Theta Thief's page

46 posts (73 including aliases). No reviews. No lists. No wishlists. 3 aliases.


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Woran wrote:
Also, I am over in Europe, so hooray for time zones?

Haha I've been in France the past two weeks can't wait to get home though the jet lag is killer.


Fun with portals:
Hello I just have a question about the portals of Sigil. I've tried finding the answers online, but have a feeling that information is not so easily come by anymore.

1. Do portals need to happen inside an open area? Example can a portal exist in front of a closed door or must it be open for the portal to be able to exist?

2. Do portal's locations ever move? Example at midday this particular portal which leads to location 1 is at location A at midday but at night it's at to location B?

3. Do portal destinations ever move? Example Location 1 at midday leads to location A but at night it leads to location B?

4. If question 3 is correct can a portal move it's destination while it is open?

5. From what I remember of the little time I played of Planescape: Torment isn't true that the key to a portal is not always an item, but can also be an action or phrase spoken in an appropriate location? I may be wrong about this I'm not sure.

6. Are there permanent or semi-permanent portals? I think I read on the wiki page that there are but I'd like to make sure.

7. How common are the stable or permanent portals? Are they regulated? Controlled? What are the most common destinations of these portals?

8. How hard is it to actually escape Sigil? This is here cause the only way in or out is through portals.

9. Is the size of portals limited in anyway?

10. Are the number of people that can travel through a particular portal limited?

And lastly

11. Is there anyway for someone to make a portal somewhere while in Sigil?

Thanks for any and all information!


To be fair that's exactly what the asphalt wants you to think! o_o


Simple information questions:
I have a few questions about the things you are asking for from the recruitment post.

A background story - Okay simple enough.

Come up with thumbnail sketches of five friends/allies/contacts - As in actual drawings? Or can we just use images from online. Because I have to say my artistic skills when it comes to any visual medium is far from satisfactory.

Also do five enemies/rivals - Same answer.

Long-term character goals - Do these goals need to pertain to Sigil or could these be goals before they arrived if they are not from Sigil.

A list of items you'd like your character to eventually obtain - Anything from official pathfinder books or limited to the Planescape setting?

Any motivations/hopes/fears for the character - Simple enough though may still have a few more questions.

Does the character have family? Are they close? Still alive? - Again simple enough. Though I ask will they be of any relevance if the character is not from Sigil and therefore unlikely to see them again?

Lastly once we create our character and finish that list of things you wish do you want it posted anywhere, sent to you, or kept to ourselves until you request them?

Edit: Also I know you said something along the line of "It's Sigil play what you want." But are there really no restrictions on race and class? Don't worry I like sticking to the core races aside from the occasional Changeling or Merfolk. I'm just more interested to know what classes and what Archtypes we are allowed to play. I will however wait on creating my character until the total party composition comes out. I like to be a team player and fill in needed roles, even healers. In fact I kinda enjoy playing healers. If only cause I like making them hit like trains at the same time lol.


Hello just checking in is there anything I need to do at this point or am I just waiting in the wings?


Hello I would be interested in this if you're still recruiting.


Again sorry still learning the formats so I'm trying them out here just in case I do get picked. I would rather figure them out now rather than be yelled for not using them later.

Thank you for that well thought out and thorough reply. Here is mine.

Reply to The Wyrm Ouroboros:
I am willing to work with the background a bit if you are willing to help me fit at least some of the original concept. I would like to make my character unique to a certain degree and one I would be happy to play.

I understand that that the human race is under attack, but I would just like to say the the depths of human apathy and desire for freedom has always been historically deep if not wise. Bad things have been happening for as long as man has been around and their are always those who did not care at the time. Even if it brought their own downfall in the end. In the same vein people have suffered through lots of hardship just to retain whatever semblance of freedom they had (or thought they had).

I'm not saying my character would be a reluctant hero, since that seems to be deal breaker for you, but I would say that it's more along the lines of the streets have been their whole world until now and they had more important things to worry about such as food, protection from gangs, and the safety and health of what little friends they have.

I would be willing to give The Official some kind of leverage to coerce make the character go through the process instead of physically forcing them like I thought (Again was just spitballing ideas) such as a dirty secret or a kidnapped friend. However once he is in and Fully Threaded he is all for it! Like you said three square meals and a roof can be powerful motivators, especially if it means rubbing it in the face of the person who thought he would fail.

Lastly the hustling part can be changed. All I'm really looking for is an action of some kind that would push The Official into going through all this just to see the character suffer. Shooting them would be easy having them suffer through boot camp, Threading, and finally off to fight the Thunder takes a really deep seated hate. I would suggest maybe the character sleeping with a child of his (they are both the same age whatever that may be) or maybe breaking into his house and stealing something that could end his career. Such as evidence of wrongdoing or illegal items.

Side note to The Wyrm Ouroboros:
The Wyrm Ouroboros wrote:
I play to write, and to read good writing. Check your spelling, your punctuation, your composition, etc. Follow the rules of written English. Write well. If you can't be bothered to do so, I can't be bothered to run you; find your entertainment elsewhere. After character generation, table-talk and questions should be found in the Discussion thread; game rolls and technicals should be placed inside spoiler tags. For gods' sake, there's a 'how to format your text' spoiler tag right below the place where you write your replies, so there's really no excuse. The only thing that should be outside spoiler tags in a gameplay post is in-character writing - period.

If this is in direct reference to me and how I write then please tell me now. This is about as good as my writing gets. If it is not satisfactory now then I should probably not go any further trying to enter this game.

Thanks for all your help and time.


Also still learning the posting formats on here so bear with me.

The Wyrm Ouroboros wrote:
As the actual Threading is absolutely under control of the injectee's envirogenetics and not a bureaucrat, (or any other sort of human, for that matter), someone trying to 'bend the rules' or 'stack the deck' to build themselves a private superpowered army is for all practical purposes impossible.

OK this I'm not 100% sure what you mean by this. So does this mean there is a machine that does the "Threading" process or the volunteer injects themselves? Sorry I just need a little clarification.

Psycho Effer wrote:
The Interview is an adversarial process where the interviewer challenges the candidate to demonstrate their commitment to undergoing the Threading process. The interviewer will have extensive background information on the candidate; personal history and psychological evaluations, et al. The interviewer will try to push the candidate's buttons to make sure that they discover their true motivations for applying for the process. If those motivations are deemed inappropriate - or not truly owned by the candidate - they will be rejected. It's not likely that a kid who's doing this on a dare, or is put up to it by his/her parents is going to get through this. The powers that be are not taking any chances with granting potentially world-changing powers to someone who is not psychologically capable of handling it in an acceptable way. The changes caused by Threading are tough enough for well-adjusted teens to handle.

Ok that part I understand but let me ask this (not to you directly PE since you may not know but just in general to the forum) Who are this interviewers? Can they be corrupt or at the very least prone to emotional outbursts and bad decision making like any other person? Or are they super highly trained personal who have no attachment to anyone or anything beside the PDF?

Let me give a small summary of my idea for a character and you guys can tell me if it's possible or not.

Basically I would like my character to be a street urchin type who hustles people on the street until one day they hustle the wrong person of something really important. This could be The Official, as I will call him, or someone important to The Official. After doing this he/she is caught, but instead of being put into the appropriate punishment The Official (using Official as a broad term here for anyone who could do this) put them into the selection process knowing that the mortality rate is...... what 95% if I remember correctly? To The Official worst cause scenario the kid dies immediately. Best cause they go crazy and they get to kill him/her with permission from his superiors. Of course it goes completely sideways once the kid not only survives but is one of the 1% who get fully threaded. So not only is this kid not fully convinced about this cause they will now be forced to fight for, but he's also has a giant target on his back because The Official definitely wants him dead for multiple reasons.

So with all of ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ that in mind. How likely is this to ever happen? And if not possible would you at least agree that is a pretty BA background for a character?


Hello all! So I've never, I repeat, never have played this game system before but this sounds very in depth and interesting.

I would definitely be interested in playing but you would have to deal with a complete noob to the game system so I will let you decide as I understand that can be taxing for a group or GM.

If you decide to work with my I have a few questions.

My one question is about the process of selecting candidates.

Basically from start to finish how does it work?
Are there qualifications or prerequisites?
Are there ever people forced to apply?
Are there officials that can abuse there power to accept and reject applicant's?
Are there any safe guards to insure that the applicant is doing this of their own free will or something to that effect?

I wont do it if you don't want someone messing with that, but the reason I ask is because I have an idea for a character but I want to make sure it's possible for it to happen before I go any deeper.


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Hello all,

So I've never played in a play by post game and I'm sure it'll be a while before I get into one but I have more than a few questions I'm hoping some veterans can give some advice on.

1. How does one "roll" in posts? I've seen in may recruitment threads where rolling is an option for character building where people will post what they "rolled". I'm sure this is a formula or script you can type into the post but I have yet to find such a thing anywhere on this site. While I'm sure there are plenty of point by games out there I'm sure it will still be required for combat and skill checks.

2. Should I make multiple aliases for one character with different point buy stats or should I just make one alias and update it accordingly?

3. Is there, in general, a good place to start when you are just starting to PBP? I do have many years of experience on roleplaying games, but I've never really done this before. I should maybe reword my questions here and ask instead what are the major difference between playing face to face and PBP?

4. Lastly is PBP as slow as everyone says it is?

Thank for any and all advice!


So I've read several posts about pricing artifacts. To summarize most people agree that you shouldn't do it because of one reason or another.

My question (obviously from the title) is what about technological artifacts?

Basically I'm running the Iron Gods adventure path. My party is having a blast playing and I enjoy running it. However near the end the group will get a technological artifact called a power relay. As it stands there is no price in the book for this but the item in question isn't something so great I would think the party shouldn't be able to sell it for some kind of profit.

To begin with the item basically gives power generators a range of up to 50 miles (don't quote me on that) barring any physical obstructions such as hills or metal walls which reduce the range. But this brings me to my first point that this item requires a power source that the party won't have access to until as far as I can tell the end of the 3rd adventure. So should the party lug around this thing for two entire adventures with no benefit? And who's to say being able to power 1 item from range will do much good.

Also this item doesn't have sentience so I don't see there being any problem with trying to sell it.

One could argue that due to it's technological nature it would be hard to see but in this campaign there are merchants that sell all kinds of technology. Maybe if they left the country I can see them being unable to sell it but that's about it.

In the end I guess I'm just asking should the party be able to sell this item and if so for about how much. I'm not trying to frontload the party with loot so I would be fine with something very small like 5K, but I would like everyone's advice first.


So if my unchained monk loads up on spears and has the Quick Draw feat.

Can he use furry of blows to throw spears?

And I know it seems like everyone hates monks but I'm playing one and I would like to make sure I'm playing one correctly. Also would like clarify that I'm not using this option just that while reading this popped into my head.

*Edit: Let me clarify does it make sense to be able to withdraw a two-handed weapon and throw it? It makes sense with something like knives or shuriken but a spear or something larger?


Hayato Ken wrote:

Unlimited swift action healing?

That sounds a bit weird.

Looking in the product discussion thread, there´s a clarification on that.

Activating it costs 1 ki.

Thank you so much. I appreciate the answer.


Yea it is a Third Party Publication so I can't expect the moon.


So maybe it's super obvious but I would like everyone's opinion on the matter.

The Ki feat called Ki Regeneration has a very small description text. As follows: As a swift action, you can heal a number of points of damage equal to your Wisdom bonus. As with magical cure spells, this healing halts bleed damage and applies equally to both nonlethal and lethal damage.

So does this basically give me regeneration = to Wis mod or do I have to spend a Ki point to heal this?

It does have another Ki feat called Rapid Recovery that does require the spending of Ki to activate. But it doesn't say in this text specifically if you need to. Plus the name implies that you simply do gain regeneration.

What is everyone's thoughts?


True it can be dispelled but as the description of Permanency it can only be dispelled but a spellcaster of higher level so if I get the level 20 spellcaster it would effectively be immune to dispel until we face something with an effective CL of 21 or greater (Never gotten to higher levels in campaigns so I don't know how often that happens).

I would lose the DR bypass but even then I could still get the Amulet of mighty fists at higher levels.

I'm just saying that a level 5 character could get this bonus which is still a very big bonus for not a lot of money. And depending on what campaign your playing DR probably wont be that big a deal at that level.

What would you suggest taking this then or not?

And I get the whole aspect of Level 20 Casters not wanting to deal with pissants. (Which I find is kind of cynical. There are bound to be some spellcasters who are kind enough to cast their spells at the price labeled in the book. If not there would be special rule for paying higher level spellcasters to cast spells) For my character coming in at level 6 I could work it as he worked for and or did favors for the spellcasters to gain favor enough to get the spellcasting plus the payment.


How about this question then. Is the splash area the area around the monster or is it always just one square and those surrounding it?

It probably states it somewhere but I can't find it.


So help me out guys. If I'm calculating this out right to have a level 20 Wizard and level 20 Summoner or Druid cast Greater Magic Fang With a +5 bonus and a Permanency Spell to effectively give a Monk a +5 to attack and damage would cost only 9100GP?

Here is the math.

Spellcasting services cost Spellcaster level x Level of Spell x 10GP

For the Greater Magic fang at +5 would then = 20 x 3 x 10 = 600

Permanency = 20 x 5 x 10 = 1,000GP + 7,500GP in material costs for greater magic fang according to the permanency spell description. Also not %100 sure if the caster of the permanency spell needs to be level 20 or if they can just be level 11 since the minimum caster level for permanency in regards to Greater Magic Fang is 11. Which would drop the price for this down to 550GP.

So 1000+7500+600=9,100GP gets you a permanent +5 to attack and damage where as a +5 weapon would cost you 50,000GP.

Is this in accordance with all rules and if so is this very fair? I get that this means you can't get special abilities like flaming and such. BUT monks can get the amulet of mighty fists to get those special abilities.

What do you guys think? Am I completely missing something (Would not be the first time) or have a found a way to make the monk much more powerful at earlier levels?


Thanks for the Forgepriest/master archtypes I'll look into those.

And yes you could do +1 at CL 3 but normally you can't take the feat needed to make +1 items until CL as the Craft Magic Arms and Armor feat prerequisite.


If your including any Pathfinder compatible material book. The Thunderscape: World of Aden has a Paladin that is not restricted by alignment but instead must pick 3 or 4 (I'm not 100% sure on the number) oaths (much like the monk vows) that they must abide by or loose their pally powers.

Again like many people have stated before it may just be perspective issue of what LG is, but if your player really doesn't want to have a everyone or himself questioning if he is being LG I think this is a good alternative.


So my question this time is kind of two fold.

So first:
1. Is there any possible way (without house ruling and such) to obtain craft magic arms and armor before level 5? (assuming you go straight into a spellcasting class)

2. Why do you guys think the requirement is CL 5 when the requirement for the base +1 enchanments could be done at level 3? I get it may be a balance issue but in all honesty it doesn't make much sense to me that a level caster (which are pretty powerful compared to mundane NPC) can't do a simple enchantment.

What are your guys' thoughts?


Imbicatus wrote:
Merfolk don't have legs. The spell is a 3rd level spell. RAW it's not something you can make permanent. Your GM can houserule it, but not having legs is a big drawback for being a merfolk. Having the spell always on lets you use your swim speed as needed and still walk on land. That seems a bit much, especially at low level. I don't think I would allow it, especially with the SLA option available.

True but Merfolk have a racial ability that allow them to cast it once per day. Spell like abilities can be used in the making of magic items so I wouldn't see why one couldn't use it for a permanency spell if you could make it permanent. Plus I'll admit I didn't notice that it did not in fact say you loose your swim speed, but I would give that up for the legs.

Lastly I wouldn't find it to OP because you wold have to wait until 4th or 5th level to be able to afford a permanency spell (estimating the cost to be somewhere between 2,500 to 5,000gp) So you would be stuck with the slow speed until then and at that point it's no different than buying a magic item that increases speed or AC. That's not even getting into the fact that I could always just buy a war trained mount.


God the puns hurt my soul. They hurts it so bad!


True but that only last 1 hour per level and I can only cast it once per day like you said. Most fights in our games are spread out over the day as such I would like to not have to be a sitting duck for most combat encounters in the early game.


Okay and that's fair. Like I said it was created as a spell like ability for Merfolk and later into a spell certain classes could learn. But I didn't know if in newer spells they included that caveat or if it was a general rule that transmutation spells could be made permanent again like the aforementioned reduce and enlarge person spells.

As for the story there really isn't one I'm just going through the races and like the idea of a Merfolk who later down the line would either pay someone to cast permanency on their Fins to feet or do it themselves.

In all honestly my DM is fairly loose with the rules in the sense that if we the players can explain why we want something and how it would work (i.e. balancing, thematics, and whatnot) he's usually fine with it.


Wei Ji the Learner wrote:


It costs the subject of the spell their voice?

HAHA I actually came this close to making a Little Mermaid joke in the original post.


So I'm looking at the Mermaid race and I saw that they made a spell specific for the race called fins to feet which does what it says.

My question is even though it isn't specifically stated in the spell description do you think someone should be allowed to make a fins to feet permanent? I look at it as a physical transmutation much like enlarge person or reduce person which can be made permanent.

What are your thoughts on this?


Avaricious wrote:

We have totally derailed this thread. At least your not getting lectured anymore OP ^_^.

To toss something into the thread since the AP is deliberately loot-lean, an idea I'll pitch for consideration would be tailoring some of the published drops for the PCs -weapons/armor/ammunition specifically. As in a Medium +1 Keen Rapier would turn into a blank slate +1 Keen weapon sized as appropriate for the PC that bids on it and are proficient with. Armor would be the same, and I mention ammunition because the game does throw a lot of bolts the party's way in the first book; what if a PC wanted to be an archer or -gasp- Gunslinger? This would cover two of the most critical items for martial/ranged characters, and us Mages are able to fend for ourselves, maybe the scrolls/wands will be something within their spell trees so they aren't crippled by UMD checks should they not be specced for it.

Haha it's fine. I'm learning a lot and if I haven't said this already I'm relaying a lot of this to my DM just as a suggestion of what some more experienced players are suggesting.

I'm not going to lie we are not veteran players. I've owned and read most DnD and pathfinder books since around 2007 but this is the first consistent group I've had since then so we are still learning some of the basics and this is the first major campaign this DM is running. So we are all being patient with each other.

As far as the tailoring the loot we used to have a system (we haven't used it much since we started running adventure paths) where most magical weapons and armor were powered and granted their abilities by gems. Generic gems like just being a +1 enhancement would be a generic sphere where ones that could only go into say swords or heavy armor where a specific shape for those items. Then you could pay a magesmith to transfer the gem to another item (of MWK quality of course) So if you found a +1 Dagger you could transfer the +1 to another weapon at something like a 1/4 of the cost. What are your thoughts on something like that?


So I brought it up with my DM and he agreed after listening to your helpful opinions that I should get the fighter feat progression as well as qualifying as a fighter (story wise it makes sense as well since my character WAS a fighter until this holy stuff started to happen) as well as something else.

My question now then is what else should he give me? I of course don't want to be over powered, so that is why I'm asking you guys. Remember I'm trying to avoid spells. I think I'm fine with spell like abilities so long as I can explain it as a gift from my god.

My suggestion would be maybe one or perhaps both blessing selections from the warpriest class. That is just my opinion though.

What do you guys think?


Thanks for all your advice I'll bring it up with my DM and see what he says. Any other ideas are appreciated.


So in my group currently my DM and I have worked out a homebrew Paladin archtype we are calling the Crusader. Basically he doesn't receive any spells and instead gets the monk feat progression, but with access to all combat feats not just the ones in the monk bonus feat list.

Any thoughts or ideas on this? Is it good? Bad? Balanced? OP? UP? Any thoughts, ideas, or criticisms are welcome.


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Well as I stated previously (not expecting anyone to read all previous posts) right now we are starting to struggle against the harder foes. The last foe we fought was dealing 16 points of fire damage and I barely got out alive. At this point I don't think our group is going to devolve into let's split evenly or never sell things cause we "lose" GP that way plus we have a homerule that magical items sell for 70% their worth instead of the normal 50%.


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Hey as long as what is being talked about is constructive threadjack away XD.

I will say that at this point I don't know what kind of system will be put into effect since we have effectively not run into any big loot piles to divy up. Besides the CLW potions and holy water vials. Those we split I think two of each to the witch and bard. As the paladin I felt I could take a few hits and had my lay on hands for holy damage.


Does Thunderscape count? Cause You would have to use the Thunderscout for the Bat Vehicles.


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Diego Rossi: Thank you for that wonderful advice. As for the witches patron I'm not sure. As of now they are leaving most of the holy fighting to me the paladin. While she just burns everything and the bard stripes in the back. (As Cinema Sins says "Because the power of boners is stronger)

Cycada: That ghost salt sounds great, but remember the original point of this post was we are kinda low on money and don't have a lot. So to spend 20gp on just 1 to 10 attacks doesn't sound economical. Also please don't get me wrong our group (including the GM) is having lots of fun. I'm just kind of the worry wart of the group and I'm thinking ahead as I see we are rather low on our funds compared to our level. Then the thread kind of got off course talking about party compositions and such.

GM Hands of Fate: Can a bard dance and pick a lock at the same time? I know it may say the bard can still do things since maintaining a performance is just a swift action, but that seems like it would be very difficult. Plus Bards can only perform for rounds per day. We are assuming in that above calculation that we are taking a 20 on the skill check which is effectively an hour in game time. No way the bard can keep up a performance for an hour.


GM Hands of Fate: Bard doesn't have disable device as a class skill so no +3. Sorry

Thanael: I'll let my GM know though it sounds like we'll be picking up a lot of loot in the 3rd or so chapter so it may not be necessary.


Matthew Downie wrote:


Most people don't consider what happens during character creation to be metagaming at all - of course you're using out-of-character knowledge, because the character doesn't exist yet, and how else can you ensure your character is appropriate for the campaign ahead? If you call that metagaming, people will be offended.

I guess I can understand that but, that's just not the way we view it. Our characters only belong to one person. The player not the group. When we make them we make them separately (not in front of each other) and while we may not write entire books about them we do make up backstories for them.

Let me put it to you this way. Think of it in real world terms. A cop doesn't choose to become a cop because someone else chose to become a doctor or another person choosing to be a pilot. I understand that we CAN give other reasons why our characters are their classes, but we all (my group not everyone in the world) agreed that it's still metagaming since we are using outside knowledge (the other players classes) as reasons for making decisions about our character and or their actions. Hell we even level up without interference from each other. Sure we can make suggestions (usually in character) but the final decision is up to them.


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Wow I'm not gonna lie I love all the discussion this has generated between everyone.

I appreciate everyone's advice and criticisms. I will admit it does look like there are some easy ways for us to get through these locks now. Aid another is so simple a solution we completely overlooked it. Though I do have to ask, since I don't have a rulebook with me. Can you aid another in a skill you have no training or even a skill point in?

As far as the spells the Witch is kinda obviously our main offensive caster so the only non-damaging spell she has is CLW for Emergencies and the Bard can't caste 2nd level magic (i.e. Cat's Grace) until level 4. We are currently level 3. As for guidance as far as I know that is not a bard spell. The Witch might be able to but like I said she hasn't been looking at support spells it may be a suggestion for her next level up.

As for the suggestion of an Archaeologist. I do appreciate the idea but this is the player's first swing at a magic class so we tried to keep it simple for her. Plus the character's main skill is Perform (Dance) and she plays her like a stripper and I honestly don't think anything but the cold hard death of this character will stop her lol. She just loves her to damn much. And no before you guys get all mean about we are not going to kill her character just so she will play one more suited for the AP.

As for the metagaming comment I made earlier I apologize I wasn't trying to be rude or offensive it's just at the time of writing it I interpreted someone else comment about our party composition and are dislike for metagaming as an attack and insult towards us as players. Whether or not that's true doesn't matter I shouldn't have reacted that way and again I apologize. To be clear I don't hate people who metagame or metagaming in of itself all that much it's just not what I and my group like to do. When people tell us to do so and I reply that we don't do that and their reply is non-helpful and or that we are "doing it wrong" it offends me greatly.


That hurts my soul just thinking about that poor party.


I think you seem to be misunderstanding. Are characters are not a team in the adventure we are all pulled into this when a person names us in his will. We have no connection to each other before now. We are making bonds of friendship now but we choose to roleplay as the story asks. So for us to gather outside of the game and to create a party to maximize our success is metagaming.

Now if your saying that once in the game our characters should try to adapt to our lack of lockpick I wholeheartedly agree but as mentioned before our skill monkey the bard can't crack level 30 locks with 4 skill points and MWK Tools. So we are trying but it's still not enough and I don't want our party to die just because we are missing one skill.

Secondly how would we hire someone we don't have enough MONEY! That is the entire reason I posted this question! Plus even if we did we would have to hire an NPC who would take a share (maybe even a unfair share) of our loot which would then just disappear into the NPC economy?


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Replies as follows:

Avaricious: Thank you that was a very well put together and constructive bit of advice I will definitely be thinking about our next session this week.

Aelryinth: I'm not sure how possible that is. I'm not sure how the DM would react to us asking to go on another adventure just to gain gear and while I'm not sure if they are just trolling at this point some of the other posters make a decent point about leaving in the middle of a quest especially horror heavy ones like this.

The 20 STR Aristocrat: Sorry but in our group we make our characters separate from each other without revealing what we made until we start the campaign. It's so that no one feels like that have to play a role in the group. We like everyone to play what they like. Plus if you think about it how often would the perfect party role into town every time something major happened? Sometimes the people that are there are not the "perfect" team but it's what the DM and the people in need of a party of adventures have. And lastly our bard did dump four skill points into Disable device but her Dex mod is only +3 so 3+4+20(taking 20)+2(MWK Tools)=29 not good enough for those 30 DC Locks.

Diego Rossi: Yes we did loot the tomb but all we received was the siphon haunts, a few potions, and some holy water. If there was anything else there we didn't get it from the DM.

Matthew Downie: No money for that. Whole point of the post.

DM_Blake: Sorry but please see my reply to The 20 STR Aristocrat. We don't get together and make "perfect" parties because one we feel like that's meta gaming at its worse and two while I understand that we may not be perfectly equipped to handle locks that doesn't mean there can't be other loot that is not behind locks. There are puzzles, monsters, rewards, and plenty of other ways we can get loot. Just because we didn't bring a lockpicker doesn't mean our party is deficient and shouldn't be punished for that. So please take you negativity elsewhere.


Yes but due to our party composition non of us have disable device so we can't pick the lock. We may find a key but like I said we are nearly done with the adventure if there is some decent loot in there it may help us with the next chapter but I just feel like we are missing a lot of equipment for our level at the moment.


Thanks that actually is super helpful. See I just didn't know if it was part of the story or if the DM was just being forgetful or doing it on purpose. Still wish to talk to him about it though because as is if we TPK my group is not patient enough to try again we will simply move to another adventure and I would hate to see that happen with this one.


We have a gnome bard with crazy perception we can't search any harder unless we start taking 20's on every perception role in every room.

Anything else helpful to add?


Just a few potions and vials of holy water. And also the haunt siphons we found and while I understand those are expensive there are only 4 and they are meant only for haunts we can't use them vs. regular ghost as far as our DM has explained it. No wands, magical equipment, or wondrous items.

If including potions and holy water vials we have used you could maybe bump up our PC assets to 1000gp a PC maybe 1100 if you want to push it.

But no for the most part we haven't found much of anything and we've already cleared the top floor and most of the main building.

Edit: Also to clarify when I say we PC assets I'm including mundane equipment and potions and such that we have on us right now. I'm not saying we have 800GP apiece but that we have 800GP worth of assets apiece.


So my friends and I and running Carrion Crown at the moment and I'm starting to worry. Here is the reason why. So right now we are nearing the end of the first chapter of the adventure and we are starting to struggle with some of the tougher parts because we have yet to find almost anything of value in the adventure. With the average party members assets being somewhere around 800gp.

To clarify we are a party with a 3rd level paladin, a 3rd level witch, and a 3rd level bard. Not a single one of us have a single piece of magical equipment except for a 4 haunt siphons we found at the very start of the game. And while I understand the gold by level from the leveling guide is not a hard set "you must have this much" I still find it disconcerting that we are missing nearly 2000gp a PC.

I just want to know if I need to talk to our DM about starting to have some equipment or gold show up or if this will be rectified in the end and we are suppose to struggle with the ghosts and haunts of this first chapter. I do remember there was talk of a supposedly big pay out of platinum pieces but considering we will probably be level 4 by the end and the average gold for a 4th level PC is 6000gp I'm starting to worry if we will be properly equipped for the coming adventures.