GM ShadowLord's Ironfang Invasion (Inactive)

Game Master The Rising Phoenix

CHAPTER 2 - FANGS OF WAR

Roll 20

LOOT!


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Happy New Year, all. Thanks for what's been a great game so far and looking forward to more in 2019.


Female Aasimar | Paladin (Chosen One) 6 | HP 51/51 | AC 19 | T 12 | FF 17| CMD 21 | Fort +10 | Ref +8 | Will +9 | Init +2 | Perc +10 (Darkvision) | Portrait |
Languages:
Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Hallit, Orc, Sylvan, Terran

Happy new year all!


Character Sheet - Female Blightscarred Half-Elf Druid(Nature Fang) 8| HP: 54/54 NL: | AC:18(B:21) FF:13(B:16) T:15 CMD:23 | Ref:8 Fort:7 Will:10 | Init:7 | Perception: 14 (Low light vision, Darkvision 60ft, Blight Sense 30ft, +1/2 lv to traps)

Happy new year!

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

/wizard fireworks!


Female Halfling | Psychic (Faith) 8 | AC (17 with Mage Armor)14/13/12| HP 49/49 | Init.+4 | Perc.+14 | CMD 14 |F+5, R+6 W+10(+2 vs Fear) | SenseMotive+6 | Phrenic Pool 6 points/day

Yay! Happy new year!


1 person marked this as a favorite.
Portrait Male Human Cleric of Erastil 6 | hp: |

I cast Snapdragon Fireworks

Ohhh! Ahhh!


TG1 | FF

Happy new year gang! Let's keep rocking this thing into 2019!


Female Halfling | Psychic (Faith) 8 | AC (17 with Mage Armor)14/13/12| HP 49/49 | Init.+4 | Perc.+14 | CMD 14 |F+5, R+6 W+10(+2 vs Fear) | SenseMotive+6 | Phrenic Pool 6 points/day

All right, DM. How do you want us to level? Do we roll for HPs, do we take 1/2 HD +1 or do you have a different preferred method?


TG1 | FF

I think 1/2 HD+1 generally nets the best results. However, if you are feeling super lucky and are so inclined to roll for it then be my guest!


Female Halfling | Psychic (Faith) 8 | AC (17 with Mage Armor)14/13/12| HP 49/49 | Init.+4 | Perc.+14 | CMD 14 |F+5, R+6 W+10(+2 vs Fear) | SenseMotive+6 | Phrenic Pool 6 points/day

Perfect. I’ll level Wren tonight.

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

Just to clarify, when you say 1/2 HD+1, do you mean just to round up?

So for wizard, I roll a d6, but would take 4 hp instead of 3.5...right?


TG1 | FF

4. Correct.

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

Okay, I've leveled. Hurray! That was fast!

I ended up taking a rank of craft (alchemy) and knowledge (engineering), just in case we have to blow up any more bridges. I learned a LOT of about explosives in my near-death experience! XD

Level 2:
Class Taken: Wizard
Class Feature Gained:
Hit points Gained: 1d6, +2 Con, +1 favored
Skill Points (2 +5 int +1 human +2 background): craft (alchemy)(1), diplomacy (1), knowledge (arcana)(1), knowledge (dungeoneering)(1), knowledge (engineering)(1), knowledge (local)(1), knowledge (nature)(1), perception (1), spellcraft (1), use magic device (1)

I'm guessing we need to rest before I can memorize my spells for the day, so for now I only have Summon Monster I prepared.


Female Halfling | Psychic (Faith) 8 | AC (17 with Mage Armor)14/13/12| HP 49/49 | Init.+4 | Perc.+14 | CMD 14 |F+5, R+6 W+10(+2 vs Fear) | SenseMotive+6 | Phrenic Pool 6 points/day

Level 2 Psychic

4 HP + 1 Con + 1 FC
+1 Bab
+1 Will
+1 1st level casting/day
New 0 level spell known: Detect Magic
Detect Thoughts ability
Skills: 5 + 2 background
Know. Religion
Know. Planes
Perception
Sense motive
Spellcraft
Handle animal (bg)
Know. Geography (bg)


TG1 | FF

Tomorrow morning I'll add a new tab to your loot sheet with your survivors on it.

In the meanwhile, this is a good time to assign and organize all of the loot you gathered in part 1.


Female Halfling | Psychic (Faith) 8 | AC (17 with Mage Armor)14/13/12| HP 49/49 | Init.+4 | Perc.+14 | CMD 14 |F+5, R+6 W+10(+2 vs Fear) | SenseMotive+6 | Phrenic Pool 6 points/day

It looks like we might have an unidentified elm wand and a Scroll with three spells.

Spellcraft wand 1d20 + 8 ⇒ (8) + 8 = 16

Spellcraft scroll 1d20 + 8 ⇒ (11) + 8 = 19

Spellcraft scroll 1d20 + 8 ⇒ (9) + 8 = 17

Spellcraft scroll 1d20 + 8 ⇒ (1) + 8 = 9


Female Aasimar | Paladin (Chosen One) 6 | HP 51/51 | AC 19 | T 12 | FF 17| CMD 21 | Fort +10 | Ref +8 | Will +9 | Init +2 | Perc +10 (Darkvision) | Portrait |
Languages:
Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Hallit, Orc, Sylvan, Terran

Level 2:

Paladin +1 Level
5 HP + 1 CON +1 FC
+1 BAB
+1 Fort
+1 Will
Lay on Hands 4/day
Lay on Paws (Hunter) 2/day (2 LoH uses)
Smite Evil 1/day

Skills:
Diplomacy +1
Perception +1
Ride +1

Background Skills:
Handle Animal +1
Linguistics +1

Languages from Linguistics:
Goblin, Halfling


Female Halfling | Psychic (Faith) 8 | AC (17 with Mage Armor)14/13/12| HP 49/49 | Init.+4 | Perc.+14 | CMD 14 |F+5, R+6 W+10(+2 vs Fear) | SenseMotive+6 | Phrenic Pool 6 points/day

Jillian, I think you might have shorted yourself one HP. A d10 gets you a six instead of a five, unless I’m making a error.


Portrait Male Human Cleric of Erastil 6 | hp: |

I won't get a good chance to level up until later today or tonight. Emil won't be claiming much except any scrolls/wands that require his spell list to use, assuming no one else can use it.


Character Sheet - Female Blightscarred Half-Elf Druid(Nature Fang) 8| HP: 54/54 NL: | AC:18(B:21) FF:13(B:16) T:15 CMD:23 | Ref:8 Fort:7 Will:10 | Init:7 | Perception: 14 (Low light vision, Darkvision 60ft, Blight Sense 30ft, +1/2 lv to traps)

Selde Has been leveled up. Not too much this time, stat and skill increases and another spell slot. Speaking of which, I'd probably say we should have Selde burn her level 1 slots casting Goodberry each morning for the time being. The healing is minor but that is 6d4 meals she can provide a day.


TG1 | FF

Ok I've got a few new things for you guys.

#1 - I added two maps to the header: Southern Chernasardo and for greater reference, Southern Nirmathas. I'll try to track our progress through the region on the Southern Chernasardo map while keeping the Current Map in the header as our battle/action map. The white marker with the #1 is where you are now.

#2 - I added a column to the loot sheet for the day number you found that item.

#3 - I populated the calendar tab with some information on when/where we are on a certain day, but more importantly where your provision status is and the number of survivors you have. In the gameplay thread I posted the rules about food. You're going to need to decide how many provisions are going to be used by your group each day.

#4 - I built out your survivor sheet. You are going to need to assign tasks to your group to do each day. If you would like to build out a personal connection to these NPC's, go for it. Since you all either have lived or were living in Phaendar prior to it falling, there is a good chance you would know most of these people.


Female Aasimar | Paladin (Chosen One) 6 | HP 51/51 | AC 19 | T 12 | FF 17| CMD 21 | Fort +10 | Ref +8 | Will +9 | Init +2 | Perc +10 (Darkvision) | Portrait |
Languages:
Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Hallit, Orc, Sylvan, Terran

Went through and updated the loot sheet with values. Few things outstanding that may need GM details:

Scroll (x3 Spells)
Juggling Balls
Ring
Elm Wand
Silver Cup
Darkwood Butterfly Carving
Mott's Oldlaw Whiskey
Round ivory amulet, Erastil holy symbol
Urn(silverdust)
Scrolls(Unidentified, Oreld's)
Semiprecious Stones (27)

For the loot, it may be easier to have 2 sheets. One that is loot we are holding onto between finding a chance to sell it and one that is the current day's loot sheet. I built the sheet more for short term loot tracking so having two different ones (the short term and long term) may work better.


TG1 | FF

The scrolls are calm animals, cure light wounds and magic stone.
Juggling balls are just that, nothing special and without significant value.
The ring is a Ring of Jumping.
The elm want was Magic Missile. I believe you'e gotten good use out of this one.
Silver cup is worth 15gp.
The amulet is worth 10gp. I gave Father Emil a note on its owner here that I think was overlooked.
Darkwood butterfly carving is 20gp
The whiskey is worth 20gp each. There were three bottles.
The dust in the urn is worth 150gp.
The stones are 1gp each.

I'm missing the scroll from Oreld, which post was that?


Female Aasimar | Paladin (Chosen One) 6 | HP 51/51 | AC 19 | T 12 | FF 17| CMD 21 | Fort +10 | Ref +8 | Will +9 | Init +2 | Perc +10 (Darkvision) | Portrait |
Languages:
Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Hallit, Orc, Sylvan, Terran

Updated. Not sure on the other scrolls, I believe Selde added so I will let her clarify.

As for the Held Loot, I would say that if we can all agree on who takes what we remove it from the Held Loot sheet and add to our individual sheets then we can remove it off the Held sheet once everyone notes they are finished. That way Held Loot is just the stuff we are hanging onto to sell when we get the chance.


Male human brawler 8 83 hp | AC 18 / T 12 / FF 16) 25% chance to negate crits | CMB: +12* CMD: 24* | F: +10, R: +9, W: +3 | Per +9 | Init +2

Thanks for all that, GM!

Leveling up:
+1 BAB, +1 Reflex and Fort
+9 hp (inc. favored class bonus)
+ brawler's flurry
+ bonus feat: Weapon Focus (unarmed)

+7 skill ranks (4 brawler, 1 human, 2 background*):
+1 Acrobatics, Bluff, Intimidate, Perception, Sense Motive, Sleight of Hand*, Know (nobility)*


Male human brawler 8 83 hp | AC 18 / T 12 / FF 16) 25% chance to negate crits | CMB: +12* CMD: 24* | F: +10, R: +9, W: +3 | Per +9 | Init +2

Any thoughts on loot?

Caspan's got the aegis already and the handaxe.

Nothing else screams out as something he has to have, but a few things that could work for him:
* He's obviously strong, so could carry a lot if he gets the masterwork backpack.
* He currently has no ranged weapon; he's proficient with crossbows and it might be smart to give him some ranged potential, though he's always going to prefer using his fists. He could also get a regular bow and use martial flexibility to get better at it.
* Should each of us take an alchemist's fire?
* The ring of jumping would be fine for him, but if anyone else wants it, go for it.
* He'd definitely take the invisibility potion, but again, I think that could maybe work better for someone else (it can always be traded off regardless of who's holding it).
* The tanglefoot bag and thunderstone are other potential options he could hold onto, but he's more likely to rush into combat than use them, so I think someone else should grab them.

Please don't be shy about calling out for what you want!

Also, looks like we've got seven warriors/aristocrats who can wear the armor we've collected. If no one else wants to, I can try to figure out the best way to allocate resources in terms of NPC actions, but may not be able to until tomorrow.


Character Sheet - Female Blightscarred Half-Elf Druid(Nature Fang) 8| HP: 54/54 NL: | AC:18(B:21) FF:13(B:16) T:15 CMD:23 | Ref:8 Fort:7 Will:10 | Init:7 | Perception: 14 (Low light vision, Darkvision 60ft, Blight Sense 30ft, +1/2 lv to traps)

I'm not certain on the scroll, I probably just missed when someone identified it.


Male human brawler 8 83 hp | AC 18 / T 12 / FF 16) 25% chance to negate crits | CMB: +12* CMD: 24* | F: +10, R: +9, W: +3 | Per +9 | Init +2

Question for you, GM (and one I struggled to answer in my game): It says, for example, that characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check. Does that mean we can't move the whole group and hunt/forage on the same days? That's going to play a lot into decisions about who does what.

--

Also, can we assume we know what skills the NPCs are trained in (I assume we'll ask them in character and they can let us know, but figure I can start plotting jobs in the meantime).


Female Aasimar | Paladin (Chosen One) 6 | HP 51/51 | AC 19 | T 12 | FF 17| CMD 21 | Fort +10 | Ref +8 | Will +9 | Init +2 | Perc +10 (Darkvision) | Portrait |
Languages:
Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Hallit, Orc, Sylvan, Terran

Jillian would grab a longbow and some arrows as well as one of the Cure Light potions. Otherwise she would leave the rest for the group.

I suppose the easiest thing, once you have claimed what you want mark an X in the accepted column at the bottom then I will update the sheet to remove claimed items once everyone has accepted.


Female Halfling | Psychic (Faith) 8 | AC (17 with Mage Armor)14/13/12| HP 49/49 | Init.+4 | Perc.+14 | CMD 14 |F+5, R+6 W+10(+2 vs Fear) | SenseMotive+6 | Phrenic Pool 6 points/day

Caspan should definitely take a crossbow. Always need to have a ranged attack available, IMHO.

There honestly isn’t anything else magical that Wren is interested in of the loot. She has her wand with a few charges left. Maybe an alchemist’s Fire and that’s be about it.

I think the other stuff could be used more efficiently by others.


Male human brawler 8 83 hp | AC 18 / T 12 / FF 16) 25% chance to negate crits | CMB: +12* CMD: 24* | F: +10, R: +9, W: +3 | Per +9 | Init +2

OK, my thoughts on the assignments for the NPCs, trying to maximize what they're good at and what we need (mostly food and shelter):

Oddly, the six warriors are better at herding than hunting. I'd recommend assign all six of them to that, at least early on. The DC is tougher than just hunting, but if we can get a flock of sheep going, that will start to generate PP for us (if we can get 6, that's basically +2 PP per day, with one or two people assigned to maintain it, while we can move the other warriors over to foraging/hunting).

For shelter, we need 33 spots per night. I would assign 8 of our commoners to do so and our 2 experts, each of which gets +4 to their check. (A random check netted us shelter for 24, I think, so some people may be outside still under this setup).

We can have four commoners keep watch while we rest at night, which would let them split into two shifts of two (each gets a +4 Perception to try to keep us safe).

That leaves us with 2 experts and 1 aristocrat to forage (at +4 each) and 4 commoners and 2 adepts (at +2 each). That could get risky on food, but hopefully we can quickly get a nice herd together and then switch most of our warriors here).

Depending on how things go, we can also task the experts or commoners to do some crafting for us (or switch things around to have them aid us with something), but I think this could work as a default.

That means we'd have no one scouting, but I assume we would do that ourselves, with the refugees following in our wake. As needed, we could also spend the day hunting/making shelter ourselves, but that means we might not be moving anywhere.

--

I can generate "macros" for you if you want, GM (those ended up being a must for me when I GM'd it).

--

If we're all using full rations daily, that's 33 per day, with Jet generating 1 additional one. We could also discuss alternating between full and half, but everyone's takes a -2 on rolls on the days they don't get full rations (and if they're fatigued from not having shelter, that'd be a -4) so I think it's best to avoid that if we can.

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

I took an alchemist's fire and marked that I had the wands of grease and magic missile.

I don't need anything else here.

After everyone takes what they would like, we should go to downtown Phaendar and sell the rest to the hobgoblins. ;P

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

GM, could we get the list of potential tasks copied to the survivors spreadsheet so it's easier to make assignments?

I have gone through and given some potential tasks to some of the group members on the survivors tab. I think that the main three NPCs (Jet, Kining, and Rhyna) should generally perform the task that gives our whole group a bonus.

I put three Scouts to keep an eye on Phaendar and try to figure out what is happening.

I propose that the rest of the group attempt to Forage, Hunt, or Herd as we try to get a little distance between us and Phaendar. It seems that those are task we could complete while we travel, even if our movement rate is reduced.

Thoughts?


TG1 | FF

All - While we are talking about gear, Aubrin has the following items on her:

Combat Gear oil of magic weapon (2), potion of cure light wounds (5), scroll of cure moderate wounds, scroll of delay poison (2), scroll of protection from evil, antitoxin (2), healer’s kit, holy water (2), +1 armored coat, dagger, longbow with 20 arrows, 15 cold iron arrows, and 5 +1 arrows, mwk longsword, mwk quarterstaff, cloak of resistance +1, backpack, flint and steel, flask holy symbol of Cayden Cailean, jug of mead, dented tankard, 97 gp

She'd like to retain her armored coat, longbow, arrows and holy symbol, but could be coaxed to give them up for the greater good if need be.

Two other notes about Aubrin.

1) She's still severely injured. Though her wounds are closed, she has some internal injuries that are likely to take a a few days to fully recover from. Until that time she will move at half speed (15' w/o armor or 10' with armor).

2) She has damaged vision and can only see clearly for 10 feet before she starts taking penalties. She can't see beyond 30' without foes getting concealment from her.

Caspan wrote:
characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check. Does that mean we can't move the whole group and hunt/forage on the same days

That's the way that I would run it. If you are assigning characters to perform a task for a full day, you would need to wait to move the whole camp until those activities are done. I don't assume a full day means 24 hours though, so I assume that you can perform a full days work and still move the camp, but its going to get a little dicey with making sure you can get food and rest in there too.

Just curious, what did you rule in your game?

Caspan wrote:
Also, can we assume we know what skills the NPCs are trained in

Absolutely. I assume between the party, you would all know of these people or know what they did. If you didn't, that would quickly be offered up when you talk to them.

Caspan wrote:
I can generate "macros" for you if you want, GM (those ended up being a must for me when I GM'd it).

I'm not going to decline assistance in any matter. If you have something leftover from when you ran it, I'd love to see/use it!

Thael wrote:
we should go to downtown Phaendar and sell the rest to the hobgoblins. ;P

They would love to kill capture enslave torture receive you!

Thael wrote:
GM, could we get the list of potential tasks copied to the survivors spreadsheet so it's easier to make assignments?

Done.


Male human brawler 8 83 hp | AC 18 / T 12 / FF 16) 25% chance to negate crits | CMB: +12* CMD: 24* | F: +10, R: +9, W: +3 | Per +9 | Init +2

I agree about Jet, Kining and Rhyna.

However, I think getting away from Phaendar is more important than scouting it. Also, how would the people left there find us wherever we end up going?

Also, we need shelter as much as we need food, I think.

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

I think scouting Phaendar is very important, even if we don't assign as many to it. This is our early-warning system to see what they are doing and which direction they are going, or if the tower in town moves or does something.

I think we can still get away, but just tell our scouts which direction we are going.

I agree we need to prioritize shelter and food.

We need to figure out where we want to set up our base of operations for now, then head in that direction.


TG1 | FF

I went back and added skills, hp and attacks for each of the survivors.
I hope that helps!


Portrait Male Human Cleric of Erastil 6 | hp: |

FYI: I'm focusing on leveling up at the moment. I haven't had time to digest all the other information posted since last night. I'll try to get to that later today.

Father Emil will add a level in Cleric. (I'm probably going to advance him as a cleric until he qualifies for the Exalted prestige class, although that won't be until at least 6th level)

hp: d8 so 5 + 1 (Con) = +6

BAB goes up to +1

Fort and Will saves +1

Spells: 0th level spells per day = 4, 1st level spells per day = 3 + 1 domain spell.

Skills ranks: 2 + 1 (FC) + 1 (human)= 4 + 2 (background)
Ranks applied to Craft (weapons), Diplomacy, Handle Animal, Heal, Knowledge (religion), and Survival.

That's about it. He gets no new class features other than the spells.

I'll get his profile updated next.


Portrait Male Human Cleric of Erastil 6 | hp: |
GM ShadowLord wrote:

The scrolls are calm animals, cure light wounds and magic stone.

...
The amulet is worth 10gp. I gave Father Emil a note on its owner here that I think was overlooked.
...
The dust in the urn is worth 150gp.

Re scrolls: Calm animals is one of Emil's domain spells. The other two are cleric spells, so Emil can cast all of them.

Re the amulet: I did not see that note, but I did state that Emil holds up the amulet to the survivors after the battle at the blacksmith shop, which would have included the owner. So he would have given it to her at that time, assuming she noticed. See this post.

Re the dust: Emil can make six flasks of holy water from the silver dust.


Portrait Male Human Cleric of Erastil 6 | hp: |
Selde Cathron wrote:
Selde Has been leveled up. Not too much this time, stat and skill increases and another spell slot. Speaking of which, I'd probably say we should have Selde burn her level 1 slots casting Goodberry each morning for the time being. The healing is minor but that is 6d4 meals she can provide a day.

There is a cleric spell Ironbloom Sprouts which is similar to goodberry but turns ordinary mushrooms into magical ironbloom mushrooms, which work like goodberies except the spell has the option to create twice as many but the mushrooms only provide the nourishment value, not the healing value. So if food is needed, he can produce up 12d4 mushrooms. This is from a Pathfinder AP, so I don't know if the spell is limited to Dwarven clerics or some such.

As for water, create water can make 4 gallons per casting. Some GMs complain that this spell could be abused since it can be cast over and over. But as written, it could provide everyone drinking water, provided we have containers to collect/transfer it.

As an alternative, there is a spell called Hidden Spring which can produce 1 gallon of water every 10 minutes for 2 hours (although it also has a casting time of 1 hour). But that could provide water for everyone every day if cast where we camp for the night.

I'm going to be spending more time tonight to look over the various tasks, survivors, etc.

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

I think the idea of supplementing our food/water with spells is great...we should do that until our food situation is stable.

I can also cast drench to help make more.


Character Sheet - Female Blightscarred Half-Elf Druid(Nature Fang) 8| HP: 54/54 NL: | AC:18(B:21) FF:13(B:16) T:15 CMD:23 | Ref:8 Fort:7 Will:10 | Init:7 | Perception: 14 (Low light vision, Darkvision 60ft, Blight Sense 30ft, +1/2 lv to traps)
Father Emil wrote:
Selde Cathron wrote:
Selde Has been leveled up. Not too much this time, stat and skill increases and another spell slot. Speaking of which, I'd probably say we should have Selde burn her level 1 slots casting Goodberry each morning for the time being. The healing is minor but that is 6d4 meals she can provide a day.

There is a cleric spell Ironbloom Sprouts which is similar to goodberry but turns ordinary mushrooms into magical ironbloom mushrooms, which work like goodberies except the spell has the option to create twice as many but the mushrooms only provide the nourishment value, not the healing value. So if food is needed, he can produce up 12d4 mushrooms. This is from a Pathfinder AP, so I don't know if the spell is limited to Dwarven clerics or some such.

As for water, create water can make 4 gallons per casting. Some GMs complain that this spell could be abused since it can be cast over and over. But as written, it could provide everyone drinking water, provided we have containers to collect/transfer it.

As an alternative, there is a spell called Hidden Spring which can produce 1 gallon of water every 10 minutes for 2 hours (although it also has a casting time of 1 hour). But that could provide water for everyone every day if cast where we camp for the night.

I'm going to be spending more time tonight to look over the various tasks, survivors, etc.

Cool beans, let's magic up some food. Hidden Spring will be good if we have a spot we'll be at for awhile, but the create water cantrip will generate water for the group much quicker with 4 gallons every 6 seconds. We have at least 4 casters that can summon water so we should be good.


TG1 | FF

Just to make sure I'm reading this correctly and I'm on the same page, Goodberry makes existing berries magical? Just like Ironbloom Sprouts works on existing mushrooms. This would mean you would need to forage for these food items before you can magically enhance them.


Female Halfling | Psychic (Faith) 8 | AC (17 with Mage Armor)14/13/12| HP 49/49 | Init.+4 | Perc.+14 | CMD 14 |F+5, R+6 W+10(+2 vs Fear) | SenseMotive+6 | Phrenic Pool 6 points/day

That’s interesting. I always thought Goodberry conjured magical berries, but actually reading the description shows the GM is right. Been playing for decades and never realized that!

The Exchange

1 person marked this as a favorite.
Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

The GM just threw all of our magically-conjured cold water on our plans. ;P

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

Okay, I had a crack at the Survivors tab for tasks.

I propose the following:

1. We keep the main three leaders on the task they excel at.
2. We have two scouts, one to scout ahead, and the other to keep an eye on Phaendar. I propose that the two independent half-elves we saw would do well at this. The one left behind will be given our direction and should follow us either if things get dangerous for him, or in another day or two to report.
3. I had anyone with a handle animal bonus do Herd action. I think now is the time to gather any of the animals that are lost around here. I also like the idea of Herd because it comes with long-term Provision Points, rather than ones we have to consume right away.
4. Anyone without a handle animal bonus I put on Hunt/Forage.
5. That would be our initial day, doing these actions and moving along as best we can. We would reevaluate tomorrow.

Thoughts?

The Exchange

Human Wizard 5 / Arcane Savant 3 | HP 58/58 | AC 16; Tch 11; FF 15 | F +6; R +5; W +8 | CMB +2; CMD 13 | Speed 30 ft | Init +5 | mwk Quarterstaff: +3 (1d6-1) | Perc +13

I'd definitely invite feedback.

For shelter, I was hoping we could get to the natural caverns. Also, if we make shelters now, aren't we just going to abandon them as we travel? Or can we be making some en route to use when we arrive at our destination?


Male human brawler 8 83 hp | AC 18 / T 12 / FF 16) 25% chance to negate crits | CMB: +12* CMD: 24* | F: +10, R: +9, W: +3 | Per +9 | Init +2

We still need shelter, or everyone's going to get -2 on the first day and then be exhausted.

I think we need the other PCs to weigh in on my and Thael's proposals.


Female Aasimar | Paladin (Chosen One) 6 | HP 51/51 | AC 19 | T 12 | FF 17| CMD 21 | Fort +10 | Ref +8 | Will +9 | Init +2 | Perc +10 (Darkvision) | Portrait |
Languages:
Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Hallit, Orc, Sylvan, Terran

Will look it over in the AM and provide feedback. However, just a quick note from what the GM posted before:

GM ShadowLord wrote:
For several weeks in the summer, nights in the Fangwood are warm and clear enough that characters don't require a shelter to sleep comfortably unless there is an unusual cold snap or precipitation. Creatures under the effects of an endure elements spell are not fatigued by sleeping without shelter.

So we don't necessarily need shelter, just depends on how the weather is going to behave from my understanding of the above.


Male human brawler 8 83 hp | AC 18 / T 12 / FF 16) 25% chance to negate crits | CMB: +12* CMD: 24* | F: +10, R: +9, W: +3 | Per +9 | Init +2

We've also got this

Quote:
Sleeping without a shelter is cold and often wet, exposing a character to the elements and leaving her fatigued the next day. If she sleeps without shelter a second day, she awakes exhausted, which persists until she can find shelter to rest in for a night. For several weeks in the summer, nights in the Fangwood are warm and clear enough that characters don't require a shelter to sleep comfortably unless there is an unusual cold snap or precipitation. Creatures under the effects of an endure elements spell are not fatigued by sleeping without shelter.

And we're in Gozran, which is a stormy month named for the god of the wind, Gozreh. (And corresponds to April, I believe.)

--

My understanding is the shelters are basically temporary, finding places to stay/making quick lean-tos each evening. (I suppose if we don't move one day, the shelters would remain and we could devote more time to finding food.) I don't know how quickly we're going to track down the cave system to have permanent shelter.

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