GM Foxy's 2nd Legacy of Fire

Game Master Foxy Quickpaw

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Female Human Fighter(12) - HP122 - AC23/16/17 - F13/R12/W6(+2) - Ini+5 - Perception +3

Where to? I don't see a positon to flank with both. Much less one, that would be reachable with a five foot step.

I could step to the side to make room for Tariq.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none
Haleen __ wrote:
Where to? I don't see a positon to flank with both. Much less one, that would be reachable with a five foot step.

I suspect you've got your threads mixed Foxy...

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

On this page there are some infos about curing it at the bottom.

It seems possible but well beyond our current power level. Also the herbal route seems to work also after the three days which is also how I would have read your citation.

So as Foxy said this is a longer sidequest but possible.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

The task in its essence seems simple: find a divine caster who can cure lycanthropy.

What is the biggest city close to Kelmaranes? Katapesh?

Once we decide on where we want to go look for a more powerful divine caster, then we need to understand if our duties here can be put on hold. If not, maybe a letter will have to do for starters?

Roryx is up for helping this guy, and he has already voiced his opinion. What about you guys?


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 10/13 Ju: 3/5 ST: 4/4 L1: 4/6 L2: 4/6 L3: 0/5 L4: 3/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

My thought is Ohrmizd will do everything in his hands to safe this guy, but as a player I feel this is a lackluster quest with no relation to the adventure.


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Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Personally, I do not care if it has 'no relation to the adventure' - for me everything that happens is part of the game we are playing, even if we never completed the Legacy of Fire Adventure Path ;)

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

I agree with Roryx. How Interesting this will be depends on us and Foxy. If we just go out to find a CL12 Cleric then it will be boring,

If spend time during our travel through the AP trying to understand what needs to be done, maybe with one or the other red herring and a final trip back with the Emir to Ipeq it will be absolutely memorable.


Kitsune Game Master

Let's look at this issue on a timeline. Somewhen several month ago Haidar went to live in that cave.

You could now go and find a high level spellcaster who is willing to cast remove curse on that poor fellow for a minimun of 10x12x3gp = 360gp. It will probably be one to three castings to actually remove the curse. And you'd have to bring Haidar there, or find a way to persuade a busy high level cleric to travel to the middle of nowhere to fix that for you.

Or you could forget the meta gaming information that you need a CL12 caster, as you have no clue about that in game. And you simply try to remove the curse. It has no material cost, so you can try again and again. And you won't give up on the poor guy who has to stay in prison. Or maybe you can take him out on new moons and treat him for a dinner at your house.

And finally you'll leave Kelmarane, but you never forget about this poor guy and come back regularily to try if your deity has gifted you with the power yet, to finally free Haidar from his curse. And somewhen in book 5 when you finally reach level 12 you are able to free him from the curse. Or if you're desperate enough you can drag him to the cave into Nethy's Breath to be able to do it at level 10.

Ohrmizd is right, that it is not part of the adventure, which means the quest would be: Find a priest, have them cast remove curse, followed by siome divination to check if it worked. Then maybe cast it again. Lather, rinse repeat. To make that more interesting the final cleric would need to be held hostage in some dungeon for you to free or something, which I'd have to invent then.

It's just my thoughts though. The world will be rendered once you move in a diretion. ;)


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 10/13 Ju: 3/5 ST: 4/4 L1: 4/6 L2: 4/6 L3: 0/5 L4: 3/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

As a GM who has attempted to put his hands at adding content to adventures, I have to say it is very time and emotionally consuming at the GM side and it is not paid off. Sometimes both the GM and the players get very excited to explore certain aspect not covered in the adventure, and both the GM and players find the time and emotional implication to invest on it. This usually results in the most memorable adventures one will ever remember. But when it is not like that, things get quickly into muddy terrain and continuing the adventure can become more hard work than fun.

Regretfully, and for much we criticize how badly some adventures are written, as a designer I would never rival with James Jacobs and his years experienced team on writing adventures. Once you put your hands on it, you realize how difficult and time consuming is to bring things to life.

Adventures usually offer very clear plot hooks. All we have had here for the past weeks has been very general and vague. That rings to me very clearly as there is nothing to dig here. Otherwise we would have had a name to an NPC to go talk with or the name of a location to explore or a unique object to find. Nothing similar to this has been offered so far.

So unless the players have the enthusiasm and time to write actual actions that creates the adventure to find their way on this and the GM buys it and takes the considerable effort to flesh out something new and unique, I do fear we will keep going around in circles.

I would not be the one to throw this extra work on Foxy. She is doing a considerable time effort already by running this game for us. I am perfectly fine with the solution she is offering about casting the remove curse and keep coming to him until we finally, hopefully, succeed one day to cleanse the curse from Haidar.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

I guess I'm with Ohrmzid on this. Unless Foxy really wants to write a side-quest with a cleric held captive in a dungeon, Haidar rots in a cell until (if) Omari gets enough levels to break his curse ...

(although I will look at temporay CL boosts - Alchemical power components, etc).


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Yep, of course I understand we are playing an Adventure Path, and what it entails, but I am just too old school regarding this one - for me there are no side quests. Those exist in computer games, but not in RPG games.

That being said, I am perfectly fine and happy if we stick to the script ;)


Kitsune Game Master

Let's stick to the script then, and I keep an eye open if we come along somewhere, where an opportunity arises to cure Haidar early.


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Kitsune Game Master

I assume no one is interested in playing out the downtime in detail? No one took any item creation feats?`

If that's the case, I'd write a small summary about the progress in Kelmarane, hand out the profits from the downtime business and move on to the next part of the adventure.


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 68/95 F +6 R +7 W +8

Yeah, I'm fine with continuing with the main mission. We can deal with the werecreature once we're powerful enough to do so on our own.


Kitsune Game Master

@Roryx
This is the picture that is also on the cover of the AP

The one I have as profile pic for Almah is from inside the AP Book. And I'm already not sure if they depict the same person. If you picture is Almah or not, I have no clue.

For the pactmasters you can check the picture here. But besides them ruling Katapesh you know almost nothing, as most people don't know. You belong now to the minority of people who have actually seen one.


Kitsune Game Master

@Manuun
You have contacts and months of time. So the purchase limit is that of Katapesh. So weapons and armor with enhancement bonuses you can buy as you like. Also special materials like mithral, cold iron, adamant and special effects like flaming, ghost touch, axiomatic and the like.
If you dig up something beyond that, please tell me before the purchase, so I can check.


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 10/13 Ju: 3/5 ST: 4/4 L1: 4/6 L2: 4/6 L3: 0/5 L4: 3/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

It seems we never made a share of the group's earnings. This seems like a good moment for it.

Apparently we have 17639.7 gp after the selling of the +1 halberd. Reserving 750 gp for a healing wand, that leaves us with 16889.7 gp, which divided by 5 results in 3378 gp for each of us.

With his coin Ohrmizd would like to buy:
cloak of resistance +1, 1000 gp
amulet of natural armor +1, 2000 gp
Total: 3000 gp

Foxy I guess there is no problem for Manuun or Heshan to obtain these for Ohrmizd through their trade channels during downtime.


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Kitsune Game Master

What I told manuun applies to all. And it doesn't get much more standard than a cloak of resistance and an amulet of natural armor. So that's fine.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Ooooph, that is a lot of cash :P

I am going to follow on Ohrmizd's footsteps here, grabbing:

- Amulet of Natural Armor +1 (2000gold)
- Cloak of Resistance +1 (1000gold)
- Wand of Shield (750gold)
- Pearl of Power lvl1 (1000gold)
- Scroll Box (5gold)
- Scroll of Obscuring Mist, Scroll of Monkey Fish (x2), Scroll of Glitterdust, Scroll of Slick Walls, Scroll of Force Sword (600gold)

Total 5355gold

Roryx is left with 1273gold if anyone needs money for a purchase


Kitsune Game Master

Monkey fish is a cool spell I didn't know yet.


Current AC: 24 <> HP: 62/62 (Swiper: 31/31) <> Effects:

Really like it - super versatile and useful.


Kitsune Game Master

@Ohrmizd
So far you're leaving out the leaders of town Zayifid requested to see too.


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 10/13 Ju: 3/5 ST: 4/4 L1: 4/6 L2: 4/6 L3: 0/5 L4: 3/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

Ohm, I thought about it. I almost put some sentence of Ohrmizd looking up the balconies to make a sign to Garavel and Almah. I guess you can assume he makes that exactly if they are looking on the balconies.


Kitsune Game Master

Just lead the group up to Garavel once all of the group arrived. Or assume they came and lead there now?


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 10/13 Ju: 3/5 ST: 4/4 L1: 4/6 L2: 4/6 L3: 0/5 L4: 3/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

I do not know if they would like to RP their arrival, but I guess they will all accept the call and come.

In any case, Ohrmizd can propose to lead the group to Garavel once some have responded and we can assume the rest will gather up as well.


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 10/13 Ju: 3/5 ST: 4/4 L1: 4/6 L2: 4/6 L3: 0/5 L4: 3/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h
Roryx wrote:

--In private--

"Manuum, you ever heard anything about this Zayifid fellow - his arrival seems... Unusual...?"

Foxy, any results at Ohrmizd's previous aura rainbow scan?


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

With regards to Item, I am currently intending to purchase:
Handy Haversack (2000 gp)
Cloak of Resistance +1 (1000 gp)

I am confident that these are acceptable to Foxy...

@ players : How does everyone feel about purchasing a second wand of CLW ; you can burn a lot of charges in a hurry if things go bad. It would only take 150 more gp from everyones cut, which, so far, all of us can afford.


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 10/13 Ju: 3/5 ST: 4/4 L1: 4/6 L2: 4/6 L3: 0/5 L4: 3/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

With Omari's channels and Ohrmizd and Manuun healing capability, I think a single wand should be more than enough for a few levels. But I will not oppose either. As the party's cleric I think your opinion should be binding.


Kitsune Game Master

"I'm not your bandaid." should be the standard reply to almost any healing request. Clerics are much more fun to play if you don't prepare your spells to patch up the party. Only exception is the first levels when no one can afford healing from the stick.


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 10/13 Ju: 3/5 ST: 4/4 L1: 4/6 L2: 4/6 L3: 0/5 L4: 3/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

That's for the cleric to decide, and there are certainly moments during combat when healing the barbarian is the best way to go.

That said, I said "channels". Omari has no use for his channels other than healing.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Well Since Manuun has no Healing ability whatsoever right now I think it would absolutely make sense to get a wand. I also think the primary "users" of this wand should be willing to chime in a few coins.

Apaprt from that i am still thinking about my hopping list until tomorrow


Kitsune Game Master

Nothing about Zayifid for a 15.


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 68/95 F +6 R +7 W +8

It would be a good tool to use where spells may not work in certain situations. I'm fine with it.


Kitsune Game Master

Also nothing about the House of the Beast for a 10.


My internet has been spotty today so I won't be able to post today and possibly tomorrow.


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 10/13 Ju: 3/5 ST: 4/4 L1: 4/6 L2: 4/6 L3: 0/5 L4: 3/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

Thanks for the heads up Heshan!

As our more planning inclined of us, I wanted to hear Omari's opinion on the proposed plans before pushing forward with any of them.


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 68/95 F +6 R +7 W +8

So... the situation has gotten worse than I thought.

It may be a couple more days before I can reliably have electricity. You can bot me in the meantime so that you won't be slowed down in my absence.


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 10/13 Ju: 3/5 ST: 4/4 L1: 4/6 L2: 4/6 L3: 0/5 L4: 3/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

I have heard some areas are expected to have supply problems due to the snow and cold weather.

Take care Heshan, and save that battery!

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Oh that sounds bad. Thanks for keeping us in the loop and good luck getting it fixed soon.

Grand Lodge

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M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

@ Foxy In the downtime I would create a few Things. I have applied Alternative Crafting Rules because these seem to make the most sense to me, but if you want to stick to the original thats also fine.

A few downtime Alchemy rolls:

Craft Antitoxin DC 20: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17 No effect
Craft Antitoxin DC 20: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22 Success
Craft Antitoxin DC 20: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26 Success
Craft Antitoxin DC 20: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15 Ruined
Craft Antitoxin DC 20: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20 Success
total cost 59 gp.

Also here is my shopping list from the sheet:

MW Short Bow 300
Cloak of Resistance +1 1000
Handy Haversack 2000
Alchemists Lab 200
MW Alchemists Tools 50
Amulet of Natural Armor +1 2000
Components 59

Grand Lodge

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M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

In case anybody else is interested I reworked the Loot sheet a bit so you can track your shopping in the Char Tab. Its mostly for me, but of course everybody can use it.

Just add items you wish to buy from your earned money in the corresponding area and your purse will update at the top. I will track any earnings from selling group loot for everybody, if there are any other Sources of income you should do that yourself. I have also added all the shopping I found anybody doing so far, as well as the earned items from ohrmizd and Omari.

Also I did the following with Party money

- Buy 2 Wand of CLW, one for Omari and one for Manuun
- Sell all the other stuff I wrote about a few weeks ago as well as some stuff we found in the temple.

The following things are still left for claiming:
- most of the potions we found in the nethys temple
(Who would benefit mostly from bless and see invisibility?)
- Ohrmizd pointed out the an Amulett of mighty fists would be a well suited adaption for an Animal companion or familiar so I left it for Omari or Roryx to claim. If nobody wants it I will sell it with the next batch.
- The Cursed blade I also left in our possesion right now.

Will clear up the list on the front page of all the sold Money and items and will leave only the Assigned and Available Items in there.


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M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none

Khedron, Erastil's Gift, will happily wear the Amulet of Mighty Fists!


AC 13 (18), touch 13 (17), flat-footed 11 (14) hp 68/95 F +6 R +7 W +8

Okay, so I'm sure that our electricity supply is secure now.

As for items, I'll take a cloak of resistance +1 and a potion of cure light wounds.


Kitsune Game Master

@Ohrmizd
You list your Alignment as CG. From your attitude towards Dashki I would have expected LG.

Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties...

Law Law implies honor, trustworthiness, obedience to authority, and reliability...

Chaos Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility...

Is there a reason you chose CG instead of NG?


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 10/13 Ju: 3/5 ST: 4/4 L1: 4/6 L2: 4/6 L3: 0/5 L4: 3/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

I can hardly relate Ohrmizd acts and words as anything Legal beyond following what is needed to do in order to avoid derailing the AP.


M Human (M'wangi) Cleric 12 | HP: 116/116||AC 22, Touch 16, FF 18 | Init: +4 | F: +11, R: +9, W: +13, +2 vs Illusion| CMB: +11, CMD: 25| Speed 30ft| Perc: +23, SM: + 20 | Active conditions: none
Foxy Quickpaw wrote:

@Ohrmizd

You list your Alignment as CG. From your attitude towards Dashki I would have expected LG.

Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties...

Law Law implies honor, trustworthiness, obedience to authority, and reliability...

Chaos Chaos implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility...

...

Not sure I agree with you there Foxy. As I understand Katapesh, dealing with gnolls is fully within the law... and it appears that Orhmizd doesn't care that it's legal.


Kitsune Game Master

It is no big matter in gameplay, as the alignment of a character has almost no hard influence in game. And my question was just out of curiosity why Ohrmizd chose specifically a chaotic alignment, when Sarenrae is NG and his actions don't look to me like what is described as chaotic.

The main point that raised my interest is in these two posts:

Ohrmizd wrote:

"Stop there" Ohrmizd raises his hand trying to stop Dashki in the bridge with a sign that stands for little discussion "So you have been playing two sides Dashki?"

The Keleshite brings his other hand to the hilt of his scimitar "Well, it is time for you to clear out your mind. Are you with the Three Jaws or are you with Almah?"

Ohrmizd wrote:
Ohrmizd restrains from offering Dashki a fist payment and let's Roryx, who seems less moved by the treason deal with. ...

Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties...

Ohrmizd accuses Dashki of not being truthful, not respecting Almah as authority, not being honorable. And he judges him for it.

Of course those are valid accusations. But I think a chaotic character as described in the rules wouldn't have expected for Dashki to be better and wouldn't be as angry about it.

But as told before - I'm not trying to push your alignment in any direction, I'm just wondering what your thoughts were when you chose Chaotic for your alignment.


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 10/13 Ju: 3/5 ST: 4/4 L1: 4/6 L2: 4/6 L3: 0/5 L4: 3/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

Well, you are right Ohrmizd is perhaps talking about holding to an alliance. But I think a chaotic character does not necessarily be constantly shying away from law, specially when that law and authority aligns with his own goals and views.

In this case we are in a scenario of war where there are two very clear sides, the gnolls and Kelmerane. I think we all agree having having someone playing the two sides is a danger.

As an inquisitor I find just normal that Ohrmizd wants to unearth the truth. It doesn't mean he will enforce the laws on Dashki if he is guilty. In fact he is likely to pardon him if that helps the team, as opposed to a truly legal character that would insist to apply the code of laws. But if Ohrmizd is chaotic and in this case following the law favors the achievement of his goals, why would he not apply the laws?

As for why did I tag him as CG, mmm.... I think it had more to do with his past, being mingled with all those criminals, and still not making a hard separation from that world. Also I think it fits better to his cocky character. In general I wanted to put him away of the idea of a "strict follower" of Sarenrae edicts like a cleric or paladin would do. He had no strict learning, and he has made his own personal way and interpretation of how goodness and redemption works. I think that also leans more to Chaotic.

But as you say, alignment discussions rarely bring somewhere. You could tag him as NG and nothing would drastically change.


HP 133/133 AC 33 29 TAC 17 13 FF 30 26 | CMD 31 27 | F +12 R +10 W +12 (Stalward) Resist: fire 30 | HL: 13/13 B: 10/13 Ju: 3/5 ST: 4/4 L1: 4/6 L2: 4/6 L3: 0/5 L4: 3/4 L5: 1/1 | Ini: +6 | Senses: +20 |
Skills:
Acrob+9,Bluff+12,Climb+11,Diplo+20,Disguis+3,Fly+7/+12,Heal+8,Intimidate+26 ,K.arcana+5/+9,K.planes+16/+20,K.religion+9/+13,K.history+11,Linguis+10,Sen sM+21,Spelcraft+4,Stealth+6,Surviv+16/+22,Swim+12
Male Human Keleshite Inquisitor of Sarenrae 13 | GMW 12h, MV 12h

Thugh... sorry guys, as the group inquisitor this is supposed to be the setting where Ohrmizd should excel at, but it seems I totally failed to extract the pure truth from one of the two NPCs.

Grand Lodge

M CN Sylph Archaelogist 6 | HP: 38/38||AC 19, Touch 14, FF 15, +2 vs. non-magic ranged| | Init: +4 | F: +5, R: +11, W: +7| CMB: 4, CMD: 17| Speed 30ft| Perc: +13, SM: + 5, Darkvision 60ft|Electricity Resistance 5 | Active conditions: None | Spells Left: 3/3 L2 (DC14), 5/5 L1 (DC13), Luck 6/6

Manuun is still waiting for a reply from Roryx how to handle Dashki going forward. I would like to hear his opinion at least.

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