The Wizard's Amulet

Game Master LeCroque


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Seeking Fellow Adventurers, the notice read, Companions to share in glory and gold and advenchurs unnumbered. Sitting nearby was a young man garbed in wizard robes which would have been only barely fashionable 2 years ago. That, coupled with the fact that this supposed wizard couldn't even spell the word 'adventures' correctly made you hestitant to take the job. Worse, the young mage provided nothing upfront in the way of details (and even less in the way of payment). Still, at this point you'd take any excuse to get out of this sleepy tavern and onto the road, even if it meant babysitting, er, accompanying this complete stranger on his mysterious "advenchur."

Ciao to you seekers of excitement! Brand spanking new GM here looking for some enthusiatic and patient players willing to embark on the "(sic) Advenchur of a Lifetime!" In order to ensure that I haven't bitten off more than I can chew, I'm currently only planning on running a single adventure - The Wizard's Amulet from Frog God Games. This epic tale will take a group of 6 characters all the way from level 1 to.... slightly above level 1. True, this ride won't last very long, but at least you and I will both be able to say we've completed something.

Character Creation Guidelines:
Starting Level: One, uno, un, eins, ichi - however you like to slice it.
Ability Scores: 4d6 drop lowest, in order. We're keeping it old school, but not quite 3d6 old school.
Races: Core races only (human, halfling, half-orc, half-elf, elf, dwarf, gnome), although alternate race traits are fine.
Classes: Anything goes except for gunslingers. Any archetypes are fine; since we're sticking to first level it means nothing will get too complicated anyways.
Wealth: Roll. Good luck and good fortune!
Traits: Standard 2 - any non-campaign specific traits are fine.
Background: As long as you like, but I'm not expecting any sort of novel. Short and sweet is fine. Right now you've come to a small inn called the Starving Stirge in a town called Reme, if that helps. In addition, I'd like an in-character blurb about why the "wizard" should agree to hire you (not that he has much of a choice!).

Hopefully I can scrape together 4-6 characters by this Tuesday - I'd like to begin the game no later than Wednesday the 6th.

Sczarni

Interesting...

4d6 ⇒ (6, 4, 4, 5) = 19 15 str
4d6 ⇒ (1, 6, 1, 1) = 9 8 dex
4d6 ⇒ (6, 3, 6, 1) = 16 15 con
4d6 ⇒ (4, 3, 2, 1) = 10 9 int
4d6 ⇒ (3, 5, 5, 5) = 18 15 wis
4d6 ⇒ (6, 4, 4, 4) = 18 14 Cha


Will this be a pbp adventure?

I have a level 1, PFS registered Half-Elf Huntress named Quinn who was built on the 20 point system so her scores are 'pretty average', but I understand if you are firm on your 4d6 in order generation requirement. If you need a round-out player let me know, I'm always looking for a new adventure as a new (but experienced) pbp player.


4d6 ⇒ (6, 6, 6, 5) = 23 18 Str
4d6 ⇒ (4, 4, 1, 2) = 11 10 Dex
4d6 ⇒ (2, 2, 4, 6) = 14 12 Con
4d6 ⇒ (6, 3, 5, 3) = 17 14 Int
4d6 ⇒ (3, 4, 5, 6) = 18 15 Wis
4d6 ⇒ (3, 2, 6, 1) = 12 11 Cha

Well, clearly something melee based. Probably in heavy armor.


4d6 ⇒ (4, 3, 2, 2) = 11 = 9
4d6 ⇒ (3, 4, 3, 5) = 15 = 12
4d6 ⇒ (2, 6, 4, 4) = 16 = 14
4d6 ⇒ (6, 5, 2, 1) = 14 = 13
4d6 ⇒ (2, 6, 5, 3) = 16 = 14
4d6 ⇒ (4, 5, 3, 3) = 15 = 12

Wizard, sorcerer, cleric, anything not melee oriented I guess.


Just out of curiosity, is there a chance that this game will go beyond the adventure? No pressure really, I am just wondering.


Hmmmm...

4d6 ⇒ (2, 1, 1, 3) = 7 = 6
4d6 ⇒ (5, 6, 5, 2) = 18 = 17
4d6 ⇒ (5, 1, 2, 6) = 14 = 13
4d6 ⇒ (6, 2, 5, 1) = 14 = 13
4d6 ⇒ (3, 3, 1, 3) = 10 = 10
4d6 ⇒ (1, 1, 6, 4) = 12 = 11

Not sure what I can do ith this, but i'll give it a go!


Mike: Reroll please. Point buy just doesn't have the right vibe for Frog God Games trademark "first edition feel."

Nohwear: The adventure I'm running actually comes from a product called Stoneheart Valley, which contains a series of modules that run up to level 7+. Right now I'm only making this small commitment to 'test the waters' if you will. Continuing the series is a possibility, but I'm not willing to make any promises at this point. I'm also toying with the idea of maybe developing this into a weekly or bi-weekly roll20 game as well. But again, this is speculation, so don't get any hopes up just yet.


str: 4d6 ⇒ (1, 2, 2, 4) = 9 = 8
dex: 4d6 ⇒ (2, 5, 1, 2) = 10 = 9
con: 4d6 ⇒ (1, 6, 1, 6) = 14 = 13
int: 4d6 ⇒ (5, 4, 2, 5) = 16 = 14
wis: 4d6 ⇒ (4, 5, 1, 6) = 16 = 15
cha: 4d6 ⇒ (2, 1, 2, 2) = 7 = 6

umm... Re-roll? That's a total mod of +1, or point buy of less than 8

If yes than great, here they are.
If no then i'm not sure I can build anything very playable but i'll try.

str: 4d6 ⇒ (5, 4, 5, 6) = 20 = 15
dex: 4d6 ⇒ (3, 1, 1, 5) = 10 = 9
con: 4d6 ⇒ (4, 3, 3, 3) = 13 = 10
int: 4d6 ⇒ (3, 1, 2, 5) = 11 = 11
wis: 4d6 ⇒ (5, 5, 6, 1) = 17 = 16
cha: 4d6 ⇒ (1, 4, 5, 3) = 13 = 12

Well this isn't going well but i'll try, I guess a divine caster of some sort.


I am currently thinking of a Dwarf Mutation Warrior Fighter.


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Call me cruel but NO rerolls.

One of the main FGG writers, Bill Webb, supposedly ran a campaign where the longest surviving character started with 17 wisdom and every other stat below 10, because that player learned to rely on their own wits rather than stats. Like I mentioned above, this is my first foray into GMing, so the no reroll rule may change, but for now it stands.


5d6 ⇒ (2, 4, 6, 1, 6) = 19

190, slightly above average.


4d6 ⇒ (3, 6, 1, 4) = 14 3+6+4=13 str
4d6 ⇒ (2, 2, 1, 1) = 6 2+2+1=5 dex
4d6 ⇒ (6, 4, 5, 6) = 21 6+6+5=17 con
4d6 ⇒ (6, 6, 5, 6) = 23 6+6+6=18 int
4d6 ⇒ (6, 5, 3, 5) = 19 6+5+5=16 wis
4d6 ⇒ (4, 2, 2, 5) = 13 4+2+5=11 cha

I guess a hearty wizard? Not bad for my first experience not by tabletop. That is if you want me.


4d6 ⇒ (4, 2, 6, 4) = 16
4d6 ⇒ (3, 5, 3, 2) = 13
4d6 ⇒ (4, 5, 6, 2) = 17
4d6 ⇒ (6, 4, 5, 3) = 18
4d6 ⇒ (1, 6, 5, 3) = 15
4d6 ⇒ (3, 5, 5, 6) = 19

Star 14
Dex 11
Con 15
Int 15
Wis 14
Cha 16

Hmm...


Going Wizard....
Money: 2d6 ⇒ (2, 3) = 5 x 10 = 50 gold

Woohoo! Rich!


Yes I love that old school vibe!

Strength: 4d6 ⇒ (1, 5, 1, 6) = 13 drop the one for 12
Dexterity: 4d6 ⇒ (2, 4, 1, 2) = 9 drop the one for 8
Constitution: 4d6 ⇒ (2, 3, 2, 1) = 8 drop the one for 7
Intelligence: 4d6 ⇒ (1, 3, 6, 3) = 13 drop the one for 12
Wisdom: 4d6 ⇒ (4, 2, 6, 1) = 13 drop the one for 12
Charisma: 4d6 ⇒ (6, 1, 2, 1) = 10 drop the one for 9

Yes a perfect zero point build!!!

Hmmmm Str & Wis are double digit so why not a dwarf cleric!
Cash: 4d6 ⇒ (5, 3, 5, 3) = 16 x10 for 160g

God, Torag protection and good domains.
More to follow


STR: 4d6 ⇒ (1, 5, 3, 2) = 11 10
DEX: 4d6 ⇒ (2, 5, 3, 4) = 14 12
CON: 4d6 ⇒ (1, 3, 6, 6) = 16 15
INT: 4d6 ⇒ (5, 3, 2, 4) = 14 12
WIS: 4d6 ⇒ (5, 5, 2, 5) = 17 15
CHA: 4d6 ⇒ (6, 2, 5, 5) = 18 16

Ooohh, Old School. This one looks like a hearty Oracle or Sorcerer to me.


Sounds interesting.

STR: 4d6 ⇒ (2, 3, 6, 6) = 17 ~ 15
DEX: 4d6 ⇒ (3, 4, 6, 5) = 18 ~ 15
CON: 4d6 ⇒ (2, 4, 1, 6) = 13 ~ 12
INT: 4d6 ⇒ (2, 6, 3, 6) = 17 ~ 15
WIS: 4d6 ⇒ (6, 1, 6, 4) = 17 ~ 16
CHA: 4d6 ⇒ (5, 6, 2, 4) = 17 ~ 15

That's a uh, unique result, I'll get something posted this weekend.


2d6 ⇒ (6, 6) = 12 Wow, 120 gold.

Elf, Neut good, Shelyn for the god, Name's Seldion Cryss


I'll bite. Let's see what the dice say...

Strength: 4d6 ⇒ (1, 4, 6, 4) = 15 ~ 14
Dexterity: 4d6 ⇒ (5, 4, 4, 4) = 17 ~ 13
Constitution: 4d6 ⇒ (5, 6, 5, 3) = 19 ~ 16
Intelligence: 4d6 ⇒ (1, 1, 4, 2) = 8 ~ 7
Wisdom: 4d6 ⇒ (6, 3, 2, 1) = 12 ~ 11
Charisma: 4d6 ⇒ (6, 1, 1, 4) = 12 ~ 11

Very workable for me. I'll see what I come up with.


Wee;

4d6 ⇒ (1, 1, 2, 4) = 8
4d6 ⇒ (3, 1, 5, 4) = 13
4d6 ⇒ (2, 3, 2, 2) = 9
4d6 ⇒ (5, 2, 3, 4) = 14
4d6 ⇒ (2, 6, 4, 3) = 15
4d6 ⇒ (6, 1, 1, 1) = 9

Meh.
Str 7
Dex 12
Con 8
Int 12
Wis 13
Cha 8.

That's... Hmm. Wizard or cleric or something. Can't do archery, might be able to be a gunslinger... It's bad enough that I kind of want to go with synthesist summoner and screw the spells. Hmm. The summoning SLAs don't actually need cha. That might work, actually.

Yeah. She's a gnome who can turn into a great big wolf and tear stuff apart.


gold: 2d6 ⇒ (4, 3) = 7 x10 (70)

I'm going with a druid, probablY a dwarf.


Okay, minor roadblock. Can't heal the silly thing. UMD is a class skill though, and I only need to be able to pretend to have 11 cha to use a wand or scroll of Lesser Rejenuvate eidolon...

Can I buy a partially charged wand of lesser rejenuvate eidolon?

Wealth: 2d6 ⇒ (5, 3) = 8*10=80, just enough for five charges and 5gp left over.


*prays

Str: 4d6 ⇒ (5, 2, 5, 6) = 18 - 16
Dex: 4d6 ⇒ (2, 3, 2, 4) = 11 - 9
Con: 4d6 ⇒ (6, 6, 6, 1) = 19 - 18
Int: 4d6 ⇒ (4, 6, 2, 5) = 17 - 15
Wis: 4d6 ⇒ (4, 6, 2, 4) = 16 - 14
Cha: 4d6 ⇒ (4, 6, 2, 4) = 16 - 14

Mmm might be some good rolls for that Goliath Druid I wanted to play

Also Wealth check

Wealth: 2d6 ⇒ (3, 6) = 9 - 90


Edit: So it seems that wands are spell trigger, and for those you don't need the requisite ability score to cast, so no need for UMD optimization. Nice, that leaves a point free for other things.

Anyway, I made up a character sheet for Keena, the gnomen shapechanger. Still needs fluff, and she's made with the assumption that I needed UMD, which I won't be, so that'll change soon.

Liberty's Edge

Ok, will throw my hat into the ring!

Str:: 4d6 ⇒ (4, 2, 4, 1) = 11 10
Dex:: 4d6 ⇒ (2, 6, 4, 3) = 15 13
Con:: 4d6 ⇒ (1, 4, 5, 1) = 11 10
Int:: 4d6 ⇒ (2, 5, 3, 1) = 11 10
Wis:: 4d6 ⇒ (2, 1, 4, 2) = 9 08
Cha:: 4d6 ⇒ (3, 2, 5, 6) = 16 14

Looking like a sorcerer...

Wealth:: 2d6 ⇒ (1, 6) = 7X10 = 70gp


Wow! I didn't expect this much interest.

The Dragon: Given that this is a small one shot, I'm going to veto the wand of healing - 5 charges is waaaaay to much for this short adventure. If this did ever develop into something larger, I'd throw some eidolon healing your way, but for now I'd rather see you tackle managing an eidolon without access to healing. Remember that you can sacrifice your own hit points to keep the eidolon alive as well - and those will naturally heal.


All right. Can I buy scrolls instead? It's less cost effective, and require tricks to get good enough at UMD to get an effective 11cha, but I feel really, really naked without any ability to heal it at all.

It doesn't regen naturally, is the problem, but you're probably aware of that. I can' actually heal it by sacrificing hp, only keep it from going to 0.

I suppose I could let it die and use the ten minutes it takes to get it back at half hit-points - but if that happens, next thing you know, we'll have silly scenarios like this;

It's the end of the day. Kreena has been in combat; the eidolon suit has 3 hp left. Which is less than half hp. Seeing as dead eidolons get half their hp back, Kreena has a friendly wizard sick his housecat familiar on her, clawing at her until the eidolon drops to 0hp, at which point it dies. She then summons it to get the hp back.

This is obviously stupid, but also a good tactic.


Backstory; Kreena is a failed sorcerer's apprentice, who ended up bonding with a wolf-spirit by disturbing her master's summoning ritual. That was the last straw that got her turned away. She adventures to unlock the magical potential that she's sure she has somewhere inside her, but she can't really do all that much with it.

Appearence; Kreena is small, even for a gnome. It's evident she doesn't get much excercise. She's sort of pretty, having deep brown eyes, bronze skin, and wild brown hair divided into multiple braids.

Her beast form looks like a large, shaggy wolf for the most part, albeit the front legs are a little off; She's got thumbs, and can rear up on her hind legs to do a fairly good bipedal walk.


Alright - how about a compromise.

I'll let you begin - for free - with two "magical salves" that you stole from/were given by your former master. Applying these (no UMD required) requires a full-round action which provokes AoO and heals 1d6+1 hit points to your eidolon.


Poor Wandering One here. Character building under alias

Strength 12
Dexterity 8
Constitution 7 +2 Dwarf for 9
Intelligence 12
Wisdom 12 +2 Dwarf for 14
Charisma 9 -2 dwarf for 7

Yes a perfect zero point build!!!

Hmmmm Str & Wis are double digits so why not a dwarf cleric!
Cash 160g

God, Torag protection and good domains.


LeCroque wrote:

Alright - how about a compromise.

I'll let you begin - for free - with two "magical salves" that you stole from/were given by your former master. Applying these (no UMD required) requires a full-round action which provokes AoO and heals 1d6+1 hit points to your eidolon.

That sounds perfect. How much does it take out of my starting wealth? I was planning to use it all on the healing anyway, so maybe we should just say I start with the salves and 5gp?

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Okay, I'm too curious not to roll me some stats:
.
.
.
.
.
STR: 4d6 ⇒ (4, 5, 5, 4) = 18 14
DEX: 4d6 ⇒ (2, 3, 6, 6) = 17 15
CON: 4d6 ⇒ (1, 3, 2, 6) = 12 11
INT: 4d6 ⇒ (6, 4, 3, 2) = 15 13
WIS: 4d6 ⇒ (3, 3, 5, 6) = 17 14
CHA: 4d6 ⇒ (6, 3, 2, 6) = 17 15

Hmmm...
Bard wealth: 3d6 ⇒ (4, 4, 1) = 9 90gp ...ouch.

I think I might be able to come up with something here. What's the posting expectation?


Posting expectations: I'll try to post before and after work generally, so while once per day would be the official minimum, at least twice a day would be optimal.

Kreena: In that case I'll give you the salves plus 20 gp.


Depending on how our work schedules line up, I can do twice a day.


The only day I might have trouble posting twice is on Thursday as I have my home game shortly after work.

Liberty's Edge

Here is the crunch for my submission.

Barny:

Barny Hollyoak
Halfling sorcerer 1
NG Small humanoid (halfling)
Init +2; Senses Perception +2
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 7 (1d6+1)
Fort +1, Ref +3, Will +2; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Sorcerer Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—color spray (DC 14), mage armor, magic missile
. . 0 (at will)—detect magic, disrupt undead, prestidigitation, read magic
. . Bloodline Arcane
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 10, Int 10, Wis 8, Cha 16
Base Atk +0; CMB -2; CMD 10
Feats Eschew Materials, Expanded Arcana[APG]
Traits gifted adept, seeker
Skills Acrobatics +4 (+0 to jump), Climb +1, Knowledge (arcana) +4, Perception +2, Spellcraft +4; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ arcane bond (ring), bloodline arcana (+1 DC for metamagic spells that increase spell level)
Other Gear - arcane bond ring -, backpack, bedroll, belt pouch, flint and steel, mess kit, pot, soap, trail rations (5), waterskin, 62 gp, 1 sp
--------------------
Special Abilities
--------------------
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fearless +2 racial bonus vs Fear saves.
Gifted Adept (Magic Missile) A chosen spell gets +1 CL.


Posting at least twice won't be an issue for me.


And Since we are not doing max hp for level one, hp, con: 1d8 - 1 ⇒ (2) - 1 = 1

Bwhahahahahaha!

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Aeneas wrote:
And Since we are not doing max hp for level one

Wait, what? I didn't see that anywhere...


Jiggy wrote:
Aeneas wrote:
And Since we are not doing max hp for level one

Wait, what? I didn't see that anywhere...

My bad, got caught up in the old school vibe. Never realized the max at first was official.


Alright, got it. I'll be doing a Barbarian. Now for my wealth (so I can finish the crunch).

Wealth: 3d6 ⇒ (3, 4, 6) = 13 x 10 = 130

Not bad! Crunch will be up later today or tomorrow!


Crunch done.

Man you can really see the power creep in Pathfinder when you compare a point buy character to a die roll one.

Not that this is a bad thing. It just represents a different way of looking at things.


Finished everything but my profile pic: dual-talented human bard with the archaeologist archetype (very explorer-ish, not musical). Versatile and able to fit into any party. Backstory is intentionally light and open-ended, since there's not much setting info to work with that's relevant to this adventure, but he has a personality. :)

@Aeneus: Given that my stats are higher than I could ever buy, I'd have to disagree that point-buy represents any sort of power creep. You're just jealous because you rolled crap. ;D <--Meant in good fun.


Yep, max hp - I want a challenging game, but I'm not having anyone falling unconscious after being punched by a squirrel!


Perry Lannum wrote:
... dual-talented...

Because clearly, what those rolls needed was more stat boosts.

Kidding, of course. It looks good.

Seriously though, my synthesist summoner will have problems upstaging the bard in combat -.-'


*flexes*


Perry Lannum wrote:

...

@Aeneus: Given that my stats are higher than I could ever buy, I'd have to disagree that point-buy represents any sort of power creep. You're just jealous because you rolled crap. ;D <--Meant in good fun.

Yes, yes I am. However I still contend that, on average point buy will result in more powerful characters than the 3d6 or 4d6 drop low

Average for 3d6 is 10.5
So a dead average character will have 3 stats at 10 and 3 at 11. That is a 3pt buy. Pathfinder APs are built for 15pts

Even imagining 4d and drop replaces one of those 3.5's with a 6 we get
A character with 13's in all stats. An 18pt buy.

I am sure I am misunderstanding something but on average it looks like point buy is more powerful.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Sounds like your issue is more with the final stat spread that the game is built around you having, rather than how you actually get those numbers. Because if you're comparing to 3d6 (for Aroden only knows what reason), then even the "heroic NPC" fixed stat array is too powerful. And when you're saying that standardized NPC stats are too high, your issue is not with point-buy as a generation method.

EDIT: Not to mention that in your own post, you (1) stated that APs are built around a 15pt buy, (2) stated that 4d6 drop lowest results in an 18pt equivalent, then (3) declared that this shows point buy to be more powerful than rolling. I assume you can see the issue there, yes?

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