Sanvil Trett

Maglin's page

425 posts. Alias of Gaurwaith.


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Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I agree with Simon, I think just attacking is best. If we provoke, they get to use their cleric a bit better, and it seems really hard to get them to a position that's better for us than the one they're already in.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Long arm is probably a good idea, and since Dalkk has extracts too, we should be alright.

Still wondering exactly what Owl's Wisdom does on Cain. I think it's +2/+2 for offence and maybe does something else somewhere, in which case I'd prefer another spell.

Still waiting on that map to get a better idea of AoO targeting. Is web better than create pit and that sort of thing.

I think enlarge is pretty good on Dalkk. We aren't expecting him to get attacked as much as Simon, so the AC isn't quite as important, and control is really good. Esspecially if they rush me and Vuzi. It depends on the exact spacing that we want to occupy, but being twice as wide is generally good.

I don't know about trying to bait them. Trolls are dumb, but at least one of them has some sense and can cast, so they might not fall for it. Plus, I think the tight spacing of the troll den actually benefits us, since we're outnumbered and they're big. I prefer trying to burn their roof.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Just lost a post, and I'm running out of time, I'll try to be quick.

Pyrotechnics and flaming sphere are a good combo, but pyro only covers a 20' radius, which is too small to get the whole cave. We'll know more when we see the map.

I don't know our flammables situation, but invisible Simon pouring oil on the roof and then flaming sphere from 150' away seems like our first move.

Sketching out buffs.

Simon-Haste, Shield, Cat's Grace----+7 AC brings you to 29. I can potentially also give you protection from evil to get you another +2 up to 31. This also gives you attack and damage boosts from Cat's Grace, which seems amazingly good.
Emily-Haste, Shield------+5 AC brings you to 24, seems a little low, protection might be better spent here.
Cain-Haste, Long Arm-----Extra attack is extremely potent here, long arm gives you much more control, also quite important. Is enlarge person bad on you? How good is owl's wisdom? Do you want an extract of shield or would you rather do that yourself and let me give Dalkk long arm?
Dalkk-Haste, Enlarge Person-----You're big and have an AC of 27 vs giants with mutagen, making you extremely in the way. This seems better than crossbowing. I think your damage output is still fairly low, let me know if you've got a better idea.

That's three extracts and one spell of each level I'm definitely using. If we assume I'll also use flaming sphere, that leaves me with two second level spells, two third level spells, and four first level spells.

I'm not sure how we want to allocate my AoE potential since I've not yet seen the map. It does seem like protection from evil is my best bet for first level spells, and I'll probably end up jamming that on both Simon and Emily. I'm probably going to have at least one glitterdust and at least one AoE that targets reflex, though not sure if web or create pit is better.

Let's see, what do they know about us? One of them got away, he probably mentioned a few things.

Cain is hard to kill.
Dalkk is big and hard to kill.
Simon is squishy, Emily moreso.

Maglin and Vuzi cast spells.

I guess that means they'll probably try to to ignore Cain and Dalkk and focus on Simon and/or rushing our casters.

Gotta go now, but please let me know what your thoughts on the best way for me to spend spells are.

Edit: reduce person extract good on Simon? That's competing with shield for Dalkk/Cain or Long Arm for Dalkk


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

"Attack at dawn indeed, but catch your breath first." Maglin sits in a corner of the cave, scribbling in his journal.

He listens thoughtfully to everything Simon details. "Wet grass and hides don't catch fire particularly well, but they will burn if it's hot enough. What's more problematic is that the whole structure is essentially underground, and filled with pools of water. I think setting fire to their roof may not be worth it, though it all depends on how easy it is." Maglin looks around at the others, placing a piece of paper on the ground with a delecately drawn map based on Simon's description.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I've lost my computer charger, and will be unable to get another one until Tuesday. If we get more votes and decide on a plan before then, I probably won't be able to do anything.

While I'm here, I might as well summarize our options. Right now we like trying to set their den on fire and I like ambushing hunting parties. I like ambushing because we don't give up the element of surprise, and because it's pretty low risk in general since we get to pick fights against known enemy forces and can only engage when we feel advantaged. If we just set the world on fire, things could work out, but there's a decent chance that we just get steamrolled by at least ten trolls and one uber troll.

Please discuss and vote.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I don't personally like that plan as much, but it could be alright. If we set it on fire, the most likely outcome is that they either extinguish the fire easily or, if that's not possible, simply swim away.

I'd love to get some more input, but my vote is for the more passive option initially, so that we get to see more stuff.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Ideally for burning we'd want to catch them unawares, so the fire had some time to spread before they woke up. Right now, they don't know we're here, the patrols are farther out in the swamp, and we have the element of surprise. If we start ambushing hunting parties, they might get suspicious and do things like keep a watch through the night. That would reduce the effectiveness of the fire plan. Not that it would totally invalidate it, just that they don't work together super well.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I think the ambushing plan is our best bet. Fire is slow, by the time we get their den on fire they'll all be awake and ready to kill us, even if I use flaming sphere. At least, those are my thoughts, I'm not really sure how good we are at burning them to the ground.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

"I'm not sure how we'd go about sealing the entrances against angry trolls. I could open up pits in a few, but they'd be able to escape the others. I think ambushing a few hunting parties and picking them off is a good idea. They can't stop hunting or else they'll starve, and we are probably better at bush craft and scouting than they are. It would help if we had a secret place in which to hide if they ever came after us in force, though."


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

"They do eat just about anything living, and would go for a horse. I can summon a horse or two for a few hours to get their attention, but I'm not sure how we'd go about ambushing them, since I wouldn't have direct control over the horses. Dalkk could try riding one, but then they might know something's up." Maglin strokes his rabbit softly, scratching it behind the ears.

"I'm also wary of a plan like that, since whatever trackless creature has been following us could easily mess it up. I'd rather try fire, but for that to be particularly effective we'd want to lower the water level somehow."

Take ten on any knowledge check to determine what kind of lake or pond the water is.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Between prestidigitation and good boots, Maglin is able to stay at least reasonably clean most of the time. He keeps an eye out and his rabbit alert throughout their trek, his low need for sleep extremely helpful. Each morning, he prepares rope trick, so that the party can have somewhere dry and safe to sleep for at least a few hours.

"Trolls don't like acid, they don't like fire, and they have weak minds. They are extremely physically powerful, so we'll want to try to avoid a direct confrontation with them, unless there aren't very many." He stops for a moment to pull his right foot free from the sticky mud, nearly falling over when he does. "I wonder what 'the mother of all trolls' means? Probably just an especially large and strong one who keeps all the others under his thumb. Perhaps if we kill it the others will scatter." Maglin suddenly recoils, taking a step back towards Simon, "That's a big snake." He moves around it slowly at a safe distance. "Trolls have voracious appetites and are normally solitary, I wonder if there can be more than a few inside the den."

When we arrive

Maglin looks over the troll den, "I wonder how much of that den is waterlogged, and how flammable it might be. Perhaps they are scrags and not true trolls. Scrags can swim and spend a lot of time in the water, and when they are on land they don't have the same regenerative properties as normal trolls." Maglin keeps his eyes open, looking around for any signs that the trolls might have seen them.

Perception: 1d20 + 8 ⇒ (9) + 8 = 17

"I could fill the den with a thick, choking smoke, but they'd just go underwater. At the least, we wouldn't have to deal with any traps they've set, and we'd get to see them before they saw us." Maglin sets about cleaning off a nearby tree with prestidigitation, then sits on it, resting his feet. "I'm not sure what to do, but perhaps we can begin by watching and waiting. Are there any spots about that look like they'd be good to hide and watch from?"


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

But how many cookies?


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I'm probably going to write another for the camping, and Dalkk's loss of beard deserves another one as well. I'm a little behind, but that's okay, I'll get caught up pretty quick since we're about to have combat again.

Unless the trolls respond to diplomacy.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

"Right, we're not going to send you off to your death, Dalkk." Maglin looks at him evenly and calmly, a hint of sadness in his eyes. "In fact, I think we're going to stay with you until your beard grows back, at the very least."

Later

"Well, he's the leader, so he's going to get the best pick of the food. If the others are starving, eventually they will do something about it." Maglin seems at ease, stretched out with his hands behind his head and awaiting the stars. "There may be forces beyond our knowledge. Still," he leans over, "we can at least do something to help them. Magical solutions exist to feed large amounts of people, but they are generally quite expensive, and it would take quite some time for me to create something like that. Perhaps you could teach them to hunt, or clearing out the troll's den will make room for them to build some farms. I wouldn't worry about it too much, though," Maglin rolls back over, "that's not really our area of expertise."

Doesn't Dalkk have some plan for farming fungus or something?


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Who's going to manage magical sleep? Not me, I think. Also, I'm going to look over my spell list again since we know what to prepare for. Suggestions welcome.

Also, as usual, any feedback on my journal entries is always welcome. Re reading it myself, I can see that I used the phrase "pain stick." I just thought it was funny that that's how we're referring to it out of character, so I included it even though it is decidedly not what I would've written otherwise.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I mean, it's just a free shave...Dalkk was getting a little...unkempt.


2 people marked this as a favorite.
Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Maglin continues coughing at the cigar until it becomes plain that his efforts to distract Dalkk are in vain. He extinguishes it very carefully and watches in silence, hands limp at his sides.

Maglin's Journal Entry #4:

In ages past, a great warrior of light and purity entered the dungeon. Unlike us, he was exceptionally skilled in the dispatch of all manner of foes, with a coat of steel on his back and a stick of pain in his hands. Able to heal his wounds effortlessly and invoke the gods with a few words of power, he must have been nearly unstopable. Esspecially when fighting the evil and undead foes such as we have encountered, who would fall on their faces and cower before him. Unlike us, he knew what it is like to fight those that dwell in the dark.

Today, he nearly killed us.

Over the long, slow years he must have suffered cruelly at the hands of beings far greater than himself. In the endless torturing and terrible horrors he endured, he must have slowly begun to change. The flesh had fallen from his bones, and his empty eye sockets burned with the fires of hell. Atop his head sat a black and baleful crown, and terror gripped us even before he began to speak in that awful, freezing voice. Vuzi, whose specialty is the domain of the dead, flew before him. I can only imagine what horrible revelations she felt at the knowledge that he is of the same essential craft as her own creatures. For myself, I held out as long as I could, but when it came time to draw upon my innermost wells of power, I felt my mind gripped and twisted as if by hands of steel. All the fear and anger and self-loathing I have buried inside of me came pouring out, and I was powerless to stop myself from fleeing.

I hope Simon can forgive me. I wanted to carve him into pieces and feed them to the wild dogs, though in truth I cannot say that was anything more than the ill influence of one mightier than myself. Still, I felt true hatred for the first time in a long time, and it continues to smolder within me. I know what it is to hate someone, to want to murder someone in cold blood, and none of my friends deserve that.

My friends indeed.

Yet how can my friends and I hope to survive this deep dolven dungeon, when so many others before us have failed? Only through luck and the grace of the gods, it seems.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

If I get the cigar:
Laughing back, Maglin takes the almost fungal stick of pungent herbs delicately, miming striking a match with his right hand. "Victo cristo aido," he mutters, a thin flame rising out of the air to light the cigar.

He's casting presdidigidation, hopefully no one shoots him.

Puffing at it gently, Maglin's face shows abrupt revulsion, which he quickly hides rather poorly. "It's...good." He coughs a few times, taking another puff before he's fully caught his breath, which causes his face to turn almost green. "Good, yes...eye wateringly good."


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

If you don't cast biofeedback, you auto succeed.


1 person marked this as a favorite.
Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

RP with Simon:

Maglin returns Simon's hug. "A friend, yes, I suppose you are a friend. That's rather strange." He backs away carefully. "In any case, although I wanted to cut you into pieces and bury you under the ground, that feeling was the result of magical alterations to my state of mind, and nothing more." Maglin nods, taking his glass container.

There might be more dialogue here.

"In a few moments, I'm going to unveil the ever so secret contents of my tent. Be prepared."

With that, Maglin turns and walks away.

"Dalkk, what about my behavior has ever indicated that I have even a single iota of respect for anything related to you?" Maglin clearly isn't serious, but his words aren't particularly jovial either.

"Could you bring me one of those cigars? I've always wondered how they taste." This time, he's deadly serious.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I wouldn't do that, it would be dumb for either of us to attack.

I've been meaning to write out another journal entry, I should have time and motivation for that tonight.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

RP:

Just realized I never wrote this out, even though I had it well planned. Silly me.

Simon

Upon your return from town with a new beaker for Maglin, you find the elf waiting for you with a repaired waterskin. Wrapped around it is a small amulet of sparkling wood. It is obviously magical. "Simon," Maglin begins, holding out the gift, "earlier, underground, I was furious and terrified at the same time, and instead of directing that at myself I targeted you. For at least a moment I actually wanted to kill you," Maglin looks remorseful, afraid, and determined all at once, "and that's not something that a person should have directed at them. Much less a person as kindhearted and helpful as you." Maglin tries to smile, but he can't. "So I made you this, which will help to keep you alive the next time you might die. And I place myself in your service." Maglin bows low, looking at the ground for a moment, then straightens up.

Dwarves

Maglin makes a show of drawing out his dagger and dropping it on the ground. He turns to Dalkk and waits patiently.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Currently just waiting on GM, yes?


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Maglin reaches for another bomb, then sees the catfolk closing in on the final foe. He crosses his arms and waits for them to finish off the troll.

No rock throwing for this wizard.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Seeing the cats rush towards Vuzi, Maglin continues to support Dalkk. He tosses a bomb over the head of the dwarf, excluding him from the radius of the blast.

Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

It's still blinded, yes?


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Nonsense? Nonsense!:

Simon

The rabbit lazily hops away, glancing back at you before disappearing into Maglin's tent. A moment later, Maglin himself walks out, stony faced. He has a small amount of soot on his face, and his fingertips are black. I'll fix your waterskin, if you head into town to pick up a replacement beaker. Make sure it has a tapering head and is big enough that you can't wrap your hand all the way around the base.

Dalkk

Pretty? Me? Maglin runs a hand through his hair. Blowing something up actually sounds like a good idea. I've been wondering what the most powerful bomb we could make is, and if there isn't some way to create a timed firebomb to roll down those rat tunnels. Any thoughts? Maglin reaches for a spare piece of paper and his pen.

Vuzi

He certainly has been helpful, Maglin looks at him now, stacking stones around the firepit, and it would be good to help him. He makes me wonder about all those other ghouls we killed in that star shaped room. What were their lives like? What is it like to be dead?

Tea machine

These are no mere picked leaves. They are the finest selections Zelkor's Ferry has to offer, curated artfully and reliably by my own integrated system so that only superior specimens ever reach the clear spring water which was filtered and then mixed, in a process of my own devising, with a special regent to help it absorb slightly more of the rich but delicate scent. The result can only be described as a powerful but gentle brew that massages the tongue with its superlative flavors and misty aroma. Your position is unique, Simon. I suggest you begin by wrapping your hands tightly around your warm mug and bringing it gently to your mouth. First, the mists of vapor will waft like gossamer, faintly turning this way and that, filling your nose with the scents of heaven. Inhale deeply before bringing the tea into a warm embrace and offering it a sweet and soft kiss. For you will love it already, even before you've tasted the smooth liquid. And you will find, as you drink deeper, that your only wish is for more. He holds up a finger, halting for an achingly long second.

Would you like a cinnamon stick?


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I am not currently planning on taking alchemical affinity any time soon. At higher levels I'll get access to teleport, at which point I think it will become unnecessary, and until then I'm willing to pay extra to be prepared. Also I like feats.

I was paying one full transcription cost, or two costs that are each halved. Either I'm paying half the cost to transcribe it into your book and you're paying half the cost to transcribe it into mine, or I'm paying the full cost to transcribe it into mine. We split the cost of the scroll, that's what's relevant.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Actually, if reach is an option, I believe charge prohibits getting closer.

Maglin's hand stretches out slowly, languidly, fingers rubbing together. Slee nomouri, he claps, a shower of dust falling on the troll in front of Dalkk.

Casting glitterdust, DC 18.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I was thinking aegis of recovery when I wrote out the formula albemic. I spilled soup midpost, it was pretty distracting.

And also, I think that means I get to make an additional vial of acid. I can finish the antitoxin in 500/720 = 25/31 of a week, which leaves me with a little more than a 6th of a week left over. That's a whole day!

More acid!: 1d20 + 22 ⇒ (20) + 22 = 42 This means I can make another vial. I don't really care enough to figure out what fraction of a day this takes.

Let's see here, magic item crafting rules.

D20PFSRD wrote:
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item’s base price (or fraction thereof), with a minimum of at least 8 hours.

So it takes a minimum of 8 hours to craft the albemic, or 4 hours if I accelerate the crafting by raising the spellcraft DC by 5. Which I will do. So now we're looking at six days of crafting.

I think that's all the items that have been requested thus far. I know Cain wants a headband, and I myself am also interested in a headband.

Let's see how my gold situation is.

GM Choon, my pricing is assuming that we have to buy a scroll and then copy it. If we can instead find a spellcaster willing to let us copy it over at a reduced cost, please let me know.

I need to transcribe eagle's splendor, fox's cunning, bull's strength, and owl's wisdom.

Dalkk has generously offered to split owl's wisdom and fox's cunning.
I believe bull's strength is coming out of the party fund since it's needed for the boots of earth, but correct me if I'm wrong.
Vuzi has offered to split eagle's splendor, since it's for her headband.

It costs 230 to buy a scroll and copy it twice (once for Dalkk). I'm paying for that three times, but only paying half of it each time, for a final cost of 345 gp.

I had to spend 46 gp, 6 sp, and 7 cp on alchemical crafting.

GM Choon, let's say the tea machine cost 50 gp in components?

I want to pay another 110 for transcription costs to add jump, ventriloquism, and stinking cloud to my spellbook. These were found on scrolls in the dungeon.

We also have to all throw 150 to buy the boots of earth.

Dalkk is currently paying for six mellowroot, but that's an item for the whole party to use, so I'll also help split that. They're 150 total, so I'll give 75.

That looks to me like 776.67 gp spent.
We earned 2,163 gold, 4 silver, 5 copper, and I started with 10.01 gp, leaving me with 1396.79 yet uncounted for gp.

Let's say I get a minimum of four holy water, so that's another 100 gp. The acid and holy water, in case you're wondering, are for use with the hybridization funnel, so as to make more powerful bombs.

A third level scroll is 375 gp, and it costs another 90 to transcribe it. So I'm paying 465 for each spell. That seems a little high, this is the part where I ask again if there isn't some retired adventurer or someone who will let me write straight from their spellbook and avoid buying a scroll.

Also, this is the part where I post in the gameplay thread.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I think it's also at least partially my fault. I've been pretty slow and distracted for the past few weeks, which is a result of being less enthusiastic for factors outside of the people in this game's control. This game is still interesting, there are just other things that are even more interesting.

Basically, I just need to put a little more effort into it.

And also, the alchemical item's I'm crafting over the two weeks are acid and antitoxin. I'll craft Acid with a +10 DC in order to accelerate the process.

Craft (Alchemy) + crafter's fortune + aid anothers + fox's cunning: 1d20 + 11 + 5 + 4 + 2 ⇒ (4) + 11 + 5 + 4 + 2 = 26 Acid DC is 15+10, so that's 645 sp worth, meaning I do it in 1/6th the time.
Craft (Alchemy) + crafter's fortune + aid anothers + fox's cunning: 1d20 + 11 + 5 + 4 + 2 ⇒ (18) + 11 + 5 + 4 + 2 = 40 And that is 1000, meaning I do it in 1/10th the time
Craft (Alchemy) + crafter's fortune + aid anothers + fox's cunning: 1d20 + 11 + 5 + 4 + 2 ⇒ (12) + 11 + 5 + 4 + 2 = 34 850, I do it in 1/8th the time.
Craft (Alchemy) + crafter's fortune + aid anothers + fox's cunning: 1d20 + 11 + 5 + 4 + 2 ⇒ (14) + 11 + 5 + 4 + 2 = 36 900, 1/9th the time.
Craft (Alchemy) + crafter's fortune + aid anothers + fox's cunning: 1d20 + 11 + 5 + 4 + 2 ⇒ (19) + 11 + 5 + 4 + 2 = 41 1025, 1/10th the time
Craft (Alchemy) + crafter's fortune + aid anothers + fox's cunning: 1d20 + 11 + 5 + 4 + 2 ⇒ (16) + 11 + 5 + 4 + 2 = 38 950, 1/9th the time
Craft (Alchemy) + crafter's fortune + aid anothers + fox's cunning: 1d20 + 11 + 5 + 4 + 2 ⇒ (7) + 11 + 5 + 4 + 2 = 29 720, 1/7th the time
Craft (Alchemy) + crafter's fortune + aid anothers + fox's cunning: 1d20 + 11 + 5 + 4 + 2 ⇒ (14) + 11 + 5 + 4 + 2 = 36 900, 1/9th the time.

That's 96% of my crafting time for the week. If only there were some way to save the progress I make each session. Anyway, that's 8 acid flasks for use with the hybridization funnel. We probably want more.

And let's see about that antitoxin.

Craft (Alchemy) + crafter's fortune + aid anothers + fox's cunning: 1d20 + 11 + 5 + 4 + 2 ⇒ (7) + 11 + 5 + 4 + 2 = 29 DC is 25, so that's a result of 720. I succeed, but it takes me all week.

I don't like the crafting rules. There's no difference between a result of 720 sp worth of crafting and 500 sp worth of crafting in terms of antitoxin. In effect, I could roll a 1 and it wouldn't be any different from rolling a 17.

8 vials of acid and one vial of antitoxin together have a price of 130gp. Dividing that by three, we get 43 gp, 3 sp, and 4 gp spent on crafting.

Also, let's see about some wondrous items.

Boots of earth have a base price of 5000 gp and a cl of 3, meaning a craft DC of 8. I can accelerate the crafting process by raising the DC to 13. 13 is my spellcraft modifier, so I don't need to roll. I need someone to be able to cast clw for me.

That's 5 4 hour chunks of time, and I can work 8 hours a day. So it takes two and a half days for the boots of earth.

Aegis of recovery has a base price of 1500 gp and a cl of 3. Again, I can raise the DC by 5 with no problem, resulting in two more 4 hour chunks used up. Three and a half days.

Vuzi said she wanted a headband of charisma. That's a base price of 4000 gp and a cl of 8th. I still want to accelerate the crafting, which means I'll benefit from any other bonuses I could have, like aid another, guidance, or crafter's fortune.

Spellcraft DC 18: 1d20 + 13 + 1 ⇒ (16) + 13 + 1 = 30

So this will take 4 4 hour units of time. 5 and a half days.

Formula albemic costs 1500 and has a cl of 3. It takes two four hour chunks. 6 and a half days.

That's all I've got time for now, I'll be back later.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I still need to figure out what I'm actually crafting. Stupid fluff took up all my attention.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

"CE Large humanoid (giant)"


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Knowledge (Local): 1d20 + 15 ⇒ (7) + 15 = 22

I always want a map, because most of my job is to control positioning and suchlike. I totally understand that this isn't a super important combat, though.

Trolls, Maglin says as he sees the forms, a faint wind emanating from his alert figure. Use acid and fire. Raising his hands, the wind intensifies, and he intones a series of ever faster words.

Haste. Lost my notes, I can't recall exactly what words are used for haste.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Maglin sleeps in town the first night, then moves to stay out in the woods with the others after that. Shaking off the drear of the dungeon requires a soft bed, after all.

Each morning, he can be heard rustling around inside a small tent he's built for himself. He's very secretive, and won't let anyone in. It sounds like he's setting up some sort of elaborate lab, but that wouldn't make sense, as the lab Dalkk set up is perfectly adequate. When asked about it, he replies that he's doing some important work. Maglin heads into town each day in the early afternoon, visiting the stables and the inn for some tea, which he considers to be extremely mediocre. In the afternoon, when he returns, he's often carrying some oddly shaped glassware, the kind that can't fit in a portable alchemist's lab. He takes it into his tent, emerging empty-handed each time.

He then sits in the centre of the camp and begins working on whatever project he's got for the day. Odd powders are mixed, incomprehensible runes are scribbled, and arcane words are chanted. Maglin works until it's time to help Dalkk and Vuzi. He doesn't break for meals. After the others have gone to bed, he stays up, sitting beside the fire and working tirelessly away.

In response to Dalkk

Maglin looks closely at the book, reading the page over carefully, even though he already knows what it says. Hmm...well...yes, he strokes his chin ponderously, see here? He points to a completely blank spot on the page. There's an invisible rune here, one which only I can see. Would you like to know what it says? No dwarves, that's what. He winks.

Bluff: 1d20 + 2 - 20 ⇒ (10) + 2 - 20 = -8

Gotta get some use out of that cha mod.

Vuzi

Maglin approaches you one spare moment, looking around to make sure they are alone. Hello, Vuzi, I've been meaning to speak to you for a few days, about Vance. He's a potential danger if you are indisposed or hurt for some time, and I was wondering if you have given any thought to a long term solution to his condition? Maglin sighs, sitting down beside you. He seems to be good at heart, but his heart is rotten and corrupted, and there's no getting around that.

Simon

When you cast create water to fill up your waterskin one fine sunny morning, you find it fills until about midway, at which point a thin stream of water sprays out at low pressure. It's not enough to keep you from filling the skin, but it will slowly drain, and make you wet if you try to drink without care.

You also notice Maglin's rabbit, looking up at you with beady eyes and breathing obnoxiously.

Cain

One evening, as the shadows grow thick and the trees menacing, Maglin sits idly around the fire, warming his hands in it's red light. I love when it gets like this, he says to himself, almost surprised to hear the words come out of his mouth. Looking up, Cain is the only one within earshot, and Maglin smiles at him. The trees, the smoke, the sunset, the sky still blissfully black...have you ever ridden a horse, Cain?

After a few days.

Maglin emerges from his tent early, a smile upon his face. Gather round everyone, gather round, this is an occasion. Now, you may be wondering what I've been doing in my tent every morning, and I'm about to show you. He steps closer to the tent, fingers steeped, in here, you will find a marvelous apparatus. One which will give you a reason to wake up each morning. He steps closer still, reaching out to take hold of the flap, prepare to be amazed.

With a dramatic step to one side and a deep bow, he pulls the flap open, revealing a curious set of tubes and glass containers which distill and inject precise amounts of fluids. Beneath one, a thin flame burns, the liquid above bubbling gently. With a hiss of steam, perfectly timed, it begins to whistle loudly.

I give you Maglin's Excellent Tea! He nods, finally, and turns to pour out five glasses.

Craft (Alchemy): 1d20 + 11 ⇒ (12) + 11 = 23 Rolling alchemy because it's more alchemy then cooking at this point. Not sure how much it will cost me, GM Choon?


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Cooking is fun!

I can't cast greater magic weapon yet anyhow, you should definitely spend your gold on something, if you can.

For myself, I just want a headband. Unfortunately, I'm going to have to spend my money on a lot of little things and transcription costs instead, unless we get a good price on the sword.

Maglin definitely appraised all the loot, I even wrote it out in a post when he was doing it in the dungeon. I wonder if we'll ever find the mysterious E.B...

Funny story, actually. Back in high school, I used to work in the scene shop with the technical director of the theatre department. We found a spilled coffee mug labeled E. Barry, which had caused a big mess that was hard to clean up. "I don't know an E Barry," I said, and I think he asked if I knew an E dot barry. Turns out this isn't a funny story...

I thought it was funny at the time...this is confusing.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Okay, if everyone could please make a complete list of everything they want me to craft, that would be helpful.

I'm going to get to work figuring things out tomorrow.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Yes, it does sound damn good, Maglin smiles warmly, nodding to himself. Though you've never heard Maglin swear before, it sounds somehow right. I can make some tasty alcoholic tea, or so I've been told. There is a flash of mischief in his eyes as he glances from Dalkk to Cain, which quickly fades away.

I've been thinking, and it would be a good idea to try to create some magical items while we've surfaced. I have some talent at that, and it would help stretch our newfound wealth much further than it would otherwise go. It would also take quite some time, and sleeping on the hard ground for a few weeks might not be appealing. Maglin rests his hands on his hips, unless you'd rather not wait around.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

For myself, I'd like to stay in town. Or at least, I'd like somewhere with a bed and a fire. Maglin looks down at his magical ring, one which has removed his need for food in the past. I think I might make tea, he says softly.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Lol, that was more of a joke. It's in the same vein as "A blanket is worth twice what a bedroll is, can I buy a bedroll, tear it in half, and sell it as two blankets?" i.e. Pathfinder's economy doesn't make sense.

Edit: that refers to Dalkk's comment about the nails.

And also, remember that I'll craft for you, so long as your character is willing to wait out the downtime.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Maglin doesn't comment on the conversation between Vuzi and Vance.

"Resting may be a fine idea, although I am extremely worried that Samecek may come after us at any moment. Still, he's not got his sword, and his spellcasting seems to be a more secondary talent, I suspect he doesn't want a fight right now either." Maglin sits down, massaging his forehead. He could use a rest.

"I've been burned and bitten, can you apply some healing magic, Vuzi?"


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

That's the name of the town, not a boat that carries us back and forth across water.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

"The same spell I cast earlier, referred to in the magical world simply as 'haste', if memory serves. And it usually does.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Maglin would prefer to give it to a museum or something. It does seem like the sort of weapon that's powerful enough to make some evil person way better at killing good people, and that's literally what it's for.

Also, I expect the town has some capacity to purchase whatever artifacts come out of the dungeon, since it's pretty regularly expedition. Although less regularly returned from.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

+2 unholy wounding? That's got to be a +4 weapon that's really expensive...looks things up...

It's a +6 weapon.

Market price: 72,000.

Huh.

Edit: yeah, especially with craft wondrous being a big increase in our effective gold, that's kindof a lot to have. I think we're now ahead of WBL just a tick.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Right, time to worry about the gargoyles. Maglin looks deeply at the door they walked through a few days ago, pondering it as though it will have the answers for them. The best plan I can come up with is to cast the same spell I did earlier and then run as fast as we can. We should be able to outrun them, I suspect, and whatever magic keeps them bound to this place may prevent them from following too far. If not, well, perhaps we can lose them in the woods. He folds his arms, not particularly satisfied, does anyone have a better idea?


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I think it's fair to say we can bot healing with wands. That is, whenever there's a spare moment, you can roll the healing yourself and assume someone will administer it to you.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

"Yes, I suppose a large predator like herself would have a hard time if she couldn't follow prey into the water.

Maglin glances at the sword, giving it a once over as they hurry on.

Spellcraft: 1d20 + 15 ⇒ (6) + 15 = 21


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Maglin remains quiet as they shuffle slowly through the tunnels, eventually reappearing silently. As they finally reach the next level he stands to his full height and stretches, brushing the dust off himself like old memories.

Would Emily follow you into the water, or is she too reluctant?

Maglin moves to follow Dalkk.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Maglin follows the rest of them silently, not wanting to continue hurting his new friends.

He doesn't sound like he's sobbing any longer, in fact, his breathing is even and normal once again.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Well we got beat up, but we made it out and also took his primary weapon. I'd say that's a success!

Now to actually get to the surface...

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