Tyrian Conspiracy (Inactive)

Game Master Cronax

A campaign set in the Dark Sun Setting.


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Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

I have done my shopping and it is in a separate spoiler on my profile if you want to review it.


All right, that's long enough, we will proceed. Any further purchases, etc can be made while the plot continues.


Rennoc, Gideon?


Is everyone still interested in this campaign? If not, this would be a good time in the plot to say so I can think about recruiting others.


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

still interested just suffering from my main computer deciding that my internet connection is evil...


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

As you can see, I'm fulfilling a lot of the face/interactions, I'm obviously interested. ;).

I do wonder whether perhaps a fifth (or sixth) might energise the group.

@Rennoc: Sorry to hear you are having tech issues...


I'm putting up another recruitment post to get 1-2 more.


I'm still very interested, the weekends just get tough some times.

JD


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

GM a reminder of spell scribing costs? I will make my rolls here in the discussion forum for the three day downtime (I forgot to do it alas) or I will take ten if possible.


Here are the costs. Since your spellcraft is good enough, you can just take 10 on the check and succeed.


In preparation for the new players to be added, I've split up the remaining loot (factoring in expenditures).
I've also added a carry weight calculator. I'm assuming Chumani has all of the miscellaneous unclaimed stuff as his carry capacity is the highest.


That works for me.

JD

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Hello there^^

I came to celebrate the songs of elves and the now with you :D


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Welcome Hamailii!


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

I apologize for my issues posting over the weekends, things have been chaos, but I should be able to return to at least daily posting.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Ehm, just out of curiousity some questions.
-Do you feel like you do enough damage, but some controlling would be good? I took an insight which would give me INT to damage, which i already get. So i would get it twice, making that a 2d6+9 damage.
I could take another one which would entangle opponents though, what would also be fun for me.

-Do we get to keep our gear or are we slaves too?

-How would you handle crafting traps? Carrying around a lot of stuff that weighs 10 lbs or more might not work out here quite well. I didn´t read up all the rules on crafting traps yet, but it seems quite funny and not a too bad option, even in combat with the right insights. Provided i´m able to use the environment and find some necessary things from time to time or make the up the things i need with craft.


New Players: You are not former slaves unless you choose to be. The hook for you is that you've been hired by this mysterious woman to hire on with a particular caravan on a roundabout trip to Tyr and "keep an extra sharp lookout for anything suspicious. Keep a watchful eye on the caravan master and anyone he talks to during the trip."

I'm using the Making Craft Work rules. I'm going to say that the difficulty and time will depend on the CR of the trap you are trying to make relative to your level. The short version: CR 2 or less = DC 10 & 8 hours, CR 3 = DC 12 and 2 days, CR 4 = DC 14 & 4 days, CR 5 = DC 18 & 7 days, CR 6+ = DC 20 & 14 days. For each increment of 5 you beat the DC by, the time it takes halves (up to twice). The time will also halve when you get 5 ranks in the skill. So, taking 10 on a simple pit trap will likely take you about 2 hours to dig a hole and camouflage it. Material cost will depend on the complexity of the trap you are trying to make and what natural materials may be at hand. The most intricate mechanisms won't cost more than 300*CR ceramic in materials.

FYI: Should only be one or two more posts before you can jump in.


Male Halfling Brawler 6 ; HP 36/50; DR 0 ; AC 19/ T 16/ FF 14; Fort +8, Ref +10, Will +4 ( or +6 vs fear); Init +4; Per +5; CMB +7 (or +10 for sunder), CMD 22 (25 vs sunder); Spd 20 ft

Hi everyone. Still writing up Rahger's back story and incrementally polishing up everything else. I recommend Cronax take another look over. I had forgotten a few aspects in the initial crunch.

Thematically, it makes more sense for this halfling to be a captive. Normally, I'd imagine arena fighters would be transported in chains with a guard. However, I'm guessing no one wants to take chances with a halfling gnawing on you, so he's most likely in a small cage on board the caravan like any other "animal".

I will let the DM decide the precise method of my character's transport.

Just a fellow warning to the group:

I will be role playing this halfling in the way I believe he would act. This doesn't mean he will be difficult with the group, but rather he's not very trusting or considerate initially. He'll fight with you for common interest sake, but he won't be "taking the bullet" for you until he starts to really trust you.

I'm looking forward to seeing this character develop connections with each and every one of you! I may eat acquaintances but not friends. =)


Rahger: Your FF AC ought to be 14.
You aren't literate in halfling or common unless you spend more linguistic ranks to be so.
I'm afraid you being 'cargo' on the caravan doesn't really work, plot wise. Halfling mercenaries, while not common aren't too out of place.


Male Halfling Brawler 6 ; HP 36/50; DR 0 ; AC 19/ T 16/ FF 14; Fort +8, Ref +10, Will +4 ( or +6 vs fear); Init +4; Per +5; CMB +7 (or +10 for sunder), CMD 22 (25 vs sunder); Spd 20 ft

Got it! Making the following changes as to be most coherent with the plot. =)


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

@Hamailli - Honestly, do what you wish. Control is always nice...

@Rahger - are you missing a tattoo - it says 16, but your numbers seem to add up to 15?
Also, I've read the psionic tattoo rules in Ultimate Psionics, but they don't make sense to me at all/I'm not familiar/au fait with the math. Would you be so kind as to break it down for me... Spell level, crafting, cost etc...


Welcome to the group all.

JD / Chumani


Daishata: Normal psionic tattoos are basically the equivalent of potions for psionic powers, but are a little less transferable. They cost manifester level X power level X 50 ceramic.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

I can tattoo you too :D


Male Human Rogue (sniper) 6; HP 23/52; AC 16, 14, 12; F+4 R+9 W+3; init+4; CMD 17; Per+7

last minute purchase, 20 more arrows

also, I made another bow when we first entered the city, as my ranks were not high enough to guarantee success for a composite it is a regular shortbow, more crafting will be done later during downtime when I get materials etc. but who will be carrying it?


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Thanks Hamilii! I have Craft (tattoo) +6 so you can ink anyplace I can't reach or… hang on:

Do I need to possess a psionic power to tattoo it?
Do you have to have the power Hamailli?
Can I tattoo divine spells as Psionic Tattoos?

Cronax?

I'm thinking these are slightly problematic - you can have twenty tattoo slots on your body (though in Rahger's example, some seem to take up more than one slot each), but they don't seem to take up item slots. Is this broken?


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft
Cronax wrote:
Daishata: Normal psionic tattoos are basically the equivalent of potions for psionic powers, but are a little less transferable. They cost manifester level X power level X 50 ceramic.

Oh. Are these "one use then they are gone" then? Ouch. Makes them a lot less broken. So does Rahger have doubles of some of them?


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft
Gideon Marsh wrote:

last minute purchase, 20 more arrows

also, I made another bow when we first entered the city, as my ranks were not high enough to guarantee success for a composite it is a regular shortbow, more crafting will be done later during downtime when I get materials etc. but who will be carrying it?

I do not require a short bow Gideon.


Never hurts to have a spare if the first bow breaks.

Yes, tattoos are 1 shot things. Rahger has a few duplicates. Also, you can only have a total of 20 of the things on your body at a time.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9
PRD wrote:

Mechanical Trap Cost

The cost of a mechanical trap is 1,000 gp × the trap's Challenge Rating. If the trap uses spells in its trigger or reset, add those costs separately. If the trap cannot be reset, divide the cost in half. If the trap has an automatic reset, increase the cost by half (+50%). Particularly simple traps, such as pit traps, might have a greatly reduced cost, subject to GM discretion. Such traps might cost as little as 250 gp × the trap's Challenge Rating.

So i have craft trap as a class feature, same as scribe tattoo. Somehow the costs set me a bit up though. You said most intricate stuff will only be 300CR GM? Could we come up with a guideline there perhaps?

What i imagined was buying some stuff like twine, arrows, darts, etc.
Then be able to construct some traps like a javelin trap cr 2 and just set them up where needed. Or maybe something similar with melee attacks.

How would i create a pit in the desert sand or stone anyway?


To simplify things, we'll say that it costs you 100 ceramic X CR in materials. You can buy 'generic trap materials', just record how many ceramic worth of it you have. I'll even allow you to reclaim parts from existing traps to replenish your stock. The level 6 cryptic ability will stack with the other time reducers.

For the pit, not all of the desert is dunes or rock. Plenty of bad lands,


Male Halfling Brawler 6 ; HP 36/50; DR 0 ; AC 19/ T 16/ FF 14; Fort +8, Ref +10, Will +4 ( or +6 vs fear); Init +4; Per +5; CMB +7 (or +10 for sunder), CMD 22 (25 vs sunder); Spd 20 ft

@Daishata: You are right. I did count only 15. I'll just adjust the CP totals. I'm fairly happy with what I got.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Ok that´s cool thanks.


hp 49, ac 12, 12, 10, F 5+, R 4+, W 5+, Init 7+

taking spellcraft rolls of ten on all of the spells I am learning from the cloak...

memorizing Vampiric Touch, Haste, Lighting Bolt and Obsidian Flow...

Total would be about 430 of the local currency I believe (if I remember correctly each of us "pre re-recruitment" got about 560 local currency each)...


Rennoc: Duly noted.

Rahger and Hamailii: For my future reference, what are the names of your halfling and elven tribes respectively?

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

One from tha canon or made up?


Either way.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Let me look it up a bit.


Male Halfling Brawler 6 ; HP 36/50; DR 0 ; AC 19/ T 16/ FF 14; Fort +8, Ref +10, Will +4 ( or +6 vs fear); Init +4; Per +5; CMB +7 (or +10 for sunder), CMD 22 (25 vs sunder); Spd 20 ft

I found this when looking online: Halfling Tribes

I'm going to go with the real tribe and sept names of Goh and Na followed by the made up Clan and Band names of Grahar and Rahger band.

Rahger's updated name is now Rahger Goh'Nagrahar to reflect this change.

@Hamalii: Unfortunately, nothing of note for the nomadic elf tribes on this page. =(


A few clarifications:

The amount of nonlethal damage you will take from the sun is proportional to how low your check is, it is not exactly 20 minus your check. It is:
DC 20: you take no damage
DC 15: you take 1d4 nonlethal
DC 10: you take 2d4 nonlethal
DC 5: you take 3d4 nonlethal
Utter Failure: you take 4d4 nonlethal damage.

Getting into the turrets does not require a climb check (from the inside at least)

Is anyone else other than Lucien unable to view the map? I have it up as a simple JPEG this time, so I can't fathom why it wouldn't load.

Lucien, if you don't mind my asking, what OS/Browser are you using?


Thanks for the info, I would still have used the one Body Adjustment to heal, so no loss there.

Hopefully I just used up some of my bad rolls on the attempts to enter the turret. :-P

JD


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

I rolled 11 so how much damage did I take from the heat? I may not have used both CLWs if I didn't take much damage...


Daishata Sun: 2d4 ⇒ (4, 3) = 7

Daishata: 7 nonlethal damage.
The wagon is most certainly still moving.

Lucien: It looks like you only add strength (and thus dex from deadly throw) to damage when you are using the short range soulbolt or soul daggers.


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

Ok. Dai would have used the two CLWs for that.


Hamailii: It has been 4 days since the caravan left Altaruk. Please make 4 consecutive Will saves to see the results of your Drawback. FYI: with your Knowledge check, you know that the effect is the result of elemental priest magic, not psionics.


Daishata: In the event that a chariot passes through your space during this battle, would you like to avoid it, or brace yourself and try to stop the thing in its tracks (which runs the risk of being trampled)?


Female Human (Gulg) Inquisitor (Nganga-Templar) 5/ Fighter (Gladiator) 1; HP 51/43; AC 22/ T 12/ FF 20; Fort +7, Ref +3, Will +7; Init +7; Per +10; CMB +5, CMD 17 (21 vs disarming); Spd 20 ft

The latter.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Will Save: 1d20 + 5 ⇒ (7) + 5 = 12
Will Save: 1d20 + 4 ⇒ (4) + 4 = 8
Will Save: 1d20 + 3 ⇒ (9) + 3 = 12
Will Save: 1d20 + 2 ⇒ (7) + 2 = 9

Hopefully that means all the bad rolls for me are gathered here now....

-4 penalty.


Male Elven UnRogue; HP 12/12; AC 17/ T 14/ FF 13; Fort +2, Ref +7, Will +2; Init +6; Per +7; CMB -1, CMD 13

I seem to have skimmed over the rules too quickly and you are definetly correct on the Dex to damage front. My apologies, I will make sure to take that into account in the future.


Daishata: IIRC, Rahger's attack is +4 dex +4 BAB +1 size +1 weapon focus = +10

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