
Edit: Noticed that Sargon and Reyondelee have some spells in common, might want to have them swap out those that are in common, to get the best use of spell slots?

Lets take a look here...

Grease: is right in my wheelhouse being a conjuration specialist

Identify: Is a bonus spell for me, usually I'd have this via scroll

Glitterdust: One of my favorite spells to metamagic and it's conjuration

Dispel magic: I honestly don't think you can have too many of these.

See Invisibility: Again a great spell, so good that I permatized it.

D-Door: Is a bonus spell for me, but again incredibly useful

Greater Invisibility: This one speaks for itself

I see you took silence and daylight which are two of my go to scrolls to have.

All in all, it looks like we sync up pretty well, there's a reason why both of us chose some of the same spells. they are almost mandatory.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Omar is focused on ranged damage and trap removal. He can also do other thiefy stuff as needed (sneaking, sleight of hand).

As he is a guide, while we are in underground or urban terrains, while around him you are granted +2 on initiative, stealth, perception and survival checks.

I also do not have favored enemy. I do ranger focus, which is the same bonus on a single target a limited numbers of times a day. I can nova pretty hard, but there's only so many uses, so I tend to hold it for what I deem to be mean fights. His normal effectiveness isn't bad though.

If we wanted to coordinate a teamwork feat, I can ditch snap shot and would suggest lookout for the teamwork feat. It's pretty damned nice.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),
Quote:
while around him you are granted +2 on initiative, stealth, perception and survival checks.

That is awesome, I am going to have to make a note on my char sheet.


Reporting for duty!

I'll have a better look over the coming days, but one obvious thing is that we have two characters who can inspire courage. I could change my archetype if needed.


Can I suggest we create the gameplay thread right away? It allows us to see the campaign in our campaign tab and makes it easier to follow conversations in the discussion thread.

RPG Superstar Season 9 Top 16

Gauthier de Nevereth wrote:
Can I suggest we create the gameplay thread right away? It allows us to see the campaign in our campaign tab and makes it easier to follow conversations in the discussion thread.

Done. Though I thought I already had one up. Apparently you need to enter a Subject Line or the post doesn't stick.

RPG Superstar Season 9 Top 16

To keep the Gameplay thread clean, can folks post and then delete their posts there?


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Done


Ok, something else to look at: we have only one melee type.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Omar can be switched into a melee build if we deem it necessary. It doesn't take much work (and actually frees up a lot of feats).


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Personally, I think a ranged fighter type is just fine


My cleric is an archer. I could also change it for a melee type.


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

Dang I didn't realize the discussion thread was opened. Sorry about the delya.


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

I thought about the overlap of IC between the bard and the cleric but that may not be such a bad thing. Perhaps Gauthier can focus on IC and Reyondelee can inspire competence. With Omar and myself overlapping on the DD and some skills the added boon to our competency can be nice touch. In most games players don't get the luxury of having both going. There may be complex traps which could require disabling in different areas or sequences, so having the two trapfinders work. That +2 bonus from Omar will be useful.(+2 on initiative, stealth, perception and survival checks.)

Feel free to make suggestions about my character sheet. Being a front liner built for sneak and feinting, his cleric levels were to boost his saves and give him some healing spells in a pinch. His spells are designed to buff and remove nasty effects.

I will say this is solid group of players, DM I don't think you'll have an issue with your posting requirements.

I will ask this: Is there any chance that you can sport us another 10K in diamond dust. The dwarf eyes the full cleric suspiciously. "Sumth'ng 'bout spell components." He tearfully drinks his dwarven brown ale, while he spins a ring on the table mumbling about the leech who runs the pawn shop.


Evil GM
Sargon The War Sage wrote:

This is great! I can't wait to come across all the wonderful opportunities to finally die.

Death, huh? Ok...got it.


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min
Gauthier de Nevereth wrote:
Ok, something else to look at: we have only one melee type.

T'wich is built to be upfront for flanking and feinting. I suspect he will be working with paladin quite a bit, and I can imagine the T'wich trying to convince him it's honorable to let him backstab the foe.


T'wich McGruff wrote:
Gauthier de Nevereth wrote:
Ok, something else to look at: we have only one melee type.
T'wich is built to be upfront for flanking and feinting. I suspect he will be working with paladin quite a bit, and I can imagine the T'wich trying to convince him it's honorable to let him backstab the foe.

Should be fun to watch!

RPG Superstar Season 9 Top 16

Quick note that I'll be driving home tomorrow from Florida to North Carolina, and thus may post infrequently till late afternoon. I'll keep an eye on the thread though, and answer any questions that may come my way.

Contributor

GM: A couple friendly suggestions:

1) Due to typical PbP attrition, you may want to designate a couple of alternate players to step in should anyone go AWOL, despite everyone's best intentions. I'm sure a few of the players whose PCs weren't chosen will be watching play anyway.

2) When boosting the module for 6 players, remember that action economy is a b$+*+--more players = it's far less likely that single foes can put up much of a fight, even if you bolster them with a couple of mooks. Consider going a bit further than you might initially believe is necessary. You can always pull some punches if you find that you've overdone it.

Needless to say, I'll be eagerly anticipating the gruesome deaths...ahem...I mean, watching with interest as the intrepid PCs bravely face the tomb’s challenges.

RPG Superstar Season 9 Top 16

@Mike: Glad to have you on board. I actually erred on the side of caution by picking a larger group due to both IC and OOC expected attrition rates. I'm hoping thus a group of six will make it more likely that whatever end we reach will be for IC reasons, and not OOC ones. Should that not be the case, I'll definitely reach out to the other submissions.

As for action economy - great point. I've already been revisiting some of the initial encounters and adjusting them accordingly, and will discover a lot as to how I should modify the rest of the Tomb based on how those fights go. If you're up for it, I'd appreciate some feedback on my edits. Let me know if you're down for a PM or two.

Either way, I think this is a savvy, solid group, and don't think I'll have to hold back much if at all - they're going to give the Mud Sorcerer's Tomb a run for its money!


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

Barring an unforeseen real life event, I doubt player attrition will be an issue with this game. This is solid group of reliable and dedicated posters who have accumulated over 80K posts. I know three of the players have been in, or are in, some of my long term games, and posting has not been a concern. Best of all, this group of players know the #1 rule: communication. Communication on everyone's part is the key to a successful game.


1/2 Orc Cleric Of Caydean 1 | HP 13/13 | AC 15/11/14 | F+4,R+1,W+4 (+2 to charms, compulsions, and emotion spells | Init.+1 | Perc.+6 | SenseMotive+2 | CMD 14 | Darkvision 60’ | 30’ movement

Sorry for the late appearance! I wasnt sure the thread had been created yet!

Well, Dragox is basically a front line punching bag and self healer through lay on hands. Obviously, his smite is his trump card.

And please look at my sheet. To be honest, I've never played a meleer to such a high level, so I might have calculated my attacks incorrectly. I'll need to sell an item or two to have enough gold for the diamond dust, but I definitely will be doing that.

I've very excited to be here! Can't wait to get crushed by Mike's masterpiece.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

Right on, the author showed up. BTW Mike I will be running my homegroup through your "Iron Medusa" extravaganza when the time is right.

This looks to be a really good looking party.

Gauthier wrote:
My cleric is an archer. I could also change it for a melee type.

How about a reach weapon? Imagine standing side by side with the paladin a brutal archer ranger for extra umph, T'wich running around causing all kind of chaos. Along with this comes a double whammy of arcane support


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min
Sargon The War Sage wrote:


How about a reach weapon? Imagine standing side by side with the paladin a brutal archer ranger for extra umph, T'wich running around causing all kind of chaos. Along with this comes a double whammy of arcane support

Oh, if Gauthier decided to go with a reach weapon he could consider adding the gang up feat. He could be poking and preaching about holding back the darkness.


A reach weapon would be a great idea, but I'd prefer making sure the DM and the other players are on board first.

I'd change the archetype from Evangelist to Crusader and forego the zen archer dip-level: less Inspire Courage, but spontaneous cure spells, and some combat feats. I'd likely also switch my only domain from Good to Growth.

Just some out-loud thinking. I'd be happy to hear what others think of the switch.

RPG Superstar Season 9 Top 16

That'd be fine with me.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

Since we have a bard, evangelist was already a touch redundant.


Agreed. I had build Gauthier for a four-man team, in which case, archery and inspire courage were nice additions.


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Gauthier, if you want to drop evangelist to forgo redundancy, and offer more melee support, I think that would be great. Sargon, are you saying that we should both keep the spells you've listed, because of their utility? I'm certainly fine with that. If, though, people think Reyondelee's slots could be better utilized, please let me know. Is there a call for her to drop a couple of the redundant spells and pick up some cure spells? Also, should she be picking up a smattering of wands, or just get the most full cure critical wounds she can afford?

Let me know, as I am more than willing to restructure anything that will support the group more efficiently. :)


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),
Rey wrote:
Sargon, are you saying that we should both keep the spells you've listed, because of their utility?

The only potential changes you may want to make is to substitute grease and glitterdust. But again it is your character and keeping those spells would be just fine.

So my plan is to keep everyone under a Life Bubble spell and I have a staff with a permanent Symbol of Mirroring as long as you are within 60' of me baddies will have a 50% miss chance. I can also supply anyone who needs it with Darkvision

Any thoughts on my "Contingency" I usually like to have "Haste" go off when I cast "Greater invisibility"


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

Okay, I'll take a look at those for replacement. Any suggestions for one first level spell, and one second level spell? I'm thinking perhaps glue seal for the level one, pretty much the opposite of grease, and maybe just cure moderate wounds for the second?


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min
Reyondelee wrote:

Gauthier, if you want to drop evangelist to forgo redundancy, and offer more melee support, I think that would be great. Sargon, are you saying that we should both keep the spells you've listed, because of their utility? I'm certainly fine with that. If, though, people think Reyondelee's slots could be better utilized, please let me know. Is there a call for her to drop a couple of the redundant spells and pick up some cure spells? Also, should she be picking up a smattering of wands, or just get the most full cure critical wounds she can afford?

Let me know, as I am more than willing to restructure anything that will support the group more efficiently. :)

I'll look over your spell over the next day. I will say slow is an awesome spell. I would put that in a spell slot or at least get a partial wand. Healing wands are great but remember there are an awful lot of characters that have some healing capabilities.

Tongues and comprehend languages - perhaps a scroll or two rather than a spell slot. They are really situational. They are great to have when you need it but it's not likely an every day item.


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min
Sargon The War Sage wrote:
Rey wrote:
Sargon, are you saying that we should both keep the spells you've listed, because of their utility?

The only potential changes you may want to make is to substitute grease and glitterdust. But again it is your character and keeping those spells would be just fine.

So my plan is to keep everyone under a Life Bubble spell and I have a staff with a permanent Symbol of Mirroring as long as you are within 60' of me baddies will have a 50% miss chance. I can also supply anyone who needs it with Darkvision

Any thoughts on my "Contingency" I usually like to have "Haste" go off when I cast "Greater invisibility"

You symbol of mirror would provide me with some economic freedom. I could sell my ring of blinking 27,000gp and get something else.

Grand Lodge

Male
Stats:
(N HP 109/116, AC 31, T 21, FF 24, Fort +15, Ref +19, Will +12, Init +7, Perc +29, Stealth +28CMD 37)
ranger 14

I am debating swapping two levels of ranger for rogue so I can pick up trapspotter. Depending on how trap intensive the module is, that might be a good idea, though I'm not sure if it is necessary. I hate giving up bab (if slayer were available I'd do it in a minute).


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),
Twich wrote:
I will say slow is an awesome spell

For extra fun use a tanglefoot bag as a power component

Slow (M): For each tanglefoot bag used as a power component, you may designate one slowed creature as being affected by a tanglefoot bag.


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

I could replace Tiny Hut with Slow, but I thought perhaps Tiny Hut would provide the ability to rest even if circumstances in the dungeon were not conducive. That and alarm creates a decent enough advantage for sleep. Otherwise I could drop Invisibility Sphere for Slow? Any suggestions for how many scrolls to purchase of Tongues and Comprehend Languages? Also, that's another open slot at both 1st and 2nd level. Suggestions to fill those slots?

The Bard Spell List is peruse-able here.


Active Spells:
Darkvision(6 hrs), Life Bubble(4hours), Overland Flight( 16 hrs), See Invisible(Permanent), Symbol of Mirroring(Permanent),
LG Human Sorcerer(Arcane) 14 | HP:116/116 | AC:14 | T:14 | FF:10 | Fort:15 | Ref: 14 | Will:19 | Init: +14(16) | CMB:5 | CMD:19 | Fly 40"
Skills:
Engineering 9, Planes 10(20), Linguistics 9 Perception: 24(26),

For 1st level Adjuring Step Seems like a nice defensive spell

I am still thinking about a wand of Anticipate Peril I like it that much,

Silent Image can be really useful

I like Pilfering Hand especially when used in conjunction with grease


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min
Sargon The War Sage wrote:
Twich wrote:
I will say slow is an awesome spell

For extra fun use a tanglefoot bag as a power component

Slow (M): For each tanglefoot bag used as a power component, you may designate one slowed creature as being affected by a tanglefoot bag.

We can't suck all the fun out of the game for the DM. Ha.


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min
Reyondelee wrote:

I could replace Tiny Hut with Slow, but I thought perhaps Tiny Hut would provide the ability to rest even if circumstances in the dungeon were not conducive. That and alarm creates a decent enough advantage for sleep. Otherwise I could drop Invisibility Sphere for Slow? Any suggestions for how many scrolls to purchase of Tongues and Comprehend Languages? Also, that's another open slot at both 1st and 2nd level. Suggestions to fill those slots?

The Bard Spell List is peruse-able here.

Tiny hut is fun and it's part of your character make up. I hate to totally recraft builds, play what you want. Just get a wand of slow with 3 - 8 casting in it. (A number that makes you have to consider is THIS the time to use that spell). I'm a believer that the only fully charged wands should be cure wands, everything else should be less than 20 uses. In single module games the usage should be less given it's finite state.

I limited the casting so it doesn't become so rote with the party. From a DM POV (I mostly DM) it becomes problematic to have every encounter met with the perfect counter or build. We need to be careful so the DM WANTS to finish the game, rather than it becoming more of a job.

RPG Superstar Season 9 Top 16

One thing: I don't want you guys to load up on pro-rated wands so that each of you looks like used-wand salesmen. Try to keep the vibe IC, and go for one or two pro-rated wands, more if you can justify it. Allowing you guys to take those was meant to help out, but not act as a cheap way to load up your arcane arsenal.

Otherwise I like how the discussion is going!


m dwarf, 11 Rog/3 cler HP 101/143/143, AC 33/33 (traps), T21, 27 FF, I 12, P 20/25 (traps)
stats:
Fort +13, Ref +16/19(traps), Will +13; +2 vs. poison, spells, and spell-like abilities, CMB 10, CMD 28 (32 vs. bull rush, 32 vs. trip) , acid protection 50 Min

CMW wand: 1d10 + 5 ⇒ (7) + 5 = 12

His CMW wand only has 12 usages remaining. It's the only wand he owns.

So I sold off some gear (excess potions and scrolls mostly) and now I have a 6500 in gold. I may sell my +1 light crossbow and the two grappling bolts. Being we have archers. That will get me another 2335 plus some bolts/grapple/ silver tipped. I'm trying to scrounge at least 10K for diamond dust.


Mike Shel wrote:

GM: A couple friendly suggestions:

1) Due to typical PbP attrition, you may want to designate a couple of alternate players to step in should anyone go AWOL, despite everyone's best intentions. I'm sure a few of the players whose PCs weren't chosen will be watching play anyway.

2) When boosting the module for 6 players, remember that action economy is a b&*!*--more players = it's far less likely that single foes can put up much of a fight, even if you bolster them with a couple of mooks. Consider going a bit further than you might initially believe is necessary. You can always pull some punches if you find that you've overdone it.

Needless to say, I'll be eagerly anticipating the gruesome deaths...ahem...I mean, watching with interest as the intrepid PCs bravely face the tomb’s challenges.

Hi Mike! I think it's great that you're keeping an eye on the game.

By the way, I ran Tomb of the Iron Medusa on the boards here, but set in Minkai. Here is the link in case you wish to have a look. It is a great module and we had great fun.


Ok, I'm pretty sure about dropping the evangelist archetype, but not so sure about switching from archery to melee. I might be quite busy casting after all. Who plans on going face to face? Dragox and T'wich. What about Reyondelee? Her name rhymes with melee ;)


Female CG Half-elf Bard/14 | HP: 73/73 | AC: 25 (17 Tch, 21 Fl) | CMB: +13, CMD: 30 | F: +8, R: +17, W: +15 | Init +4 | Perc: +23 | Speed 30 ft. |

I didn't build Rey to do damage really at all. I have her set up to be ranged and casting support. The whip really ends up being more of a short ranged "ranged" weapon because she threatens with it at 10'. I could drop Harmonic Spell and Lingering Song and pick up Combat Expertise and Improved Trip, and make her more of a trip build, but without high STR she'd be much more dependent on dice rolls for that. Don't forget, even though Omar B-Z isn't a melee type, he'll still be putting out some good damage. If we keep Dragox supported well enough, and T'wich can get into flanking position, I think we'll have enough damage output. I think anyway... I'm still tossing around spell changes, and I'll be rearranging equipment as well, picking up some scrolls, potions, and at least a cure wand. I hope to have a lot of that done by tomorrow evening at the very latest.

What's the absolute deadline for characters to be finished?


Thanks, that helps. I'll see if I can work a reach version of Gauthier and we'll have a better view of things :)

RPG Superstar Season 9 Top 16

I want to kick off gameplay on Monday the 4th. Please have your builds finalized by the 2nd so that I can spend time on Sunday reviewing the final group composition.

1 to 50 of 582 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Mud Sorcerer's Tomb Discussion All Messageboards

Want to post a reply? Sign in.