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Just saw that there's apparently a Pathfinder second edition.
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That's ok, I've had a few IRL stuff to figure out myself Deathwatchers Orc 1: The Orc, still standing despite the attacks, lashes out against Sial's Kyton.
attack 2: 1d20 + 12 ⇒ (20) + 12 = 32 Crit Threat 1: 1d20 + 17 ⇒ (3) + 17 = 20 Damage 1: 1d12 + 11 ⇒ (10) + 11 = 21 Crit Threat 2: 1d20 + 17 ⇒ (17) + 17 = 34 Damage 2 (Crit): 3d12 + 33 ⇒ (1, 6, 11) + 33 = 51 From the second horrific strike, it seems that Asyra took the brunt, however Sial reacts as if he's been struck by the blade himself and bleeds from a wound opened in his chest. Orc 3: This wounded Orc, moving in a daze moves to flank against his fellow Orc with the Kyton, thrusting his blade straight through his ribs and withdrawing the blade, shocking his fellow brothers-in-arms. attack 1: 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31 Damage 1: 1d12 + 11 ⇒ (3) + 11 = 14 attack 2: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20 Damage 2: 1d12 + 11 ⇒ (4) + 11 = 15 Orc 2: The Orc, with his bow out takes a step forward and aims at the half-elf on the battlements, letting fly a slew of arrows, another managing to hit. attack 1: 1d20 + 11 ⇒ (18) + 11 = 29 damage 1: 1d8 + 6 ⇒ (6) + 6 = 12 attack 2: 1d20 + 6 ⇒ (7) + 6 = 13 'Lil:
save: 1d20 + 13 ⇒ (10) + 13 = 23 You are NOT poisoned :) Orc 4: Confused at the behaviour of this other Orc, he attacks his fellow, dominated brother. attack 1: 1d20 + 17 ⇒ (4) + 17 = 21 damage 1: 1d12 + 11 ⇒ (11) + 11 = 22 attack 2: 1d20 + 12 ⇒ (17) + 12 = 29 damage 2: 1d12 + 11 ⇒ (2) + 11 = 13 Orc 5: Ignoring the renegate Orc and the Elf, he moved over and attacks the freakish demonic woman, covered in chains. His blade manages to hit her on the backswing, once again making Sial curse, but grin, seemingly enjoying the pain that was being shared between the two. attack 1: 1d20 + 17 + 2 ⇒ (13) + 17 + 2 = 32 damage 1: 1d12 + 11 ⇒ (3) + 11 = 14 attack 2: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22 Round 2 Jerin
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He's grappled, best to mention that in case if effects anyone else's actions.
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'Lil wrote: Lil did nonlethal damage. Upon looking back, I announced it once but included the -4 on the hasted attack. My apologies yet again. I am messing up hard on notation in this game. WOW Paizo has been awful recently! I kept refreshing everyday and getting nowhere. Anyway, yes you did to use non-leathal damage, I believe that was on the last attack with the crit? Regardless, he didn't have that much HP and had to rage whilst you were attacking to stand up and then he failed the reflex save from Laori's blast of fire, taking full damage and shooting past his con. Don't worry you're doing great, the site just seems to keep shutting down so it's hard to keep track of the combat considering. Asyra takes a 5ft step and then unleashes her full force at Orc 1. attack 1: 1d20 + 18 ⇒ (2) + 18 = 20 damage: 2d4 + 11 ⇒ (1, 2) + 11 = 14 attack 2: 1d20 + 13 ⇒ (5) + 13 = 18 attack 3: 1d20 + 13 ⇒ (16) + 13 = 29 damage: 1d4 + 3 ⇒ (3) + 3 = 6 Sial shakes his head, understanding that the group probably wanted Ury alive. He smirks though and turns to Jerin
will: 1d20 + 2 ⇒ (6) + 2 = 8 It'd take a sense motive, but he's under Sial's control. Round 2 Jerin
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Jerin wrote:
He's dead, Jim. Sorry if I didn't make that clear, but that's what I tried to explain with him falling down as a pile of charcoal. Also wow what's been up with Paizo recently? Most days I barely got on.
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Sorry for the late response, not only was Paizo in maintainance, by my notes got deleted when my PC decided to reboot itself The Shadowcount observes the situation and moves as fast as he can to arrive on the map and get closer to Asyra. Laori takes her time to summon up a massive pile of fire, giggling as she does this and unleashes destruction upon the Orcs.
11d6 ⇒ (6, 1, 1, 1, 3, 1, 2, 6, 6, 1, 1) = 29 Hell fire! Dark Fire! Dice:
Reflex: 1d20 + 4 ⇒ (7) + 4 = 11 Reflex: 1d20 + 6 ⇒ (7) + 6 = 13
Round 2: Order:
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That's understandable, I've not been as frequent as I should be, though the recent maintenance did come at the worst time when I was attempting to reply.
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Akatsu Horami wrote:
Sorry thought I updated that. It should be ok now
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'Lil wrote: I meant to teleport onto some surface, wall, or ledge at least 15ft above ground level. I don't believe there is such a place, apart from maybe the wall of the standing gatehouse or the crumbling wall of the destroyed one that might be stable enough to hold your weight. Eitherway, you'd still get fired at, but maybe by more people if I knew that's what you meant. Anyway, I'm guessing the others may attack if they aren't in combat next round.
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As the groun advances, 'Lil shows his expertise and severly damages Ury, however, due to his screaming rage, he remains standing and gritting his teeth as he leers at the teleporting Elf with a bloodied grin. "I curse you! Even if you kill me, you'll die crossing the river or die in that forbidden land!" he spits out blood to the floor, from the damage the was released on him he's barely standing. Not sure what you mean by being 15+ ft above ground...did you cast somekind of flight spell? The Deathwatchers are clearly unphased by this attack, it's clear they're dedicated to what they are doing. 1: This orc is already in mellee with the Kyron and then strikes out at the Eidolon.
2: Whilst the rest of his fellow warriors run towards the group on the ground, this one smirks as he looks up to the elf, dropping his axe, drawing a box and then opening fire.
Round 1 Continued: Order:
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'Lil wrote: Is it safe to assume that, because you gave them a surprise round that they all have acted and are not flat-footed? Yep, they've all acted, but you have some backup in the form of your comrades and a Kyton.
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Akatsu Horami wrote: Thanks! I don't think I can move my icon on the map btw It's off to the side, ready to be placed :)
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Akatsu Horami wrote: Where's the map, by the way? Sorry I'm missing it. @GM, if you could link on your header (or on the campaign header), I'd appreciate it! I've stuck it under my name so we can't lose track of it :)
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Asyra pushes herself, moving up close to distract the Orc that was after 'Lil. Out of the door from the ramshackled barracks comes a screaming and very angry looking Orc. His face is painted white like the others, but he weilds a greatsword instead of a greataxe and moves towards the pair. Edit: misread Silas and Sial, my mistake Still in Round 1 Order:
Just to check, everyone can see the map and the things I've added, yes?
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Akatsu Horami wrote: I assume I’m at the bottom of the initiative... I’m confused, though, because some of us didn’t want to go with him. In fact, my character even thought of using him as a distraction to try to reach the tower while the orcs go meet him. Is this still possible? Yes, sorry I forgot to add in you into the order, my bad I was up late last night, but I also forgot the three members of the Brotherhood of Bones too. Everyone should be at the south off the edge and you could still do that, however, the Orcs were going to react the moment they saw anyone approach so you'd roll a stealth check and we can say you were moving during the surprise round and are technically (unless you roll really bad on stealth) invisible to the Orcs. Dice:
Shadowcount Sial: 1d20 + 1 ⇒ (12) + 1 = 13 Asyra: 1d20 + 4 ⇒ (20) + 4 = 24 Laori Vaus: 1d20 + 2 ⇒ (9) + 2 = 11 Revised Order: Order:
Forgot to add the three NPCs, however in Asyra's case because Jerin's Int modifier is so insane she'd have to roll a 21 on a 20 sided dice to have beaten him.
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'Lil wrote: Lil sighs as he shakes his head, "I do not kill wantonly. If our objective is in the tower then we go in the tower. The orcs are not in our way." It's clear that the Orcs will not let anyone leave or enter Scarwall. The bridge is what you need, but like I said. The Orcs don't appear to be interested in conversation and itching for the next fight. You don't think there's anything different about them, besides the white face makeup. Besides that, they're pretty much doing what normal living creatures do. Eating, drinking, crapping...
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'Lil wrote:
Getting up close you can see there are many more Orcs and what couldn't be seen was that the Orcs have build a roughly put together shack that leans next to the tower, though not enough to weaken it, for bedding. All the Orcs remain going about their business, looking out over the area and for a moment. A few times it seems they can almost sniff your scent on the air and move closer, however they can't get a good look. There are patrols around the tower and a single patrol between the towers on the path towards the bridge.
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Silas Kaine wrote:
As Silas takes a good look, he notices they seem to have white paint on their face. From his knowledge, this tribe is known as the Deathwatcher tribe who paint their face in honor of the only Orc who survived Scarwall, whose skin turned pale from the sights of the horrors within. That said, these Orcs are tasked with protecting this Taboo land, making certain nothing goes in or comes out. The Orcs appears very agitated and seem to be waiting for something to kill.
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Not at Scarwall just yet, still got time to get a boon of 'Lil Due to the power of Teleportation and Shadow Walk, the party soon find themselves travelling across the Kodor mountains, north of the Hold of Belkzen and towards the impressive structure of towers, sitting undisturbed after all this time, but surrounded by a moat. There appears to be only one way in and that's an old and badly damaged Gatehouse that guards a old bridge. One tower appears to have been destroyed whilst the other remains standing, but has clearly seen better days with parts of it roughly patched up. The nearby mountains are dormant volcanos that have remained so for hundreds of years and it is out of this range, Kazavon must've chosen this place for it's great defensive position. now sleep soundly, however, the area is littered with bones from many Orc and possibly other humanoid struggles. You are currently 600 feet from the structure and you can actively see movement on the path between the gatehouses and in the remaining tower. Those guarding the place make no attempt to hide themselves and appear to be Orcs.
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Llyra Bjorgan wrote:
We have a group of 5 now, perhaps if something happens I'll consider it, but for now I think we're pretty full.
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Everyone ready to go? Also as mentioned in discussion, need a few more people to mention what boon they wish to have for Scarwall.
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Fun fact: Sial's class has changed quite a bit. For simplicity, he's a Summoner in the Anniversery version that I'm using now (mostly because the encounters later on are now far less of a cakewalk, especially if you have channel energy) but in the past he was part cleric, part some obscure prestiege class that gave you a devil to follow you and Asyra herself was a Kyton with several levels of Fighter. :p This version is better for simplicity as I really don't want to attempt converting that random and weird prestige class.
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So far here's what I have for boons: CotCT Boons: Akatsu: Bane Undead Boon Jerin: Soul Infused Silas Kaine: Ghost Touch Armour
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Before entering Scarwall, can everyone please sound off in the gameplay thread that they're ready for the journey? Also Krenn and Jerin. Which one of you wants the deck of Harrow Cards that contain Zellara? There's no benefit from having it, I just need to know for future reference.
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Silas Kaine wrote:
You know that these Devils are also known by another name, Judgement Devil. Assassins that play a big role in the politics of hell, they are often seen wielding a magic scythe. Armed with powerful magics, fast healing and a thick hide they are notoriously hard to destroy, even in the hell. Despite being seen as Assassins, they are also large creatures, easily matching many big beasts. Abilitys, DR, Immunities, etc breakdown: senses: aura sight, darkvision 60 ft., detect magic, see in darkness; Defences: DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 24 Special Abilities: Fear Aura (Su) A creature that succumbs to the Devil's fear aura cowers in fear for 1 round. Spell-Like Abilities
Special Qualities: Fast Healing 3 Note: These are abilities a standard Judgement Devil would have, DCs have been removed as, depending on the power of the creature and it's stats, they may be higher or lower than the core suggestions. All you know are abilities of a common variation, not this named one.
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Silas Kaine wrote:
The devil grits it's teeth, not liking what he was demanding, but a price had been paid. He takes a moment to think on this. "This was before I become what I am now, however, I have heard tales of devils who live there, still serving their lord after his death and defending the Citadel." he states as he tries to recall any information. "The last I heard, there were over a dozen barbed devils who served under Nihil The Ashbringer, a ashmede devil. They were sent as guards to Kazavon, how many still live I do not know, however, they are all stuck in this world and will die here, if fools like yourselves seriously consider going to the cursed place."
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Akatsu Horami wrote: Hey guys! Sorry I’m a little slow this week. I have intense activities at work until Thursday so it’s affecting my posting capabilities. I’ll normalize soon! Thanks for the understanding ;) It's ok, but I'm glad we're starting to get the campaign back off the ground :)
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Silas Kaine wrote: not familiar with the boons I've re-posted them in the gameplay thread. I'm reading from the anniversary edition which is slightly different, since ghosts are treated differently in PF than 3.5. It's a choice of having undead bane on your weapon, ghost touch on your armor of shield or Infused Soul where if you fail a death effect, you don't die, but you are stunned for a round, which only works the once. These effects only last for as long as you are at Scarwall, they won't follow you beyond that area.
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Silas Kaine wrote:
I'll leave this open to the party, but you can determine what information your character shares with the party, but I'm leaving it open as I'm assuming your character is likely to share it. Counselor Imp: According to the ability, you'll have to roll a Diplomacy or Intimidate check of DC 11, which I assume you auto-succeed on with diplomacy as you have +18. Ontop of that, what questions? Commune: Again, what questions exactly? According to the spell you get 13 and in a yes and no format. Bind Sage: (Mis-read that one so took me a while to find it. Interesting.) As your spell is a success you manage to summon the grotesque, but also knowledgable and ancient Caulborn. At first it appears irritated that it was captured, assuming you were to ask it stupid or uninteresting history, but this particular creature smirks at your mention of Scarwall. Knowledge History: 1d20 + 18 ⇒ (9) + 18 = 27
"Ah yes, a tragic story that one. A story that holds great significance for you and the rest of the party." it takes a moment, as if calling upon deep pockets of great information. "As you may know, Ustalav shares a boarder with the Hold of Belkzen and over 800 years ago, they were low on resources after the battle with the Whispering Tyrant. A noble family was tasked with defending Ustalav from the invading Orc hordes, each generation a natural born stratigist was able to repel their advancement with limited resources. A gift, if you will, for combat strategy. Sadly, their most recent family member was not. He was not only a dissappointment to his father, but once he took control, the Orc horde crushed through every line of defence he set up. One of my kind witnessed this, it was like attempting to battle a group of wolves with a butter knife." He laments a moment, tapping into some knowledge before nodding back.
"The goals of what he had done reached Lastwall, who sent over diplomats to congratulate him on his victory, however, this is when his true colours were shown. Kazavon flayed the diplomats alive, then had their skins stretched over frames; he painted these skins with his new coat of arms: a fanged skull. The skinless dead were then animated and sent back south into Lastwall beneath these grisly banners with a demand to fall under Kazavon’s heel or be butchered." "Horrified by this account, the Count found his courage, gathered his remaining soldiers under his banner and went out to destroy the madman he had summoned. He laid seige to the castle, but by the next day, Kazavon personally dragged the Count inside to be publically tortured, degraded and then finally executed. For over a decade he ruled a nation of slaves, victims and horrors. Tales spread throughout the neighboring regions of fields of people impaled for the general’s amusement, of mass executions, of Shoanti hunted like wild animals and then forced to slay their own lovers and children in carnivals of terror. Whispers of cannibal feasts and vampiric orgies trickled out of Castle Scarwall. More than once, the forces of virtuous nations marched on Scarwall, yet no army could face Kazavon’s strength." "That said, a small cabal of holy warriors would succeed where thousands failed. A group under the Esoteric Order of the Palatine Eye were led by a Paladin named Mandraivus who had a contact inside Scarwall, a cowardly traitor named Kleestad who was Kazavon's Chamberlain. He lowered the defenses that allowed the Paladin and his holy order enter, but he did not get away with it. Kazavon was in the process of torturing Kleestad, breaking his ankles, but was interrupted by the Paladin before he could finish what he was doing." the creature gave out an audible sigh "What happened inside is unknown, I've heard hearsay, but no proof. Claims as wild as saying Kazavon was secretly the prince of darkness himself. What is know, however, after the battle the Orcs attempted to claim Scarwall for themselves, but the dead did not rest, the castle became a beacon of negative energy, reanimating many of it's inhabitants bringing out ghosts along with numerous undead. One Orc survived, his skin turned pale white from what he witnessed and now the Orcs consider the site taboo. That said, they still guard it. Though no one has entered to tell of what happened in the final moments, some members of the Palatine Eye were seen fleeing the fortress before the Orcs attacked, but their whereabouts it unknown. Mandraivus never left and his sword, Serithtial, was never seen again. It's likely to still be within it's walls and any who hold the blade will know it's power. It was a weapon forged by the once-mortal God Iomedae. It transforms to best suit the user's weapon skills, is holy and considered the bane to all who follow Zon-Kuthon. It is said to glow like a magical flame and even though it is made of steel, it can cut through any who resist such materials, but are weak to more exotic metals like devils, demons and even fey. I would love to see this weapon for myself and hear what you have found out there. For now, that is all I know. One thing, however. The orcs who watch over Scarwall are half-mad and will likely attack without provocation. They guard the area, afraid of the undead army within to march on the Orcs once more." With that, the creature gives, what you assume to be a bow, somewhat enjoying it's output that it's given to you. From the information it's difficult to guess what Sial wants there, besides the link to Zon-Kuthon and the holy weapon that he couldn't possibly wield.
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Just updated the gameplay to give people a option to introduce themselves to the group before the journey to Scarwall which, thanks to both Jerin's Teleportation and Sial's Shadow Walk, will be shorter than most. The location itself you can't travel to directly due to the energies the pulse from that impenetrable fortress. You'll need to travel to the Kodor mountains and walk to Scarwall's Bridge and cross it. I also mentioned the new members will get an option for what boon you wish to choose. (because it's fair that way) tell me which boon you select, what weapon you want it on and I'll keep a note of it, or if you choose the Infuse Soul choice.
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I think I'll move things along for the group to meet up and introduce one another, since this was set whilst the group were in Magnimar, selling their loot. Shadowcount Sial notices that new people with skills have arrived that the party is in desperate need of, thanks due to the massive undertaking that their next leg of the adventure will take them. Before the group are three people who went to seek them out to help undo the damage done to Korvosa by the Queen. They had heard of your bravery and from the earlier ritual, there's still residual energy to be passed to these new group of heroes. You guys are up to introduce yourselves to the group. Sial will stand to one side for now and introduce himself afterwards to the new followers, curious about their opinion of him. Also, to those who have just joined, you get to choose a boon granted by the ancestors of the Shoanti. The energy comes in the form of one of two effects. Infused Weapon and Armor: The spirit world infuses one weapon, suit of armor, or shield owned by each PC (PC’s choice, and the item in question need not be present at the blessing). If the PC chooses a weapon, it gains the undead-bane weapon special ability. [u]If the PC chooses armor or a shield[/u], the item gains the ghost touch armor special ability. This effect functions only in Castle Scarwall. Infused Soul: The next time the PC fails a saving throw against a death effect, the effect is negated but the PC is stunned for 1 round as the spiritual energies in her soul burn away. This protection can save each PC from a death effect only once, but can do so anywhere in the world (this boon is not limited to functioning only in Castle Scarwall).
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Akatsu Horami wrote: Ugh! Maybe my character isn't the ideal for this party, then? :/ Works just fine really, afterall the bigger threat is the queen and the power she wields with that crown. As long as she sits in possession of the artifact, Varisia and potentially the entire inner sea is in danger. It's the far lesser of two evils.
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Akatsu Horami wrote: Akatsu is good (lawful good, in fact) and an evangelist of a Lawful Good god (Erastil). He isn't, however, any kind of paladin or someone following some kind of strict code. He doesn't have a way to know someone is evil besides witnessing their acts, and in the past associated with people with different morale. Unless Sial commits an evil act or shows his true colors too blatantly, I don't think it'd be a problem for my character. Well he does have a Kyton following him around...
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I believe I was origonally waiting on the group to decide if they bring along Sial. For those new, he's an unapologetically evil character who fallows the dark prince, however, he has never attacked the party and assisted them numerous times. He claims that there is a area within the castle that requires a ritual, which is why he needs to come along with you. Whatever you think, he has been open to what he wants (the teeth the queen's crown is made from) and like I said, hasn't attacked the party and even assisted them. He's no friend to the queen and is more than wiling to assist the group in taking down the queen.
Ok, sorry for being a day late. Yesterday had me pinned down with some stuff. For the group I'll pick: Akatsu Horami
Thanks for all the applications, it was very difficult to pick between the choices. Please report over to the discussion part and I'll give you a re-read of the gameplay to make knowledge roles and stuff that has been predicted by the spirits of the future dangers of Scarwall.
Kaeldron wrote:
Thanks for letting me know. I hope this'll make the selection process easier. There's so many good choices to pick...
This can be potentially really interesting...Atleast with the idea of a Eidolon build everyone has the same starting location where as your idea of demons would make things pretty one-sided, especially against casters as most demons don't gel well with magic user classes. But going down the Eidolon path is certainly a interesting one. Let me know if you decide to do it.
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Got far more responses than I was expecting. will be difficult to choose. I think I might shut it down on Monday...
Kaeldron wrote:
hmm...that could be a interesting element... I won't expressly agree for the moment, i'd like to give more people a opportunity to join, but if I don't get any more than it's likely to work. I want to try and avoid spoilers for the future parts, however, I can see how a Mafia would be interested in the Queen's downfall as she's been imparting a military curfew and crack down on those who speak against the queen, allowing a certain criminal element to exist, but one that is loyal to her. Hellknights are all about Law as far as I know, but like an organisation, some bend the rules to keep a more table grip, especially as the group was removed from Korvosa during one of the parts and replaced with the queen's own group of soldiers, The Iron Maidens. Female warriors who fight for the queen as her personal guard and purposely and willingly deface themselves. The group knows this after encountering a few and when uncovering their helms, found the woman had cuts and scars all over their faces and their hair cut short and roughly, but it was all self-inflicted.
Kane Callahan wrote:
AP kinda spoilers:
Well Blackjack is still open. For the moment the group is heading to somewhere else before they return to Korvosa so I believe the group would have no problem with someone assuming that mantle. In fact, it may help them when they return. For now, as far as we've gotten, the party have been informed they need to go deeper into the lands to retrieve a sword.
After a long while both myself and the group got so busy that we had to let the game drop, but I wanted to bring it back together! So far I have two of the party, one is a Wizard (enchanter) and the other is a fighter. I'm looking for two to three more people. Build rules: 20 point buy
I suggest perhaps your character may either run into the party when they were trading in their loot at Magnimar or perhaps your character was a travelling Shoanti who just came to camp to have a look at these outsiders who have now become brothers after passing the test of Cindermaw. Perhaps something else happened? Teleportation mishap? It's up to you! I praise creativity so I'd love to see some. My initial idea is to continue this AP to it's conclusion, but if I get inspired I may run it longer.
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Jerin wrote:
I'll do that then. I'll advertise for two spots, say what we have and say WBL +30%
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Krenn Weststone wrote: I need some details on rebuilding Krenn. I cannot find the original criteria. Was it a 20 point buy? Anything unusual? I think we were over WBL when we stopped, but should I equip him at WBL? I do recall that he was reincarnated as a half-orc, so that part is easy. :) We dropped off at 12th level, right? Oh yeah I completely forgot about his half-orc reincarnation. Reminds me of what happened when in my IRL campaign someone was brought back as a dwarf, but since the GM has such a hard on for divine characters, he changes back later. No one else got that kinda treatment, btw, besides divine users. Just beeing double checking and I believe it was 20 point buy, two traits (I believe Krenn was with us for the very begining so one being a campaign trait and another being whatever you choose.) This adventure people should be at 13th so yeah just finished 12th after a surprise attack in Magnimar since, I did warn you going anywhere near Korvosa you'd be attacked, but if I remember you won with little problem and the help of Shadowcount Sial, who has been VERY generous to everyone :) About the cashflow...hmm...maybe instead of WBL we go for a little higher, since everyone had well inexcess of that. Perhaps WBL + 30%? 50%? Depends how over it we were, if we were insanely over, then I'll go for the closest boost. Once I know how much I will begin the recruitment thread. Anyone have any clue how far over WBL we were?
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