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Liberty's Edge

Male Underpowered Warrior 1

Cuetz, I think you're in Astraden's math zone. Iirc you can spend an action point to move out of it?

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Male Underpowered Warrior 1

Clunk is taking the +2 to attacks and dodge to AC from blessing of fervour.

Clunk takes a short second to wind up the clockworks in his hips, then runs behind one of the shades in a burst of speed. He reaches out with his open forearm again, contraption whirring.

Vampiric touch 2 (inspire courage, blessing of fervour, haste, good hope): 1d20 + 18 + 3 + 2 + 1 + 2 ⇒ (18) + 18 + 3 + 2 + 1 + 2 = 44
Suck: 6d6 ⇒ (1, 4, 4, 1, 4, 1) = 15

Not sure which of the ankous is real on the map. But he still has an action left for a quickened suggestion if you are willing to resolve it KC.

Liberty's Edge

Male Underpowered Warrior 1

Clunk is choosing this option from blessing of fervour:
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.

Clunk grinds his oral gears as the shades prove stronger than he expected. He renews his attack on the one between him and Tanith, but finds it just as difficult to hit as the others.

Slam on eastern shade (haste, blessing of fervour, flank): 1d20 + 13 + 1 + 2 + 2 ⇒ (4) + 13 + 1 + 2 + 2 = 22 Bludgeoning: 2d6 + 3 ⇒ (2, 4) + 3 = 9

+2 bastard sword on eastern shade (haste, blessing of fervour, flank): 1d20 + 20 + 1 + 2 + 2 ⇒ (4) + 20 + 1 + 2 + 2 = 29 Slashing, magic: 1d10 + 8 ⇒ (4) + 8 = 12

+2 bastard sword on eastern shade (haste, blessing of fervour, flank): 1d20 + 20 + 1 + 2 + 2 ⇒ (14) + 20 + 1 + 2 + 2 = 39 Slashing, magic: 1d10 + 8 ⇒ (6) + 8 = 14

+2 bastard sword on eastern shade (haste, blessing of fervour, flank): 1d20 + 15 + 1 + 2 + 2 ⇒ (1) + 15 + 1 + 2 + 2 = 21 Slashing, magic: 1d10 + 8 ⇒ (5) + 8 = 13

+2 bastard sword on eastern shade (haste, blessing of fervour, flank): 1d20 + 10 + 1 + 2 + 2 ⇒ (9) + 10 + 1 + 2 + 2 = 24 Slashing, magic: 1d10 + 8 ⇒ (8) + 8 = 16

Liberty's Edge

Male Underpowered Warrior 1

Clunk smacks the back of his metal hand against the ankou-image to his south (if it's still standing) and steps forward to slash the one menacing him and Eben.

Slam on pink (haste): 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30 Bludgeoning: 2d6 + 3 ⇒ (1, 1) + 3 = 5

+2 bastard sword on red (haste): 1d20 + 20 + 1 ⇒ (18) + 20 + 1 = 39 Slashing, magic: 1d10 + 8 ⇒ (2) + 8 = 10

+2 bastard sword on red (haste): 1d20 + 20 + 1 ⇒ (13) + 20 + 1 = 34 Slashing, magic: 1d10 + 8 ⇒ (6) + 8 = 14

+2 bastard sword on red (haste): 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25 Slashing, magic: 1d10 + 8 ⇒ (9) + 8 = 17

+2 bastard sword on red (haste): 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13 Slashing, magic: 1d10 + 8 ⇒ (6) + 8 = 14

Liberty's Edge

Male Underpowered Warrior 1
Kobold Catgirl wrote:

So, we basically have four options. I mentioned them on the Discord, but to be sure we're all on the same page:

1. We switch to narrative-based--basically a fast-track to at least end the story properly.

2. We switch to PF2. I'm fully open to helping people through this system, as well as homebrewing in anything that doesn't translate properly. I've been doing a lot of design in PF2, and I have two friends who are very immersed in it--one of whom professionally--so I feel pretty comfortable making new archetypes or feats where it's needed. Like, the concept of a bloodrager hasn't gotten much official support yet, but I'm confident we could figure something out.

3. We switch to an alternative rules-light game like Savage Worlds. This theoretically works fine, but I don't know Savage Worlds, and I'm honestly not super keen on learning it? Which is obviously a problem for everyone else learning PF2, too, which is why I'm not ruling this out. Rules-light is a better way to end things than rules-none.

4. We either find a new GM or try co-GMing and stay in PF1.

Well this is probably not going to be very helpful but for the record:

Option 1: 8/10
Option 2: 4/10
Option 3: 8/10
Option 4: 6/10

None of the options are optimal, I think, but I'd be happy to play in any of them. Since I posted this on Discord but Jelani can't see it, I should also say that I will only be able to post on weekends for the near future. I am getting reduced hours in November though so hopefully I will have more time then.

Liberty's Edge

Male Underpowered Warrior 1
Dungeon Kobold wrote:

Was that decompose corpse?

Oh, by the way--everyone levels up!

Yes!

Liberty's Edge

Male Underpowered Warrior 1

Did the displacer beast get/want to take an aoo on Astraden?

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Male Underpowered Warrior 1

Happy anniversary, everyone! Amazing job of GMing you've been doing KC. Thank you to all my co-players for good roleplay and wonderfully cheesy tactics throughout the years.

Tomorrow, my partner and I celebrate ten years together :) Funny that it is just two days apart!

Liberty's Edge

Male Underpowered Warrior 1

In regards to getting around mirror images/displacement before the next spell preparation, shutting one's eyes and using an action point to grab Blind Fight is still allowed, right?

Displacement is a flat 50% chance to miss, and mirror images make hitting even harder on top of that. But with Blind Fight and closed eyes you get that miss chance down to 25% and ignore mirror images.

Liberty's Edge

Male Underpowered Warrior 1

Imagine a party with both a cleric AND a wizard!

(I am aware that the Vecnan squid fiend party almost fits this description. Let's just keep pretending that KC is talking about Astraden and Eben's buffs.)

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Male Underpowered Warrior 1

I'm truly sorry KC.

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Male Underpowered Warrior 1

Really, there shouldn't be any effects yet, apart from the enemy reacting verbally/uncanny dodge-ways. Only casting a spell or activating a magic item will trigger the spellscar.

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Male Underpowered Warrior 1

Ah, sorry. She's just goofing around (while also trying to charm Krathanos with one of those actually harmless jumpscares that gets everyone to relax in movies). The vial is holy water.

Apologies if it's too random CN character! I'd be fine walking it back if folks want to.

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Male Underpowered Warrior 1

We still don't know what the Hierophant is really after from the Library, right?

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Male Underpowered Warrior 1

Merry Christmas Eve!

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Male Underpowered Warrior 1

*Hug*

Take care of yourself.

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Male Underpowered Warrior 1

Oh, I'm truly sorry about your mom DCat. I hope you have the opportunity to be with her in the amount you and she need.

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Male Underpowered Warrior 1
DankeSean wrote:
Gark the Goblin wrote:
Oh you have got to be s+@$ting me. Astraden has had 8th-level spells all this time? Did I just revert to an old character sheet at some point and forget to update her spell slots? Can't believe this.
I remember looking at your character sheet while we were prepping for Harrowdroth, noticed the lack of 8th level spells, and just assumed that Soul Warden cost you a +1 cleric level. Then actually looked at the class when I started (massively over-) preparing for this fight and realized that wasn't the case. I assumed you knew you had them and just had forgotten to put them on the sheet, but... kinda glad I spoke up now. :-)

Yeah, thank you for that. Unbelievable. We had access to 8th-level spells for at least three combats and Astraden didn't use any of them.

(I have stealth-fixed the spellscar link, now.)

Liberty's Edge

Male Underpowered Warrior 1

Ok, updated spell slots. And DankeSean, you CAN'T mention a spell like spellscar around Astraden's player and expect me not to take it.*

Cleric spells prepared (CL 15th, concentration +19)

  • 0-level (4) - create water, guidance, light, stabilize
  • 1st-level (4+1+D) detect law, liberating command, obscuring mist, protection from law (D), shield of faith, shield of faith
  • 2nd-level (4+1+D) calm emotions, invisibility (D), lesser restoration, owl's wisdom, shatter, silence
  • 3rd-level (4+1+D) dispel magic, magic circle against evil, magic circle against evil, magic circle against law (D), magic vestment, prayer
  • 4th-level (4+1+D) - blessing of fervour*, communal resist energy, communal resist energy, death ward, divination, --(D)
  • 5th-level (4+D) - breath of life, communal air walk, dispel law (D), plane shift, --
  • 6th-level (3) - greater dispel magic, find the path, wind walk
  • 7th-level (2) - greater scrying, summon monster vii
  • 8th-level (1) - spellscar*
Domains Chaos, Trickery
*Are these approved, KC?

Remaining spells to be prepared after scrying.

Liberty's Edge

Male Underpowered Warrior 1
DankeSean wrote:
Tactical discussion time- aside from the divinations and wind walks, what else should Astraden (or Carina) prepare overnight? I think we talked about the possibility of using her 8th-level spell slot to cast holy aura on us all, but another thought I had poring over the cleric spell list- spellscar looks like a pretty nuclear option way to mess up the day of a couple high level spellcasters (plus a SLA-using efreeti noble). Probably protection via holy aura is the safe choice, I just giggle over the potential chaos dropping a wild primal magic zone on top of the enemies would cause.

Oh you have got to be s!%$ting me. Astraden has had 8th-level spells all this time? Did I just revert to an old character sheet at some point and forget to update her spell slots? Can't believe this.

Liberty's Edge

Male Underpowered Warrior 1

What do we want to ask with the divination and who do we want to scry on? (Feel free to answer in game.)

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Male Underpowered Warrior 1

Please forgive Astraden for derailing any reasonable suggestions made here. Sometimes us not getting through adventures is because of difficult decisions. Sometimes it is because we actively work against making a relatively simple decision.

(OOC, I do absolutely think the flower is the right way to go, but it doesn't really make sense for Astraden to push for it now after her dismissing it for comedic purposes.)

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Male Underpowered Warrior 1

Our cat loves yogurt, but his egg production is rather lacking. I think maybe it might just be internet BS.

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Male Underpowered Warrior 1

Posted in IC before I read discussion, didn't mean to force the game KC. I hope the other chickens are staying healthy and happy.

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Male Underpowered Warrior 1

"Oh no, it's trying to run out our spell durations!"

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Male Underpowered Warrior 1

Astraden will air-stand as close to Cuetzpalli as possible while still being able to see in a good 60 feet into the cave.

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At this point I should probably record the greatest death of our campaign.

Name: Fish's Serpent's Skull's Campaign
Classes/levels: Precariat-bourgeoisie/6
Adventure: City of Seven Spears
Location: online
Catalyst: Serpent's Skull
The Gory Details: We played from spring 2015 to spring 2021, starting with four players and ending with four players. Book 1 (session 1-24, 19 Arodus-8 Rova, 4710 AR) lasted from March 2015 to August 2016, while book 2 (session 25-66, 8 Rova-21 Neth) was completed around December 2018. We never got through book 3 (session 67-121, 26 Neth-28 Kuthona), but we played our last session somewhere around May 2021.

A moment of appreciation for all the characters who've passed through this campaign, and those who stayed until the end:

  • Thornton Poer, cabin boy, halfling ghoulblooded sorcerer, joined a pirate crew after being raised from the dead
  • Athelstan Twice-Dropped, token rich kid, dwarve skald from the Five Kings Mountains, left the party to manage the family mine in Sargava
  • Dovret Wyvernmane, bodyguard for Athelstan, dwarve slayer who left the party to keep watch over Athelstan
  • Chester A. Arthur, cartographer, dwarve cleric of Keltheald who left the party on various occasions but usually returned to save the day. Had a horse named Applestan, who was killed by Itombu, and a horse named Carty.
  • Gleep, empathically bonded to Chester, gelatinous cube, killed by Dovret while he was dominated by Yarzoth
  • The Grisgol, exile who seeks to reach the stars, duergar wizard, left the party without explaining why in Absalom. Had an unseen servant named Fellstroke.
  • Ilisa Khazdar, adventurer from the newly started Eleder Explorer's Guild, dwarve cleric of Cayden Cailean
  • Bhekithemba Phila, hellknight converted to LG worship of Irori, Kalabuta human fighter/brawler. Had an ox named Tulip who was stolen (to safety?) by Chester when the rest of the party got captured.
  • Thunderchild Thrice-Locks-the-Heart, self-taught polymath, Osiriani human celestial sorcerer. Had a tortoise familiar named Runeshell, replaced with an ibis named Khenti after his death.
  • Healer Siren, wendifa, painterlily bard, joined the party to help defeat Itombu and left when the demon was dead
  • Sasha Nevah, ex-Red Mantis, Chelish human ranger/rogue, left the party to help the Pathfinders with less dangerous tasks. Had a pet dimorphodon named Beaky.
  • Rebeca, Arcadian conquistador seeking to claim "Cheliax" for civilization, wyrwood summoner, fled the party when they all got captured by the Aspis Consortium in Tazion. Had a pet boat that they used to fly away with.

Pros of this AP:

- Sandboxes are fun if you have a clear goal
- Lots of gaps for homebrewed material
- A setting that is not medieval Europe can be very engaging and perspective-widening
- All of the entries we played were fun; much of this comes down to having good players, but the skeleton for building fun and interesting stories is there (sandbox in book 1, travelogue in book 2, sandbox again in book 3)
- Initial castaways are good fun
- Yarzoth, Itombu and Issilar are very fun villains. Honorable mention to succubus in book 2.

Cons of this AP:

- Shortage of fun/interesting treasure
- Random encounters are only fun if they are woven into the scenery
- ... which means LOTS of prep work for GMs
- CoSS was not a complete adventure path entry
- Historical and racial politics are not handled appropriately in the AP or in supporting PF1 materials
- Swingy, mostly very weak combats with a few high power level monsters that can wipe parties in 3 rounds (aka normal PF1 fare)
- RtR dropped the ball on the journey feeling like either a travelogue or a race
- Faction interactions generally clunky
- Eleder is a poorly fleshed out town, Kalabuto is worse
- Scale of Saventh-Yhi too small

I think in the end we just got tired of this AP. In the beginning of 2021, the group teleported to Absalom to do some side adventures there, and no one truly wanted to go back to Saventh-Yhi and keep up the discovery points grind. After a summer break, we decided to start Strength of Thousands instead.

Liberty's Edge

Narjana wrote:

Still in book 1, but I am prepping book 2 already.

Again I have an exp-problem.
Isn't there enough exp already from the standard encounter?
And then you should (and would like to) have a lot of random encounter..?
I rolled the REs for RtR and the PCs would be lvl 8, on the way to lvl 9 then probably at the end of book 2.

I understand more and more, why many GMs choose to just level up at certain points.
But if you don't do that, how did you manage book 2?

I had xp drains in the form of NPCs that players asked to bring along (if they participated in more than three encounters, and weren't one of the original Shiv castaways, then they started getting an equal share of xp), and deaths/new characters (new characters start at the starting xp for that level). But my party still ended up being one level higher than intended for most of the encounters.

This stops being a problem in City of Seven Spears as

Spoiler:
you're explicitly supposed to start Vaults of Madness when the party reaches 10th level.
Sort of a natural evening-out.

But my game, like so many others, reached the end of its natural life in CoSS, so I wouldn't know how it works in practice.

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*erases the sign that says "2 years since last death"*

The Stats wrote:

9 TPKs have been reported here, with Nyilathi, Itombu, and the spirit dancers each contributing 2 and Klorak, the Treasure Pit, and the Creeper Clearing each contributing 1.

The first six deadliest encounters, by % of their adventure, are Gbala and rawbones (40%), Nyilathi and lacedons (37%), Avatar of the Serpent God (33%), Itombu (28%), the vagabond spiders (18%), and the Green God (17%).

Nyilathi and the lacedons constitute a seventh of all deaths in this thread. Souls for Smuggler's Shiv accounts for over a third of all deaths in this thread.

The top encounters for each adventure are: Nyilathi (31), Itombu (14), the Green God (8), Gbala (8), the vagabond spiders (2), and the Avatar of the Serpent God (4).

223 deaths have been recorded so far.

[x]

Liberty's Edge

My players reminded me that food in the tropics spoils quite a bit faster, so unless they manage to keep the eurypterids alive in captivity they will probably only be able to eat them the first day.

Liberty's Edge

I wouldn't worry about the level difference. There's decent odds one of your PCs will die on the island which drags down the total XP a bit.

My party was still APL 4 after making it to Eleder, though one PC might have made it to 5th shortly thereafter.

I don't know if the question above is still relevant, but I recommend making the NPCs a bit easier to influence (but still afraid/injured/wanting to guard the camp), so the PCs don't dismiss them out of hand. Maybe crib 2e's system where Diplomacy checks only influence the NPC during the current encounter (unless the GM decides otherwise), and lower the DCs a bit. My party didn't dismiss the NPCs but didn't really know how to interact with them, and ended up killing Ishirou in a duel on the first or second day.

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Male Underpowered Warrior 1

Hope you get well soon! Take your time.

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Male Underpowered Warrior 1

Hey! Sorry, I haven't been checking these threads since November, apparently. I will try to be checking more frequently now.

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Male Underpowered Warrior 1

Okay, shield of faith on Cuetzpalli, then (assuming he wants it). That should boost his AC by 2 points since he already has a deflection bonus.

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Male Underpowered Warrior 1

Damn, that sorta sounds like a huge problem. Not for the game, but generally. Hope you can get a working computer again soon!

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Yeah. God some of those old FAQs were kass.

Liberty's Edge

A bit late, but, an Intimidate-focused build will probably work fine until book 5, at which point it turns off and pretty much never works again. Worth asking your GM whether they interpret Intimidate as a mind-affecting effect, though.

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Ten years later, still scratching my head as to why midnight spores are not a poison or a disease in this book. Adventure designers seem to like to make things that can affect even the monk with perfect body or the druid with venom immunity, but I don't see the point. If you take those abilities you should get to use them.

They're specifically a psychotropic substance, so my first inclination is to make them a poison.

Liberty's Edge

Male Underpowered Warrior 1

I said this on the discord, but if everyone is on board with the "negate massive damage with action points" house rule KC suggested, I think that'd be a good solution that minimizes the need for reworking either encounters or characters.

An aside: Do we have a list somewhere of the ways APs can be used? I feel like we had a GM decision regarding using APs to fuel limited resources like channels but I'm not having luck finding it.

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Yeah, I assumed they were curtains made of roughly woven vegetation.

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Male Underpowered Warrior 1

Still in the field but I think those attacks knock Astraden out from Str damage, if that influence anyone's actions.

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Male Underpowered Warrior 1

Astraden delays. Gark is in the field.

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Male Underpowered Warrior 1
Kobold Cleaver wrote:
Astraden: Save the world

I have had a few side goals with Astraden, but she's about as disorganized as I am in real life so I don't know that she's been pursuing them that well:

- fix up Diamond Lake, retire to Land house (post-campaign)
- "stop death" on a macro scale (expressed during a conversation with Cuetzpalli, it's something she'll try to do if she gets her hands on miracle-level magic)
- mend fences with all her siblings (I feel like this isn't the easiest/most entertaining thing to write about but it probably needs to happen on screen if it's going to happen)

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Male Underpowered Warrior 1

My condolences, Jelani.

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Male Underpowered Warrior 1
Kobold Cleaver wrote:

Not gonna lie, you know what I haven't missed? The internecine little rules and restrictions of Pathfinder. I'm too rusty on theorycrafting and behind on the latest hot rules gadgets (well, "latest" for 1e) to really do what I want with NPC design, and Pathfinder sort of expects the GM to design leveled NPCs according to a specific ruleset, as opposed to 5e's looser guidelines.

Both systems have their strengths, but 5e's strengths do suit me better.

IMO it is cool and good to make up/convert NPCs on the fly. Odds aren't great we're going to be interacting with them for more than 3 rounds anyways.

But yeah, Pathfinder just has some incredibly glaring weaknesses. They printed rule 0 and the underwater combat rules in the same book!

I like the streamlined and rebalanced nature of 5e but I do also think it is a frustrating system for building characters if you're used to the options overload of Pathfinder. Not that I had much system mastery but my archer cleric felt like real dead weight in a party with a fighter and a (IIRC) wizard.

Has anyone here played Dungeon World or another Apocalypse game?

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Male Underpowered Warrior 1

It sounds like there's a monster there (which Zyrxog chose to avoid) so we should be ready for combat. Or more ready than we already are.

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Male Underpowered Warrior 1

Hope your pets are ok, Jelani. Doesn't sound fun.

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91. Custard puffs: Delicate yeast-based cakes fried in oil so that they expand to over twice their size, cut in half and filled with flavored egg custard. Popular in Absalom, where variants in the shapes of some of the city's most popular beasts of burden are common.

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A necro but I stumbled upon this while looking up old pre-Gazetteer campaign journals and was impressed by the storytelling and the fact that Shisumo is still on the forums after all these years. Good read!

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CorvusMask wrote:
I don't think serpentfolk are particularly centralized in Mwangi Expanse(their capital is in darklands vault), but latter "world war with snake invaders from underground" would happen yeah.

This confused me when we started the AP. I assumed that Ydersius (the empire) had controlled large swathes of Garund up until Ydersius (the deity) was killed in Saventh-Yhi. But Ilmurea was just a "hidden, fortified enclave from which to strike out and subjugate a mere single continent" (p63 of TTFB). As the Azlanti were not as well established on Garund, "Ilmurea grew into a mighty fortress-city and the serpentfolk were able to move into and conquer the jungle lands above" (p7 of TTFB). Ilmurea is referred to in several places as a "sister city" to Sverenagati. Battles between Azlant and Ydersius apparently took place in ancient Thassilon (at Viperwall) as well as on the surface of the Mwangi Expanse (p7 SotSG).

So yeah, it might not be the Mwangi Expanse that is the center of the war - though it might be preferable to Varisia, being probably closer to Age of Serpents temperatures.

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