
DunwichStoryteller |

Okay since it was brought to my attention -- I will inform one and all that I check this game almost every day and sometimes more than once during the day.
I try to give you all amply time to put in a post, prior to moving things forward but if I am going to fast or going to slow please let me know.
Also as I stated within the in game OCC post -- what your characters do and do not do can have consequences good or bad. You are not on a train, the only tracks are the ones you players create.
If it helps I have had players (unknowingly) create side adventures simply from some of the things they chose to do. Nothing is written in stone, until the PCs have encountered it and nothing just waits to be discovered by the PCs. The world is as dynamic as I can make it, and things can change just by the actions or in-actions that the PCs take.
I state all this because you might not be used to this style of play. I have adventure skeletal frameworks, I have story arcs that are as detailed as the interior of the Hool Marshes. Then as things progress forward, and only then do I begin putting meat on the skeleton and threads upon those story arcs. Still some story arcs have anchor points in time which means at certain times they may change often not for the better or they may simply fade away.
So this is part of the reason that I normally do not push things along, as I want to give you ample time to experience the here and now, prior to moving forward into the unknown.
At some point in time I am hoping you will be interested in learning about the area that you reside in. As clues of things to come might be just around the corner or in that insignificant house or lying in wait within one of the merchant's shops. One can never know for sure, but I guarantee where they will not be found is where you do not look.

DunwichStoryteller |

I find this awesome to here -- feel free to extend things sometimes -- as I might pick up on that and run with it.
Keep in mind this is a collective story, which means each of you is as important to this game as I am.
If you have an idea you are not sure of, shoot me a PM and we can discuss it. And this does not have to be restricted to your character only. Remember it is a collective effort in story telling, each and everyone of you do help with the narrative.

DunwichStoryteller |

Spell Casters -- please within a Spoiler list your spells for the day so that I know what you are taking.
Note: when picking your spells for the day you add one additional spell per Wisdom and Intelligence modifier.
You still cannot cast more spells than you have spell slots and once the spell is cast it is used -- unless you are a sorcerer-like spell caster.
If you have any questions please ask.

EltonJ |

Spell Casters -- please within a Spoiler list your spells for the day so that I know what you are taking.
Note: when picking your spells for the day you add one additional spell per Wisdom and Intelligence modifier.
You still cannot cast more spells than you have spell slots and once the spell is cast it is used -- unless you are a sorcerer-like spell caster.
If you have any questions please ask.
Of course. :)

Lars Ulcaster |

My apologies for falling behind. I've said this in a number of other games, but life got ahold of me to the point where gaming fell into the back burner. And I'll be traveling next month...but I am still here, and I give my apologies for letting this slip.

DunwichStoryteller |

Okay Dáin and William I do not think you got that entirely correct.
First Cantrips/Orisons are never fire and forget so if you can prepare a number of Cantrips/Orisons there is never a need to prepare duplicates.
Next the Bonus you get from your Intelligence plus Wisdom applies to each spell level that you can cast. This means that
Orisons: 7 unique but can only cast 4 of these per day -- which means once you cast one of these it becomes one of the chosen ones. Once you have cast 4 different Orisons the other 3 are no longer viable.
1st-Level: 6 spells but once a spell is used it cannot be used again
Note: This does not count any Domain spells that you might have.
Cantrips: 9 unique but can only cast 4 of these per day -- which means once you cast one of these it becomes one of the chosen ones. Once you have cast 4 different Cantrips the other 5 are no longer viable.
1st-Level: 7 spells but once a spell is used it cannot be used again
2nd-Level: 6 spells but once a spell is used it cannot be used again
I hope that clears things up for you all.

DunwichStoryteller |

First I realize this is a different concept but in order to reflect a character's higher facilities I implement something for those that have to prepare their spells ahead of time. As there is no mechanism within the normal mechanics to do so.
So let me try to explain it again perhaps I can convey it a bit better this time.
Spell Casters that must prepare their spells ahead of time currently do not get any bonus for being highly intelligent and overly wise when it comes to future picking the spells they will be able to cast for the day. To combat this need for omniscience I give every such spell caster the ability to put a few extra spells in their list these extra spells only give them an option during play and that is all they are meant for.
So let us say a Wizard (an Intelligence based spell caster) has a sad Intelligence score of 12 at 3rd-level they get one Extra Cantrip Slot and one Extra 1st-Level Slot allowing them to cast
Cantrips-5 1st-Level-3 2nd-Level-1
However they must prepare ahead of time all the spells they are able to cast and to reflect higher Intelligence and Wisdom the character adds these bonus together and adds these to the spells they prepare. So let say our not so bright Wizard is very wise with an 18 Wisdom. They would get a +1 from their 12 Intelligence and a +4 from their 18 Wisdom giving them 5 additional spells that they can prepare ahead of time.
Prepare Cantrips-10(5) 1st-Level-8(3) 2nd-Level-6(1)
This does not increase the number of spells they can cast it just increases the selection they can potentially choose from. For Cantrips since each one used does not disappear then in this case the first 5 unique Cantrips they cast of the 10 they have prepared for the day become the ones they actually did prepare for the day -- the other 5 are no longer options for them. Again all this is meant to do is reflect the character's (as opposed to the player's) higher mental faculties thus helping the player choose the right spells for the day to prepare based on their character's higher mental faculties rather than their own.
This then extends to the 1st-Level and up spells as well but works slightly different since these spells are fire-n-forgets. Aka you use it you lose it. Still the basic concept applies at 1st-Level this character could prepare 8 spells all different or maybe some duplicated but they are still only allowed to cast just 3 of those 8 spells for the day the remaining spells were actually never prepared they just reflected the extra possibilities or potential that character had for picking the right spells for the day. Of course one a spell is cast is is removed from their potential list as it was used, thus why duplicates might also be chosen.
Same thing applies to their 2nd-Level spells they have mechanically prepared 6 spells but can only actually cast 1 of those spells in-game and once they cast that spell it becomes the 1 spell that they had prepared for the day in-game and the other 5 spells are just the mechanical reflection of the characters greater potential for picking the best spell for the day.
I hope that helps everyone with what this does and does not do. However, if any spell casters has a question please do ask. To me the only bad questions for one with a serious question is the one they choose not to ask.

Dain Bramage |

0 Create Water,Disrupt Undead,Daze,Sift,Acid Splash,Detect Magic(Others)
1: Cure Light Wounds,Divine Favor,Remove Fear,Returning Weapon(Others)
Sort of like that? The spells outside the brackets are the ones I am figuring on casting but the ones inside are in case I need a different spell(Like curing someone who is wounded)

Dain Bramage |

I don't get Domain spells.
Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

DunwichStoryteller |

Okay Dáin (I sure wish you would copy this spelling and paste it into your character name as that would make it so much easier for me) Domain spells are pretty straight forward -- you get certain Orison/Spells for that Domain which you always know and have prepared but do not count against your those that you can prepare.
You seem to have chosen Good which has the following:
Touch of Good (Sp): The character can touch a creature as a Standard Action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half their Cleric level (minimum 1) for 1 round. They can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Holy Lance (Su): At 8th level, they can give a weapon they touch the Holy special weapon quality for a number of rounds equal to 1/2 their Cleric level. They can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: Orison-Stabalize, 1st—Protection from Evil, 2nd—Align Weapon (Good only), 3rd—Magic Circle Against Evil, 4th—Holy Smite, 5th—Dispel Evil, 6th—Blade Barrier, 7th—Holy Word, 8th—Holy Aura, 9th—Summon Monster IX (Good only)
That is unless I changed any of those for Dáin in a previous post.

Travoril the Scrivener |

1-lvl (4 slots): Magic Missile (domain slot), Cure Light Wounds, Protection from Evil, Summon Monster 1, Aspect of the Nightingale, Bless, Bless Water, Abstemiousness, Speechreader's Sight, Waterproof, Hidden Spring
2-lvl (3 slots): Detect Thoughts (domain slot), Cure Moderate Wounds, Owl's Wisdom, Alchemical Tinkering, Blinding Ray, Lay of the Land, Peacemaker's Parley, Share Language, Silence, Status
Sorry for the delay, it's been a hectic week. I did try to take some spells focusing around exploration, as well as some to bolster Travoril's capabilities as a diplomat. The additional spells house rule is an interesting idea, but it does take some time for Travoril - his Int is 16 and his Wis is 18, so each day he has to pick seven spells on top of the ones he can already cast. As for the stat block, I think it automatically fills it in from the Race and Classes/Levels line in the profile.

DunwichStoryteller |

Its cool Travoril -- just implement things as you go -- the game is still moving forward and looks like it might be ready soon to launch into its next phase
However still kind of waiting on Lars and a few others maybe to chime in to make sure they are okay with how things have progressed.
Lars and Shekla be sure to pipe in on the current time line as well as your past time line so that we can keep things moving forward. If you find this difficult to do (as some folks do) please let us know. So that we know to delay the current events until the past events have been resolved.

Shekla Stygg |

Yeah, sorry if we're bogging things down in the present timeline. Areland's comment felt like something Shekla would definitely want to help with. I'll hold off posting in the present for now though, since she'll want to tell Eritha everything she learns about the ruffians, and hopefully Areland tells her a little more. :P

DunwichStoryteller |

Great I am hoping Lars chimes in soon -- as they might make a better Sense Motive check but if not by tomorrow I will conclude the yesterday events.
Also Shekla you are not bogging things down. Again information is going to be something you folk are going to learn is highly valuable within my game. I will quote a player of ole:
"I find that every time we go into an encounter with no information we get our butts kicked, but every time we research it and go in informed we kick butt."
So maybe there is something to being aware of your environment and learning about it as much as possible before diving into the deep end.
Also one of my players felt deflated when all the information that they had found, which they felt was important, had already been found by someone else. I told them yes, everyone did very well and all the information was found but I supply that information from multiple sources because the game could grind to a hault if I only supplied it one spot and that single instance was not discovered. I encouraged them to keep up the good work as you never know when your source might be the only source that is found.