Tsadok Goldtooth

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Goblinworks Executive Founder. RPG Superstar 6 Season Star Voter. Organized Play Member. 56 posts. No reviews. No lists. 1 wishlist. 1 Organized Play character.


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Sovereign Court

Thanks CalebTGordan, this makes a lot more sense :)

We as players found the Travel Route Equation ridiculous, that change makes it make so much more sense :)

A brief of where we are at (just past 2 years in game (4710 - 4712), been playing for about 18 months mostly fortnightly in real time ...)

We as players in the Duchy of Runinantia
Kingdom Size 53
Control DC 81
94 Economy
74 Loyalty
75 Stability

6 Settlements (Stag's Fall - our Capital, Elks Rise, Varnhold, Tazlford, Candlemere Island & Sacred Path Keep)
8 Settlement Districts (Stag's Fall having 3 districts)

All less than 10K XP from level 12 -- more adventurers than Kingdom Makers :))

Our Duke is a Human ex-bard turned Sorceror, our General is a Human Warrior 11, our scout is a female Catfolk Gunslinger 1 / Rogue 10 and me, our party saving female Tiefling Warrior Priest of Abadar (Cleric 11, Leadership & Travel domains)

For us to establish a short Trade Route to Restov gives us a Trade Route DC of 77.

That Trade Route DC won't change until we try to establish a trade route of LM value of X, where the X value = our Kingdom Size + 1

We as players are going to spend the next year or so not trying to resolve the worlds ills (we are most of the way through book 4 I think ???) and concentrate on more Kingdom Building

Tyra Hegarty, beloved of Abadar :)

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Yah, to understand more of what Feros is talking about, go to see Professor Brian Cox's lecture on the Science of Doctor Who :)

http://www.youtube.com/watch?v=yO2YovSZEyA

Noobie

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Hey it's not as though I'm at work and need a new keyboard to replace my broken F5 key or anything ... but

I'm actually at work and I think my F5 key is broken ....

:(

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@ Gorbacz Exactly right :)

UK here ... so we've just hit 1300 and still waiting / hitting Ctrl + F5 every now and then (well, ALL the time to be truthful ...)

Ho hum ...

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Skald -- paizo stole this from my Ulfen Bagpipe playing, kilt wearing Bard ;)

I'm happy for you guys to use him ... LOL

Roll on the 19th for the release :)

NGP

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1 person marked this as a favorite.

Well, I've just bought PACG as my son (10 years old) watched me and my friends playing the Kingmaker AP last Saturday night (he enjoyed rolling the dice for the DM, and got far too many natural 20's ...)

I have the PF Beginner Box, but it is still in mint condition (and will most probably stay that way) and this seemed the best way to get him into Pathfinder :)

I'm currently reading the rules (I've been an RPG player / Board game player for over 30 years) so didn't see anything complicated about either the rules or the cards as written.

I admire anyone who listens to those who bought their game and give them feedback, so I doff my hat to you Mike :)

Keep up the great work, I'm sure this weekend will see my son hooked on Pathfinder and long may he enjoy playing games for the rest of his life :)

NGP

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@ Effendoor

JUST SAY NO ...

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OK guys,

I have a player who is a Cavalier (Luring Cavalier / Musketeer archetypes) and he is on a pirate ship (Skull & Shackles AP) who has just levelled to level 2 ... hoorayyy

He has taken Siege Mage archetype ... one thing you are all missing I think ... you can wear ARMOUR as a siege mage as you don't cast spells.

He can fire off his musket, have the crew load the ballista and aim and fire it in his heavy armour.

As he is bonding with the siege weapon, there are no spells to cast, he isn't interested in "becoming a wizard", he's added it to his thematic Soldier build (well, marine as he is now on a pirate ship).

I agree with all you've said above about having to dump three schools, losing blah de blah ... but I think in this case, he now has what he wants ...

A soldier who can aim and fire a ballista (on a ship, he is likely to be within 30' of the ballista even if he boards another ship ...)

I'm pretty sure he is then going to stay Cavalier for the rest of his levels ... though my players do the strangest things :)

Sovereign Court Star Voter Season 6

Sean K Reynolds wrote:
Tainted Brew: This ability isn't totally clear. I think you mean "you can disguise a poison or drug as snake oil so it takes effect when the snake oil wears off." If that's the intent, cool. If that's not the intent... huh?

I'm sure he meant the first option Sean ... :)

I also think that it needed to have some sort of tie-in to the River Kingdoms.

So for me it's thematically "meh", but mechanically looks to be great fun (provided you don't end up in a party with a Paladin of Erastil and a Cleric of Abadar ... as they may have something to say about your dodgy Snake Oil ... LOL)

As most others have said, this would be a great fun archetype to play (with the right mix of other not-quite-law-abiding party members), and having fun is what it is all about.

Congrats on making the final 32 Nicholas and Good Luck :)

Sovereign Court Star Voter Season 6

I loved how you started the Mivoni Suitor. The published lists of who was who in society, though I would have liked that it bought Honour to the families of the Suitor as well as the individual themselves.

Unfortunately, from there it wasn't great (as mentioned by most above).

I also think it sounds a bit too much like an Aldori Duelist tweak, for the high society of the River Kingdoms.

I would happily introduce the published lists in my campaign (something for my own players' fighters to discover as a hook to introduce them into the River Kingdoms society, but I couldn't see them wanted to drop their existing class abilities to take any you have introduced here.

Thematically excellent, mechanically "meh" as Joel Flank so succinctly put it.

Congrats on making the Super 32 Adam and good luck with the vote.

Sovereign Court Star Voter Season 6

I've always loved the monk class for the disciplined (and therefore a need for order (Lawful alignment)) which went with it.

I like the concept of being in synch with the land, but I think the alignment thing has thrown me.

Like Clouds Without Water above, I think I would rather play a standard (or already established Archetype) than yours ... sorry :(

I can't see myself being excited if I was handed the archetype as a pregen to play in the River Kingdoms, and wanting to play the archetype I believe, should be the deciding factor on these.

of course, that is just my opinion, and others may love it :)

Good luck with the voting Matt and grats on making the Super 32 :)

Sovereign Court Star Voter Season 6

2 people marked this as a favorite.

Great balance and thematic suits River Kingdoms (Outsea especially well). This would also work fantastically in something like the Skull & Shackles AP as well, so shows great expandability on the archetype.

Good luck Michael

Sovereign Court Star Voter Season 6

I'm about to start playing in the Kingmaker AP and I'm playing a Cleric (have asked the DM for a homebrew Archetype) and it turns out no one made a Cleric Archetype for the RPGSS :)

I could submit mine ... LOL

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It is rather slow to react at the moment ...

Get off ... give me bandwidth ... LOL

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5 minutes!

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Grrr ... missed it :(

@ Anthony Adam Trying to keep myself busy at work (running a couple of PbP games, so ... throwing myself into those).

Have started running Skull & Shackles this week for predominately non-Pathfinder players -- bringing them over to the BRIGHT side :)

Got some WEIRD characters though ... they loved the freedom PF gave them to make characters ... I think it gave them too much freedom ... LOL

Tiefling Alchemist / Undine Druid / Catfolk Rogue and of course a boring Human Cavalier (Luring Cavalier / Musketeer Archetypes) ...

See, that took my mind off it for about a minute ...

:)

Sovereign Court Star Voter Season 6

8!

Anyone else's stomach doing butterflies ???

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Nearly 8 hours to go ...

I keep thinking, "I know I made a formatting error, though it wasn't an instant DQ formatting error ... will the strength of my item hold up.

Or did another item of the same quality win through because I forgot something like an idiot and their item was perfectly formatted ... ???"

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Damn, missed the 9! ...

Stupid traffic made me late : (

WB Feros :)

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10!

They call me the count because I love to countdown ...

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Eric Morton wrote:
Good luck to exactly 31 of you.

This made me giggle, and I almost spit out my milk :)

Yes, Good luck to the other 31 (since Eric Morton is obviously in already) ...

Very, very funny ... of course I'll be the first to congratulate you if you do make the cut Eric :)

Good luck all ... now, where were my notes on that Archetype ???

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Mikko Kallio wrote:

I really like the way the judges are processing the most popular items. Checking the top 200 to ensure that the mathematical difference between 1-89 and 90-200 really is consistent with the general quality of the items in those groups. And then treating the 89 items equally without taking into account the ranking within the "top 89". A very good approach, I think. :)

(I was slightly worried when there was talk about a "top 64" from which the top 32 would be selected. And also later when Vic said the judges will view only as many items as they need to find 32 "solid" entries.)

Well ... Just as the judges are expecting nothing but superstar quality in our entries -- I guess we expect them to go the extra mile in seeing those :)

And thanks @ CP for his "Judges" insight ... very cool :)

Sovereign Court Star Voter Season 6

There were times where both were TRULY awful, and I just couldn't bring myself to vote for either ...

But the good thing is that those items come up against other BETTER (or incredible BAD items later) and the decision is easier :)

Sovereign Court Goblinworks Executive Founder

Ummm ... is it just me, or has Valeros been given a glowing sword against the lizardman since the $1m KS went through ??

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Once again, thanks all ... the paizo community is the best gaming community in the world ;)

@ Detect Magic I think that wraps it up very well mate (and thanks James Jacobs for the reinforcement of DM's and others' ideas ...) :)

Just FYI, the player is going with his Sylph Ninja, and he has jotted down his background through a poem if anyone would like to read it, it's

here:

I want a girl who can play it cool...
I want a girl who can impress...
I want a girl who can face her enemies then fall from great heights without duress.

I want a girl who's been cut off from daddy
I want a girl who's used to the best
I want a girl who does uses drugs for entertainment and that laughs at locks that bind treasure chest

I want a girl who's mom was a dancer
I want a girl who can see through the smoke
I want a girl who blows all her booty and is always on the verge of being flat broke.

I want a girl who can walk on water
I want a girl who can walk on air
I want a girl who cheats her way through life and believes its her right and that's perfectly fair...

I want a girl who moves like a ninja
I want a girl who looks like a Sylph
I want a girl who can be sweet as an angel or foul as a b$&#+

Once again, thanks all for your advice / suggestions / comments :)

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@ Azure_zero It's certainly looking that way :)

Thanks everyone (and I've already told my Player "No" to creating a new race just to fit their personality disordered character ...)

Of course, mechanically, this is also a nightmare, but I'll work on that ... LOL

Thanks everyone, awesoem responses as always :)

NGP

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Trogdar wrote:

"nope, one profoundly complicated mental disorder per game."

^new rule I just came up with.

LOL ... my players really love to push the "Roleplay" element by making their characters a challenge to play ...

The only one proviso I have is that they would have a reason to stay with each other ...

I will tolerate pretty much any type of character, but a group of four "Lone Wolves" wouldn't stay together, so that is my one stipulation as a DM

Of course, neither of those two players is currently aware the other player has a mental disorder -- so I can't even tell them that rule or they will know ...

Damn you Catch-22 rules :)

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@ +5 Toaster OK, so what we're saying is there would be NO SUCH THING as a half-tiefling / half-aasimar / half-sylph / half-outsider ??

None at all ??

So they are, as races, indeed infertile ??

Tieflings / Aasimar / Sylphs / Outsiders CANNOT breed with any other humanoid race :)

That's all I'm after :)

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First of all, I'd have to say that Assassination is not Evil per-se ... if you are a Paladin and there is a wicked witch / warlock / warlord, etc killing innocents and taking slaves, there would be nothing wrong with the Paladin sneaking into the fortress / tower / encampment / etc and doing away with the Evilness which resides within. I mean, what is the other option ... turning up at the main gates and declaring you wish to Joust with the reprobate inside ??? Oh, how much pain you are in when they throw a heat metal on your full set of platemail and then have their minions fill you full of arrows as you spend 4 min (40 rounds) trying to remove the red hot armour while the evil doer renews it on you ...

There is nothing wrong with a "Stealthy" paladin -- I am currently playing one now, Paladin of Iomadae in Cheliax (not the BEST location for a Paladin, and in this case, the riding a Destrier through the streets in full platemail armour, a lance with her coat of arms on it would NOT work ... so you have to adapt your character.

The RAW on the Code of Conduct states that a paladin "loses all class features except proficiencies if she ever willingly commits an evil act" and that a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth).

I've played in games where poison wasn't dishonourable, and that poisoning the next in line to the throne was the accepted way of getting closer to becoming the Ruler of the Empire.

If poison is not considered dishonourable, than that could be used :)

The other answer of course is by not taking poison, you can pretty much do whatever you'd like as a Paladin / Ninja combination.

Stealth does NOT equal Dishonour, nor does assassination in the right context.

Paladins don't have to have a broomstick up there @rse (or @ss for you peeps that don't use English correctly ... :))

Ohhh ... and P.S. Paladins don't have to be celibate or only drink milk either :0

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Thanks both of you for correcting my not half-human thing ... awesome :)

@ LazarX So you're saying that if a Tiefling or Aasimar "conjoined" with a Sylph (or another humanoid race), the product of their union would be a Sylph (or same humanoid race) or a Human ??

@ Detect Magic If so, what would be the product of a Tiefling / Tiefling (Aasimar / Aasimar) union ??? Would that also be a human (or the race which orginally had the recessive celestial / fiendish gene) ???

Players Eh??? We GM's would be so much happier without players ... LOL

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Hi all,

I'm about to run Skull & Shackles for an online PbP game ...

Background:
I like to give my players freedom to play pretty much anything they want to playin PF AP's (as long as it is within paizo publications only -- otherwise the rules are WAY to hard and expensive to cover every 3rd Party publisher as well ...)

I have one player who wants to play a character with DID (Dissociative Identity Disorder), and I finally have the game mechanics worked out for that one -- after about 100 emails back and forth to cover how a level one character can have two personalities, one of them knowing about the other (the Mr. Hyde option if you like ...) whereas the normal persona does not recall anything about when Mr. Hyde takes over ... but as I said, we have that worked out :)

One of my other players (who knows NOTHING at all about the above player) has made two characters up and can't decide between the Tiefling Vivisectionist and the Sylph Alchemist / Grenadier ... so they want to play a character with a personality disorder who randomly wakes up as one of the two characters (with neither of the persona's knowing anything of the other ....)

Are Tiefling (and Aasimar I guess) who are both already half-XXX with their otherworldly / planar beings able to breed with others ...

Are they as a race sterile ???

I know that Radovan (from Dave Gross' fantastic PF novels) gets "around" and there haven't been any "ladies" who have turned up to pronounce the tiefling as the father to her child ... but they are books (and fantastic ones at that), so don't always obey the game mechanics :)

What I would like to be able to tell my player is that YES, you can be a half-tiefling with Sylph heritage or NO, Tiefling are Sterile so there is no way they could have bred with your mother / father ...

I've tried to find anything on this, but alas it doesn't seem to have been raised anywhere else :(

I look forward to the communities comments on this,

Thanks,

NGP

Sovereign Court Star Voter Season 6

Hmmm ... River Kingdoms -- time to drag out some resource materials (which just happen to be what the prize is ...)

Of course, there is that little step of getting through to the Top 32 ... :)

Oh ... and Merry Xmas all :)

NGP

Sovereign Court Star Voter Season 6

@ Devalin

Yah, I accidentally clicked on Submit before italicizing the spells used for the construction of my item ...

/cry

Sovereign Court Goblinworks Executive Founder

@ Ryan

You had me at ...

"And let's give a toast to Cayden Cailean wherever he may be that he gives us the blessings he often shows to fools, madmen, and those who have had a bit too much of the ale keg—and Goblins too."

Though no way I can send yet more money until after Xmas ... which may mean I'll miss early access ...

Oh the cunundrums ...

Sovereign Court Goblinworks Executive Founder

@ V'rel Vusoryn - Oh, I agree wholeheartedly with you VV :)

My guys have just started the 2nd part of Serpent's Skull -- having passed the initial trials, they are on about day 6 of an estimated 110 day "cross country" trek.

My players didn't complain when the Magus critted and teleported the giant spider to another plane of existence :)

What they didn't like was when they rolled a 1 and confirmed the crit, it wasn't as simple as "you break your bow string" or "you throw your melee weapons x yards to the x direction", it was you damage your armour, weapon, etc

They were in a jungle, no civilisation anywhere near, and suddenly the limited supply of weapons / armour they had were being damaged and no one could repair them.

They didn't have the "luxury??" (perhaps that is too kindly a word) to retreat back to town and resupply / repair items.

Our next game is this Wednesday, so I'll suggest the concept I discussed above to make it harder to confirm criticals as they get higher level (they've very close to level 6 now) and let you know how it goes :)

Caio for now,

NGP

Sovereign Court Goblinworks Executive Founder

We use the Crit Hit Cards but my players voted to drop the Crit Fumbles ...

Generally the Crit Hit cards don't give that huge damage spike (and my players love seeing those when they confirm the crit).

With their Crit's now doing less damage, and a 1 in 20 chance of a confirmed fumble happening, they felt they were being punished.

As V'rel Vusoryn pointed out,

"even the most skilled swordsman will indeed trip over an unseen rock or the most talented thief will thrust when he should have parried"

I believe that is true, but the more experienced the swordsman or rogue is, the less likely it is to happen. So that same 1 in 20 chance happening to a level 20 character should be less then it happening to they young girl who leaves Sandpoint for the first time to "adventure" in the Varisisan wilderness (even though she has by that time seen lots of adventure in Sandpoint alone ... :))

I agree crit fumbles make the game interesting (as do crit hits), but I think they should be done slightly different, with maybe on a 1 being rolled, you add your level to the confirmation for the crit fumble.

That way a level 1 character has to roll to confirm the fumble, but adds +1 to hit to make it just a miss, and a level 20 character gets to add 20 to their roll (of course, if they then rolled very badly, that 20 bonus may miss, therefore they do have a crit miss)

Sorry, a bit off topic, but just had a "What-if" moment :)

Looking forward to the Tech Demo :)

Noobie

Sovereign Court Goblinworks Executive Founder

@ AvenaOats

Welcome to the Paizo family -- all of their products are beautifully finished (I haven't looked at my copy of Thornkeep yet -- I was running my Pathfinder Adventure Path game last night).

I don't work for paizo (I wish) but they are awesome in their creative talent and writers and illustrators :)

Noobie

P.S. Someone at Paizo or goblinworks should send me a cookie :)

Sovereign Court Goblinworks Executive Founder

Checking status as well ...

Ooohhh ... pretty :)

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I use d20Pro predominately, but Fantasy Grounds II and Maptools as well.

We use mumble, teamspeak or ventrilo for online chat.

For PBP, I use ditzie and Google Docs, so the players can move their own characters or the baddies (I post what they need to hit for the baddies -- so they don't need me about to yay or nay a hit, they can "fluff" it up on a miss or hit)

Going to check out Roll20.

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@ brreitz I'm playing a paladin in Cheliax (yayy ... fun), and she is more rogue / dexterity driven then shining armour on a destrier charging through the streets (not sure the Dottari would deal with that in a friendly matter ...)

A paladin doesn't have to be a platemail wearing, enemy charging lunatic :)

I can imagine your dapper gentlemen with weapon finesse and focus on his sword cane, twitching his moustache as he comes upon some scoundrels up to no good, turning to his companions and saying "Tally-ho old Chap, the hunt is upon us," placing his hat down carefully before drawing his cane and swinging his cape off his shoulder, effectively dual weilding the cane and cape.

I agree with others on being able to drop the more traditional Armour feats with your DM's permission, though I can't see why a paladin wouldn't use sneak attack (once someone is trying to kill you and your companions, surely a paladin would use any trick they had to drop their foes) if you did dip into rogue.

I as a DM am always willing to allow players to go with what they'd like to play, after all, it's about the players' enjoyment, and interesting characters make for enjoyment for the DM (they should be having fun as well).

One of the best things about PF is it is almost infinitely variable with the ability to create your own Archetypes ...

I'd love to be running a game with your Gentleman in it, it would be a truly "Jolly good show, what! ... Tally-ho!!!"

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As a relatively new PFS player (have recently just finished my first PFS game ... go me), but a GM of some 26 years (and working on running my own PFS games at my local games group), I think what is in place currently with Mike deciding what is boons are applicable to what Big CON's, Little CON's, etc get.

Unfortunately, some peeps are never going to see Uber Boons as they don't live in an area where they could fill 3 tables let alone 10, but with Mike deciding on what should be awarded, and dependant on the commitment of the person organising the Something CON, I believe he should be able to allocate the Boons.

I am a very Black and White person, but I think in this case, you need a fair bit of Gray, and be happy that the Gray is run by Mike ...

Mike, please don't let a minority influence your decision ... I think this thread has pretty much reflected that :)

Good luck all,

NGP

Sovereign Court Goblinworks Executive Founder

@ Whiskey Jack Agreed mate :) Maybe Ed & James if it hits 350k ???

LOL

I can't contribute much more, I'm already going to be on beans on toast for the next month :)

Great work PF fans ... awesome,

NGP

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I can't find who suggested it on here - about finding a shipwreck and reliving a pirate attack on it (apologies to whoever it was as my players have said it was the most amazing one off scenario they have ever played ...)

A quick background, on the Shiv, my group consisted of the following, they had just made level 3 (the Bladebound Magus hadn't recieved her Blackblade and I didn't want it found in a "bush" or something silly):

Earlier in the AP, they found the Treasure Pit, and when Aerys asked where Ishirou got the map, he said he won if from, "Black George", which sent her off cackling -- later, the players found out from Aerys that Black George "never" lost, and if he did, he would find the person who won it and "convince" them to give back what they had won ... this would normally end with them "swimming with the fishes".

This also allowed me to introduce Black George - the worst of all the pirates to ever sail the Inner Seas, with his Crimson Sailed ship, and his pirate's skull with a dagger through the right eye.

Arakar, 2 Fighter / 1 Rogue Male Human
Henda, 3 Ranger Male Human(pretty much Bow specced as compared to melee)
Raven, 3 Elven Female Magus (Bladebound)
Thoradin, 3 Paladin Male (main tank and group healer ...)

They had just recovered Sasha Nevah from being taken away by a Lacedon, who ran off with her, it was a very close fight (which gave them their level 3), when they exited the cave, they saw a shipwreck ... I've included my Adventure Log for that day's play, I hope you enjoy reading it as much as I enjoyed GM'ing it and they enjoyed playing it ...

Oh, one thing -- pretty much all the way through, on the Golden Bow, the players didn't know if it was real or not :) Awesome really :)

Sasha and Raven were on watch, but Raven was paralyzed before the Ghast took Sasha, so the Ghast had a head start on our heroes ...

ADVENTURE LOG
Raven comes out of her paralysis and yells for help, her joints loosening slower then her vocal chords, the whole camp races out in various states of dress to find Sasha gone, "A creature took Sasha," cries Raven feeling the ill effects of the stiffness.

Our heroes follow the Ghast the way it had left, with Henda’s tracking skills keeping them close to the Ghast's trail despite the pouring rain and through the jungle, it looks as though this creature stayed to a animal track.

The trail leads to a 100’ cliff and our friends find a hawser type rope leading down and evidence of frequent (and very recent)use. Raven drops her torch with “light” on it and it shows the rope goes all the way down to a small beach of some description.

They all climb down in the pouring rain with quite a few of them slipping and recovering, and Thoradin falling the last 10’ to land uncomfortably. Arakar looking around spots a ship against a rocky outcropping about 100 yards from shore and is thinking that is perhaps where the ghast may be when, looking down the beach he sees a darkness in the cliff line.

Our heroes decide to check that first and find a very narrow 2’ natural tunnel about 8’ high and follow it in. It ascends quite steeply before levelling off. Arakar is leading the group with Henda behind him, then Raven and finally Thoradin covers their rear, the plated paladin making a little more noise then his stealthy companions.

Unfortunately, our friends have alerted the ghast to their prescence and even the normally alert Arakar misses that the ghast is waiting in ambush for them. Arakar may have been surprised, but that did not alter his luck and the two claws miss him by a long way with the teeth just narrowly miss his neck.

Arakar is quick to react, stepping into the lair of this vile creature, but the smell it gives off is too much and he dry retches while trying to fight it. He does manage to slip in to allow Henda room, his battleaxe held in two hands though he too is overcome by the smell and his swing misses the undead creature.

When everyone moves in enough, the paladin’s protection from evil aura makes the ghast very uncomfortable.

The fight is a close one with two of our companions (Sasha being one of them) paralyzed and three of them sickened. The ghast makes an error when it turns to face Henda, Raven, coming out of her paralysis sticks her scimitar right through the side and out the front of the ghast, effectively holding it still, and seeing his opportunity, the still sickened ranger swings his axe and takes off the ghast’s head.

Spoiler:
One of those amazing occasions, with all of the group down sick or paralyzed, two Nat 20's come up ... we also use the Paizo Crit cards (and Fumble Cards ... )

Arakar picks up Sasha, Raven, like her namesake, seeks some treasure from the lair of this ungodly creature finding a masterwork dagger and some coins.

When they arrive back at camp, much worse for wear after the fight with the ghast, Jask and Gelik heal them as much as they can (Gelik using the excuse to touch up Raven’s arse, then actually healing her.)

The pouring down rain continues until about 0600, but it is a long rest period for everyone after that busy night.

Spoiler:
They never went north so couldn't find a "Pet" for Sasha, this bought her to friendly, they had achieved that with the other NPC's already ... with the Paladin taking a like to Gelik -- strangely enough

Our heroes, rested and healed (Raven does not need Gelik to touch up her arse this morning) head out to search the shipwreck they found last night, the Golden Bow. In the daylight it is revealed as either a rich merchant or a noble’s ship. 90’ long with a rear poop deck being about a third of it’s length, it would have been a truly beautiful ship in it’s day.

After swimming out to the ship, they climb onto the deck, with those needing to, removing and then donning their armour. There are around 16 skeletons on deck, all wearing faded blue and yellow uniforms. None of them have belts or boots on, and there is evidence that they died in a fight, not one of them is all in one piece; missing arms, beheaded, crushed rib cages are but some of the horrific injuries apparent. A search of the bow shows where a ballista would have been mounted, but there is no sign of it now.

Our heroes find a skeleton outside the doorway to a central corridor, flanked by a skeleton either side, the door swinging into the skeleton in the door has smashed it’s ribs, and our friends gently move what is a bag of bones out of the way.

There are four doors off the corridor and a large very decorative door at the end. The first door port would have been sumptious in it’s day and an examination shows a cupboard full of a human teenager or elven female’s noble clothes. Raven is very disappointed that the moist sea air, moths and general rot has made them virtually unwearable.

Opposite this door on the starboard side is an empty cabin, though it still, like the first has a sumptious four poster bed and what would have been beautiful bed coverings, pillows, cushions and the like.

The second door to starboard looks to be the ship’s captain’s cabin. A large map / writing desk is against the wall, large drawers underneath and the cupboard has a very naval captains jacket, the heroes are convinced this ship must have been a nobles ship, as normally the captain would have the cabin at the aft of the ship with windows and a "view".

The last door to port before they reach the end of the corridor is another sumptious room, this time with a human male’s clothes, once again noble and fancy, but worst for wear due to neglect, rot and sea air.

As each room is examined, Raven does a detect magic, with nothing revealing itself.

Our friends find themselves at the end of the corridor, they push the door open to find a skeleton in a beautiful green fancy dress and beautiful green shoes, though like the others, it is in a rotting state being held by another, judging by the clothes a man’s skelton, it’s arms wrapped protectively around the woman.

This skeleton, unlike the others has a ruby studded scimitar scabbard on a finely worked belt — though there is no sign of the weapon itself, though like the other objects on board appears to have not been affected by the sea air or rot. Our friends search the room, no magical aura’s are detected by Raven. The initial room is a large, very fancy dining and sitting room, a door leads into a magnificent bedroom (complete with a privy), two large cupboards reveal even more beautiful clothes, but of jewellery or the like, there is no sign.

Arakar suggests they go and search the hold, and on leaving Raven, once again like her namesake and unable to resist something shiny, reaches down to touch the ruby studded scabbard …

… our friends find themselves in the dining room, amazing smells come from a table with gold rimmed plates, crystal glasses, various forms of roasts and wine sitting on the table. A tall dark haired man, wearing very fine blue clothes with gold finishings and wearing a beautifully finished scimitar in a ruby studded scabbard sits with his back to the heroes. A stunningly beautful woman in an equally beautiful green gown and shoes says “Lady Raven, my lords, please sit.”

The tall man at the head of the table stands and smiles at them, “Lady Raven, my Lords Arakar, Henda, Thoradin, please, do sit or you will upset Olivia," he adds, smiling at the beautiful woman, a look of love returning his smile.

It is at this time that there is a knock at the door followed by what must be the captain, wearing the same jacket (though in a fine state of repair) as that in the cabin in the corridor, “My Lord Maudren, a moment if you please,” and he bows to the Lady Olivia and the young teenage girl, obviously the daughter of the beautiful Lady Olivia and this Lord Maudren.

Arakar, not fully understanding what is going on, knows the smell of well cooked food when he senses it, he grabs a leg from a chicken and goes to follow the Captain and the Lord when Lady Olivia says, “My Lord Arakar, such manners, please, use a plate …” and the young girl tries to hide a snicker at the Lord’s behaviour, “Jessica, manners my dear.” she says to her daughter who tries to hide her smile behind a napkin.

The other heroes take a seat and help themselves (with much better manners then Arakar) at the table. “It is an honour to have a knight of Ioamadae with us on this voyage,” she aims at Thoradin and there is much “polite” talking at the table between the remaining three and the Lady Olivia, a perfect host and so beautiful even Thoradin is almost speechless. Jessica and Raven enjoy each other's company immensely.

Spoiler:
At this stage, the Player's still don't know what is going on, they are told the food tastes as it should, that everything they touch is real and they are still mystified ...

Meanwhile, Arakar, following the Lord and Captain up to the helm sees in the distance crimson sails and is handed a spyglass by the captain, “What do you make of her Lord Arakar?” he asks.

With a gulp, Arakar recognises the flag of Black George flying above the mast, “It’s Black George Captain, how long before she catches us?” he asks the seasoned Skipper.

“In this fine weather, about an hour. He wouldn’t dare come near us normally, but we lost our escort the Viceroy’s Pride in a storm two nights ago,” he adds.

Arakar goes below decks and entering the Lord and Ladies cabin (with out knocking) quietly whistles to his companions, getting a look of dismay at his lack of manners from the Lady and another smile not very well hidden by Jessica. His companions excuse themselves and follow Arakar back up onto the helm. The situation apparent when they too recognise it is Black George's ship, The Crow following them.

The men are sent below in shifts to get a “hot meal” into them as weapons are taken from their lockers, artilleryists are sent to the ballista and given harpoon type ammunition, soaked in oil wraps on them, a lantern to light them set in it’s sconce.

Our heroes spread themselves out on the 40’ of deck, the captain dismisses the helmsman lashing down the wheel as ballista bolts are fired from The Crow as it closes distance. The captain and Lord Maudren joining them despite the captain requesting the Lord join his wife in their cabin. Three of the largest crewman on the Bow are sent to guard the corridor entrance, the cabin boy sent in to “guard” the ladies. As the Crow closes distance, the Golden Bow’s artilleryists start to return fire, though they are not as successful as the Longbow specialist that is Henda. The Ranger starts picking off pirates at a long distance. As they close, grappling hooks are thrown to pull in the Golden Bow and pirates prepare to swing across to the "Bow".

The first wave of pirates are mostly unsuccessful, Henda, Arakar, Thoradin and Raven all managing to take down six of the ten pirates. Of the four who make the Bow’s deck, all but one are taken down by her crew.

Another ten pirates swing over, this time our friends aren’t as lucky and seven land, with another ten now preparing to leap the gunwhales of the now joined together ships. Arakar sees Black George shouting commands to his crew and he points him out to Henda who manages to get his attention with a well placed arrow. Arakar runs the length of the ship to the ballista in the bow, picking up a bullet wound on the way. He dismisses the artilleryists and swings the ballista around to aim at Black George.

Meanwhile, the Crow’s half-orc bosun and two of his “thugs” close on Raven, she drops the bosun with a scimitar across his chest. Thoradin relieves a pirate of his head, propelling it back to the Crow with out it’s owner.

Black George yells at three musketeers, and they take aim at Arakar, Henda seeing this puts a longbow arrow through the ear of the nearest one, dropping him. A bullet penetrates Lord Maudren’s shoulder but he continues to fight. Quite a few of the Bow’s men are cut down by the ruthless and bloodthirsty pirates.

The two musketeers fire at Arakar, one with his eye on Henda fires wide and a moment later has an arrow sticking out of his neck, the other musketeer narrowly misses the rogue behind the ballista and hits the deck to escape the deadly ranger's aim.

Arakar, spending a long time aiming fires off the heavy armament taking Black George through the shoulder and sending him spinning over the helms railing and into the sea.

Spoiler:
We use Hero Points, and Arakar used his last one to help with the shot.

The news of Black George being sent to his watery grave spreads faster then the fighting, and the next 10 pirates ready to leap over to the "Bow" start releasing the ropes holding them to the Crow. Raven sends a shock of lightning through one of the Bosun’s mates and dispatches the other with her scimitar across his belly.

The pirates left on the Bow turn to flee, with only one making it across the gunwhales to be cut down by Henda. Arakar reloads the ballista and lights the rags, putting it through both of the sails of the Crow, but the pirates had wet down the sails and the ballista bolt ends in the sea.

Henda rapidly fires off four rounds as the Crow pulls away hard to starboard and takes out another three pirates. As the Crow’s stern becomes visible, a rope from the helm trailing in the water has a figure attached to it, three pirates on the helm start to pull it up and our heroes recognise Black George at the end of it. Before Henda can get off a shot, Black George opens a window at the rear of the Crow and climbs through it.

There are seven crwemen dead from the Bow and Lord Maudren pushes off anyone who tries to help him, “See to the men first, I am fine …” he adds, blood leaking from his bullet wound. From where Arakar is on the bow, he recognises the pattern on the deck of the fallen from the Bow. There an armless corpse, a crushed in chest there, a sailor missing his head …

The remaining men see to the wounded and throw the pirates overboard, Lady Olivia comes out of the corridor with Jessica and Matthew the cabin boy. She whispers thanks to each of the Heroes, kissing first Thoradin, then Henda and Arakar on the cheek. When she comes to Raven she hugs her, kisses her cheek and touches her hip …

… our friends find themselves in the cabin of the Bow again. It is in the state it was before they “came alive” in the cabin. The corpses of Lord Maudren and Lady Olivia are no longer on the floor and Raven has a ruby studded scimitar scabbard on her hip, the beautifully worked matching ruby encrusted hilt of Lord Maudren’s scimitar sticking out from it.

Raven draws the scimitar and it says to her in her mind, “I have been waiting for you Lady Raven, and at last we are together.” It is her black blade.

When our friends head out onto the deck, the skeletons of the Bow’s sailors have gone, replaced by those of pirates, a rather larger looking half-orc and two large humans either side of it.

Our friends search the hold, but there is nothing there which they can take, all the foodstuffs, grains and delicate silks rotted to the elements.

On reaching the shore, a noise of something rising out of the water turns our friends around. The Golden Bow rises out of the water, as clean and sleek as her launch day, and it sails off into the sunset.

Our heroes return to Kovak Cove, enlightened, troubled and happy, and feeling healthier then they have ever felt … the taste of chicken still fresh in Arakar’s mouth.

Spoiler:
Lady Olivia's kiss gave them each a permanent 1hp bonus as well as Lord Mauldren's scabbard and a blackblde for Raven

END OF ADVENTURE LOG

I cannot tell you how much the players enjoyed this "mini-adventure" ... I used opposing rolls for the Bow's crewman vs the Pirates, relaying how the fight was going, with each of the PC's being in charge of 10 crewman each.

They have of course now made an enemy of Black George and new allies in Lord Mauldren and Lady Olivia (and the young Lady Jessica has a crush on the rebellious Lord Arakar ...)

It will add another two factions for them to "play" with when they arrive in Eledar ... :)

Sovereign Court

Sebastian wrote:

...

A spell cast with a wand has the same range as the spell cast normally.

Honestly, I have no idea how one could even begin to argue otherwise. Did your player have any reasoning or logic beyond "that would be convenient for me"?

@Sebastion I think you're on the right track there Sebastion, it would have been convenient for them :)

Players -- you design a game to go to X, and they head to A :)

Well ... I was expecting maybe a couple of responses, but the response has been overwhelming ... thanks all :)

Oh to that bloke Sean K Reynolds -- you seem to know what you're talking about, so I'll pass this onto my players.

Once again, thanks everyone :0

Noobie

Sovereign Court

Hi all,

I am in the process of running the Razmir Trilogy of modules (Crypt of the Everflame, Masks of the Living God & City of Golden Death) and in the game, a table with rewards is presented to the players.

My Cleric got a Wand of Cure Light Wounds, which was just as well as he had used all of his Positive Channeling and his 1st level spells for CLW.

They had just made level 2, so the Paladin (not the main tank, as that was the Dwarven Fighter) still had Lay on Hands available to him.

Anyways ...

They get into a fight with a handful of skeletons, all of my players are blade users and the 5/bludgeoning of the skeletons is hurting them badly.

A skeleton attacks the Cleric and this is how it goes:

Mika Kaba (aka Mr Kaba or the Cleric):"I'm going to use my Wand of CLW to damage the skeleton"

Me (Almighty and powerful GM ... cough): "Sure, as CLW is a touch spell, you will need to make a touch attack against the skeleton"

Mika Kaba: "I am just going to fire the CLW at him"

GM: "It's a touch spell, so you will need to touch the skellie in order for the spell to go off ..."

... Chaos rules ... but they eventually go with my decision, grumbling a bit about it not really being fair ...

They at this point are only level 2.

Any comments on this (and there are rules that allow level 3 Wizards to use a wand to fire a touch spell off -- but they still have to hit) would be awesome guys ... and the modules are great, they are recommended as "Starter Modules" and I had two of my five players as either "none" or "not much" DnD experience and they both loved it ...

Mika Kaba is a VERY seasoned (old is such a nasty word :)) player, about the same age as me ...

Thanks,

Noobie

Sovereign Court

THE FOLLOWING IS A TRUE STORY, ACTORS HAVE BEEN USED TO PROTECT THE INNOCENT :)

I remember my very first character I played for ADnD in 1979.

I imagined him as a great Viking Warrior, muscles bursting out of his scalemail armour, a battleaxe and large round shield, he was going to be "Awesomeness" personified ... ERIK the Viking, there would be tales written by the Skalds of his adventures

Then I rolled my stats 6 x 3d6, with the stats being allocated to whichever stat you liked ...

S 12, I 9, W 10, D 11, Co 10, Ch 9

I almost cried ... meanwhile, another fighter (a friend of mine playing his Jamaican based fighter, Ceti Wayo) rolled his dice:

S 18/92, I 10, W 9, D 16, Co 18, Ch 10

He had rolled two 18's and a 16, the then rolled 3 x 10's for HP and at 3rd level (our starting level for this game) gave him 42hp.

I tried to let the disappointment roll over me and I rolled my HP, 4 + 3 + 2 for a starling 9hp ;(

This story does have a happy ending however, we were playing Bone Hill and a Ghoul wiped the whole party and we rerolled characters ... I then got one 17 and a hand full of average numbers and made myself a Cleric who went on to retire at level 16 ...

I just hope this points out how destructive randomly generating stats can be... when they are great, it's great -- but when you roll bad, it is truly awful.

Points buy is the best system as it allows all players to be fantastic in a stat, pretty great in a couple of stats or well rounded in all stats ...

Just my 1 copper piece worth - though if you want it, it's down in the pit with Erik and the Ghoul ... :)

Sovereign Court

As a GM, I can't wait for this book ... but it maybe a waste :(

My players are VERY humano-centric, though one of them did play a (prepare to be shocked) half-elf once ;)

I'd be looking forward to traits for Centaurs personally -- I've always thought a group of Centaurs with lances and bows would kick butt :0

Roll on May :)

Noobie

Sovereign Court

I've pre-ordered a case of monsters and this set from my FLGS.

I hope WK bring out the other iconics as well.

We play with a VTT for maps, but everyone still prefers the tactile sense of moving your character with your hand rather then clicking on a computer screen (and, of course, rolling the dice rather then clicking on a dice number generator ....

I can't wait for December ... Minis Xmas :)

Sovereign Court

I'm agreeing with Loremaster 100%

I know that 95% of you are about min-maxing and "not sucking" ... ** (see note)

But I come from a ROLE PLAYING background. I have played all sorts of weird and wonderful characters.

The whole point of VoP is it is there if you want to use it ...

Please allow me to quote from Ultimate Magic, Page 8

The new options presented in this book are intended to be a toolbox, not a straitjacket.

How amazing is that ...

If you don't want to have VoP in game ... don't use it.

If you want to add another level of difficulty into the game, and allow players to actually "be" roleplayers and not min-maxing killing machines able to walk through demon hordes without working up a sweat (paraphrased from an earlier post) allow the Vows in game, if not, don't use them.

And the chances are unless you have a pure role playing group, they won't take Vows as they are about "not sucking", because having fun out of combat isn't fun at all, is it ??

** Oh, did I make a generalisation there ... imagine that ... my bad

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