Ser Jormal

Aconyte's page

Organized Play Member. 75 posts (938 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 13 aliases.



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Battle Mat Male Elf Paladin (Divine Hunter) 2 | Hp: 16/16 | AC: 18 | Touch: 13 | FF: 15 | CMD: 16 | Fort: +5 | Ref: +5 | Will +6 | Init: +3 | Perception: +3 | Sense Motive: +6

I have added a party treasure sheet to the battle mat doc.

Thank you Anevia. Can anyone make sure this food is good to eat? About time we stopped for a meal, and we need to keep our strength up. How is that leg? Do we need to make any more adjustments to make you more comfortable?

Nossac asks with a genuine tone.


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Battle Mat Male Elf Paladin (Divine Hunter) 2 | Hp: 16/16 | AC: 18 | Touch: 13 | FF: 15 | CMD: 16 | Fort: +5 | Ref: +5 | Will +6 | Init: +3 | Perception: +3 | Sense Motive: +6

Hehe, if I am going to die; I'll try to let you know ahead of time :P

Silver Crusade

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I love all of these suggestions. There are a lot of days that get skipped over for action in the AP. I will probably move some of the events around so the PCs have gone through boarding training and have their weapons at least before being attacked by the giant crab-opus. Or possibly a werewolf the officers intended on press-ganging until the full moon brought it out. That way they know that they are severely outclassed without handicap and Harrigan is the quintessential beast on the ship as he slays the creature in one or two hits.

I Almost killed Fipps Chumlett because he was caught with 4 rum rations in his footlocker. Next time he gets out of line I think I might just finish the job. Perhaps before that Scourge and Plugg will have a conversation with him trying to "get to the bottom" of why he had those rations. Then the PCs will see that they begin to favor Fipps. After a couple more days of Fipps getting treated unfairly, Scourge and Plugg will throw him overboard for no good reason and just keep on sailing, and they will make sure the PCs see it.

I also like the keeping one whipping for later, this will allow me to keep fear over the head of my PCs. One just fell asleep on the day of the storm, Pretty sure he can't take 6 lashes of the Cat. Going to dole out enough till he drops, then hold food until he takes the remaining save 1. Then the captain can dole it out at his will.

Silver Crusade

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It would be pretty viscous as a Grindylow. Sorry for the spelling error.

Silver Crusade

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Kolokotroni's and Atarlost's suggestion would be better for a smaller party. As it is, combat at level 1 will probably take quite a while to complete 1 turn.

I like the Idea of both the Zen Archer and the Sorcerer. Why not do both? Make them an Arcane Archer. Not sure how optimized it would be, but you would get to do both archery and spell casting. Arrows that explode into fireballs? Sign me up.

Instead of Zen Archer you might consider Ranger. That would give you the benefit of archery, bonuses to Survival so you could act as a guide, and full BAB. If no one takes a trapfinding class, you could do that too with the Trapper/Urban Archetype.

Combine that all together: Trapper Ranger + Sorcerer(pick your bloodline) -> Arcane Archer. Your arrows are all enchanted. You can attach either traps OR Spells to your arrows. You can find and disable traps. Favored Enemies, Favored Terrains, Tracking, Bond (probably better w/companions). Seems like a cool idea to me.

Silver Crusade

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I share the same opinion as the OP. I prefer sorcerer over wizard simply because I don't have to prepare spells. I like the idea that if I know something, it will always be available to me. The thought that there might be a situation that comes up where I need a certain spell that I know but was not prepared for just makes me feel helpless.

"So you wanted to return to the material plane before being covered in lava? Well I know plane shift, but I did not know we would fail a save and be sent to Hell, so I did not prepare it. I also already used 12 spells today, so I am almost out."

I get the situational usefulness of the wizard, but for my playstyle I feel it is wasted. Every time I rest, I don't want to have to go over my spells and have to decide what is best for the day. I am indecisive already, adding in the choice of what spells to choose for a day just complicates things and I usually choose the easy route of just preparing the same thing. So for me the spontaneous caster is the right decision.

Another thing is when I do need that second casting of the same spell. I realize that there are power stones that will let you cast another prepared spell, but what if you don't have the money for one? On my druid I might have the need to cast multiple walls of stone, or some other utility spell. Unfortunately I prepared another spell in it's place, so now I am stuck with transmute rock to mud in an area with no rocks. Maybe I will need the spell later, but if not I really could have used another Wall of Stone.

Also as a human sorcerer, I find that I know to many spells of some levels. Plus with the added versatility of the shadow spells, It is not hard to provide both utility and blasting as a sorcerer. Sure you have to be more selective with your spells, but that just means you need to come up with creative uses and can experiment more times per day.

On a final note, I find that the Psionic characters have an even better advantage over sorcerers. Same general amount of spells per day, but they can use the spell points to cast whatever they need at the time. Some days you need more disintegrates then charm persons, but others the opposite holds true. Personally, my sorcerer rarely uses 1st and 2nd level spells, but I run out of 5th regularly. If there was a way to expend 5 1st to cast a 5th, I would gladly take that route. On that note, maybe I should look into word casting (which seems really complicated and intimidating).

Silver Crusade

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All these Ideas have inspired me to create a mini-adventure featured around a Dragon. There are some really awesome ideas in this thread, and I Think it would be neat to roll them up into this side quest which could be added to almost any adventure.

The Dragon:

Imperial Dragon, Underworld
This dragon is Lawful evil. It has been practicing polymorphing itself into a human so much, it can do it at will. It wants to be worshiped as some sort of great leader/god, and is using powers of influence to gain followers. He takes the followers to his temple at the base of the mountain and provides them with a place to live. He tells them that one day, the world will end and just before it happens, the Angels will come to take them all to the celestial planes. In the meantime, they are given hope by seeing followers occasionally "ascending."

The dragon will have a higher than average charisma, and much more focus on bluff/diplomacy. He will also have a high linguistics in order to keep up correspondence with "Pen Pals." Every so often, one of the followers is chosen to "ascend." They are killed and eaten by the dragon away from the rest of the worshipers.

The Dragon has been playing a human for so long, sometimes he forgets that he is a dragon. When he engages in combat, he prefers to use spells before being backed into a corner and being forced to show his true wrath.

The Setup:

The adventurers are approached by the new town leader and are told that many of the population of the towns surrounding the mountain have joined a cult. If the players ask around, most of the respected people in the city will tell them that they have not noticed anything. Regular folk would probably say stuff though. The cult is led by a disguised dragon who promises the followers they will ascend to the planes of Celestia. Really he just eats them and uses them as appetizers for his extremely popular "war parties" in which a bunch of dragons gather to place wages on who will win during whatever war is occurring at the time. The dragon keeps attention away from his temple by finding dirt on most of the respected members of the surrounding towns. Feel free to play this up as much as you want.

This will give the adventurers the idea that there might be something going on. There has been no dragon sighting, and the players could simply think it is people being brainwashed by some wizard or something with the promise of Celestia.

The Temple:

The temple is inhabited by locals from a few of the surrounding towns. A few of the stronger ones stand guard outside to ensure that only those enlightened are allowed in. The entrance itself is just a 2 large Wooden Doors which are locked from the outside. Encounter 1 would just be the players either coaxing their way in, or fighting the main door guards.

Inside the temple is a large open room with many doors affixed. In the center is a large fountain with the statue of a Solar inlaid with gold accents. The water is completely drinkable, and this is the main source of water for the temple. There are benches around the room and in the walls there appear to be fish tanks with eels(electric). If the players successfully remove the fountain, the water comes up from the hole in the ground feeding it, the water will slowly rise in the room. When it reaches the fish tanks, the electric eels will get out attacking those still in the room.

This is the general outline for the temple. The rooms would be attached to this first general area. Here are the descriptions for each room:

Security Room:

The room closest to the entrance will be a smaller room with several picture frames on the wall. What is odd about these picture frames is that they seem to be depictions of the entrance way, and the other rooms in the temple (This is a security room with the panes having a constant scrying effect on the different rooms). This will allow the players to see various rooms in the temple, and see where the people are. This should have a couple more guards in it. Treat these appropriately depending on the time of day.

Living Quarters:

The worshipers sleep in bunk beds 2 high. At the foot of the beds are the chests with their belongings. If it is night time, this will be filled with sleepers. Otherwise it should be relatively empty. Other than this there are paintings on the wall which depict real areas in the world. The paintings are labeled "do not touch," touching does nothing for these paintings but it sets up the precedent for things to come.

Amphitheater:

This room holds hundreds of followers. Setup some sort of schedule which will have worshipers in there for hours a day, usually being preached to by senior members. If the followers are not in the other areas, they are probably in here.

There is a Gate like statue in the center of the room which can be activated by the master using a switch somewhere in the temple. Stepping through the gate transports the person to a prison cell. This is where the dragon can prepare his next meal.

Kitchen:

This room has seating for many of the followers. There will be a feeding schedule for different groups and this is where they go. They are fed via a contraption in the wall. When they turn the faucet, it plops out today's "soup of the day." There is a door near the faucet labeled "do not enter." This door is extremely locked, and if opened reveals a room with an odd contraption.

This contraption contains a modified force cage with a gelatinous cube contained within. At the bottom is a small blade constantly cutting pieces of the cube off and they appear to be going into a stove like contraption. This takes the pieces of the cube and gives it flavor. Then the transmuted slop goes through the wall to the followers.

Other than that, this is just a cafeteria like area.

Toilets:

this is a small room with a small container on the bottom. There is a stick on the wall, it sheds a small amount of divination when looked at. When it touched the container(or any magic item) it lets off a small chime. This causes the loop to activate, making it's contents disappear.

There would be a couple of these rooms throughout the temple. The containers are activated by the sound the stick makes. The contents are sent into the astral plane.

Masters Bedroom:

This room Contains many pieces of art, and the door is locked extremely tight. There are paintings on the wall which depict the nearby towns to the temple. When touched the person is instantly teleported to the location the original artist painted the picture from. There is a desk which has a set of calligraphy implements that the dragon uses for it's various correspondence. There is also a secret compartment in one of the drawers that contains a "little black book." The book contains the dirty secrets of many of the leaders from the surrounding towns. They are encoded so the players would have to decipher the writings in order to gain the knowledge.

The dragon basically keeps this book so he can continue to operate in relative peace. So far he has not gained leverage on the person who sent the players here. That person's predecessor probably found out something they shouldn't and was "removed" from office.

There is an illusory wall in the back which shields from the proper dragons lair. There is a bed in the middle of the room with the curtains drawn all around it. If the players pull back the curtains, it is revealed that there appears to be the statue of two humans turned to stone in the middle of passion. This is one of the dragons proudest possessions.

More than likely the players will find the master here, and he will try to talk to them before resorting to combat.

Dragon's Lair:

A raised Plateau sits high above a mote of water. There does not appear to be a conventional method of reaching the top of the platform. On the platform rests what appears to be a Life Size chess board. The dragon has used the skeletons of the humans he has killed as the pieces, and has dressed them up in elegant but appropriate Outfits. If the players have not killed the dragon, perhaps he would play a game with them.

Finally behind the plateau is a smaller platform with what appears to be a large gold frame similar to the ones the players saw before in the security room. This large frame would be off unless there was a large war going on between two armies. The size is about 120inches measured from bottom left to top right. The players could activate the the device if they find the activation device with a high perception check. The activation device would be a tiny object with a couple toggles and a map for the user to control location. Most likely it would be nested in between the cushions on the couches the dragon uses to seat his guests for "war parties".

There is also a large board on the wall with writing. It seems that this dragon is a bookie for many other dragons. They place wages on which kingdom is going to lose in which battle. Depending on how the players fared against the dragon, another might be coming to collect their winnings.

If you like it feel free to use it.