JSL's Runelords - Discussion


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Heheh, Seeing as how my last early post wound Slidell up in a LOT of hot water, (literally!) I'm gonna actually wait my turn this time! ;P

Hey, I'm slow, but I CAN be taught! :D

Slidell has several possible actions, he needs to retrieve Veran, (Though considering it's been a few rounds, I was thinking of writing that he had escaped his acid-damaged bindings and is now free to fly,... AWAY!) ;P
If the Quasit is going to keep attacking, (And with a to hit like that, I probably would too!) Then it's going to remain visible. That means we can hit it too! I would REALLY like to take this turkey down. If we have to come back again, well, at least we'll be better prepared, as JSL noted earlier.
I don't know how virulent this poison is, so maybe it is better to err on the side of caution?
At least if I have this pool figured out, I don't think she can call another army out if it, I think I took care of that for her! ;P

Oh, Technical question regarding Prot/evil-
It prevents PHYSICAL contact (IE=No melee attacks) from outsiders if you have it up. DOes it also prevent RANGED attacks? I have played it both ways, so I am unclear on the actual rules of that. Reason I ask, Slidell is about to activate his (better late than never!) And I believe that Salome had hers up too. If it protects vs ranged attacks, then would she still have taken that dart hit? Or is it a melee attack? the description as exciting and cool, but a little vague on what the weapon actually is. (Again, very cool from a dramatic standpoint!) I'm guessing a dart?

See ya'all soon!

Liberty's Edge

Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior)

It only prevents physical contact, and only from summoned outsiders. Ones that have been called, or are on the Material under their own volition, are unaffected by it.


NSpicer wrote:
Dreamer wrote:
When did this stop being fun?
Probably around the time we all started getting our butts handed to us...and worrying over what the lingering effects of various poisons might have...whether death by drowning would be preferrable to death by being roasted alive...and yada-yada. Oh. That was a rhetorical question, wasn't it? ;-)

No, it wasn't entirely rhetorical. I think it stopped being fun when what started as a fairly-matched encounter with a fairly clear solution went completely berserk (too many bad guys, too fast, too many injuries, etc.) and became nearly impossible to survive as a coherent group, let alone win. I don't have memories and experiences of other games to tell me, "Oh, yeah, this game is so cool," or "Situations like this always work out." Nope. For me, this is it, and if it doesn't work out, there's nothing left.

Ragadolf wrote:
If the Quasit is going to keep attacking, (And with a to hit like that, I probably would too!) Then it's going to remain visible. That means we can hit it too! I would REALLY like to take this turkey down.

Yeah, I'd like to get rid of this irritating little beastie too. And your reasoning would have been perfectly sound a week and a half ago, but from my perspective, we are so far beyond that option at this point, it isn't even funny. Salome is out of offensive spells, almost out of healing, and is going to take a point of damage each round and is not going to heal until she gets someplace holy. Vesh has been similarly injured. Slidell has 1 hp, Zieke and Malcolm are scraping the bottom, and Ehlissa -- our only player with an effective weapon against this thing has received her first injury. Also, with a sword, she's limited to melee attacks against a high-dex flying creature with a vicious thorn-thing. How long in game-time has our party been under the glassworks? I'd guess some 8-10 hours by now.

EDiT: I don't know how effective Magic Missile will ultimately be against this thing, but I do know we need an evocation spell or two in order to get out of this pit.

Yeah, the quasit could and should have been defeatable, but I don't see how we are in a position to defeat it anymore. And honestly, I'm losing the motivation to try. I work too hard in my real life to have to be frustrated by this in my limited free time.


Male Human - dash of elf Miniature painter/ Heroic

Nil desperandum! I'm going to try some fancy roleplaying type stuff at it. Fear my thespianism!

Dark Archive

I'm back in (briefly) and will update Vesh in a moment.

Quickly, I'm happy to do whatever the group or JSL decides to do about XP and pacing. I'm hesitant to advance too much slower becuase we're in a PbP format. I think the level-up pacing has been pretty nice so far. I don't know, let's experiment.

Also, I'm not too discouraged about the difficultly of this battle. I think it's appropriate for us to have to occasionally turn tail and run. However, we have yet had a battle that was on the other side of the equation (though I guess the Glassworks goblins weren't very threatening and the zombies were mowed down...though they did almost take out Vesh, too). It'd be nice to just as occasionally dominate the opposition. I think the top of the bell-curve should be in the 'moderately challenging' to 'challenging' zone, with either end of the curve being in the 'party dominates' to the 'party is dominated by' zones. That way, no one side feels particularly beat up on.

In this case, we called down a lot of this havoc on ourselves. With newcomer Zieke in the mix, we have yet to operate as a cohesive unit, and JSL is a DDM guy, remember. Also, JSL used our collective sympathy for Veran against us, and we are largely getting owned because of that. I'm sorry to say that as much as I like familiars/animal companions, that's a mistake that Vesh is not going to make again. Slidell can get a newer model crow...or an owl named Hedwig.


Male Human - dash of elf Miniature painter/ Heroic

I think we owned the Glasshouse goblins to be fair.

Dark Archive

FabesMinis wrote:
I think we owned the Glasshouse goblins to be fair.

Yeah, I was trying to remember. It probably would've been a different story if Ameiko's brother hadn't run. What was he up to anyway? Hmmm.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Some random commentary...

Dreamer wrote:
I don't have memories and experiences of other games to tell me, "Oh, yeah, this game is so cool," or "Situations like this always work out." Nope. For me, this is it, and if it doesn't work out, there's nothing left.

And, honestly, it's quite refreshing to have someone playing in the game with that perspective. It makes your character's roleplayed responses that much more believable and interesting. That's one of the biggest reasons I enjoyed following this game as a lurker...and an even greater reason why I enjoy it as a player.

Dreamer wrote:
...from my perspective, we are so far beyond that option at this point....Salome is out of offensive spells, almost out of healing, and is going to take a point of damage each round and is not going to heal until she gets someplace holy. Vesh has been similarly injured. Slidell has 1 hp, Zieke and Malcolm are scraping the bottom, and Ehlissa -- our only player with an effective weapon against this thing has received her first injury. Also, with a sword, she's limited to melee attacks against a high-dex flying creature with a vicious thorn-thing.

I'm in complete agreement. We should view this as one battle in the overall war to take down the quasit and clean out the ruins below the Glassworks. With Salome down to almost no remaining healing ability...and so many of us at death's door...and others (including Salome) affected by the insidiously effective poison from the quasit's thorn...this should be one of those moments when our heroes realize they're overmatched. And yet, at the same time, we've gained valuable insight into the strengths and weaknesses of our adversary. We should not press our luck and try to hit the quasit with just one more magic missile or cold iron weapon. If we do that, it's entirely likely that one of us goes down...with no cleric available to stabilize us.

Meanwhile, if we pull back, heal up, and prepare ourselves for the specific stuff we know the quasit will have at her disposal, we should truly beat her down next time. Personally, I think the ironguts spell Salome used would've made for a great enhancer before we encountered so many wrathspawn. That sickness-inducing poison ability of theirs is very potent and can leave front-line warriors pretty debilitated very quickly. But if we can be safeguarded against that...armed with weapons that can harry and hound the quasit...and augmented by the sheer spell power of a fully prepared priestess and wizard (who isn't falling into wells in order to save his familiar), this battle should have a very different outcome. And that's okay.

For credibility's sake, this battle should have taught all of our characters a lesson. Collectively, everyone now knows what Zieke can do...and he better understands the powers commanded by by everyone else in the party. Slidell has learned a lesson of just how vulnerable he can be through the loss of his familiar, Veran...and how much it can harm the party if he overextends in trying to resolve a problem on his own. Maybe Ehlissa comes out of this battle more willing to accept a collaborative role in how we fight...taking advantage of a flanking bonus "on occasion" despite the loss of a knight's challenge here and there. And Salome herself will likely learn that in matters of the outer planes, she's the big gun. There's little hope in negotiating or drawing out the conversation with this queen of the quasits. And so, the gloves come off next time...

We just need time to heal up, resupply, put aside our personal demons...pray to Invisible Castle...and get after'em again.

But that's just my two-cents,
--Neil

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

FabesMinis wrote:
Nil desperandum! I'm going to try some fancy roleplaying type stuff at it. Fear my thespianism!

Throw some of that stuff Zieke's way, too. He and Ehlissa really need to have it out after this battle. I'm totally game for that scene. It would be very believable after what went down. And it would set us both up for a tighter friendship after we've gotten angry at each other and settled things enough to win the day together in the next confrontation.

Ever respectful of your thespianism,
--Neil


santinj@ wrote:


In this case, we called down a lot of this havoc on ourselves.

QFT.

The designed encounter was the quasit (who would not actually do much after the cause fear) and four wrathspawn: two in the wings to screen, one in the back to pick up fearful PCs, and one to be created to drive the plot. Since the PCs have handled 2-3 wrathspawn at a time, this should not have been much of a stretch.

However, Slidell has a way of changing all that. Once he went in the drink and then didn't make a run for it to get out, I was in the position of having to maintain logical cause and effect (i.e., blood in the well creates wrathspawn) at severe risk to a PC. Slidell *should* have died. I hope he realizes that.

Then, by design, once the 4 initial wrathspawn were destroyed and the quasit driven off, the PCs could run down the well by offering a little blood and killing the wrathspawn thus created. These would have been very easy fights with 6 PCs set to pounce the moment each creature materialized.

However, as things have turned out, there should be some very good roleplaying and character growth to come out of it. And if you go back fully loaded, what's left of the opposition should fall pretty easily.


JSL wrote:
However, Slidell has a way of changing all that. ,... Slidell *should* have died. I hope he realizes that.

Yes he does,... and he does! :D (And so do I!)

Yeah, in RL, I agree that we need to turn tail, better part of valor and all that. Not to mention that I like my characters alive and kicking!

And to keep anyone from getting nervous, I intend to do just that! I knew that Sli was pushing his luck with only 1 HP, but I didn't know that the poison was THAT powerful! I think we need to get the Frack out, heal up, and come back and teach this Imp whose boss!

Just expect the usual 'Slidell verbosity' on the way out. ;)

I like the synopsis of what we (or at least our characters) could/should learn from all of this! Here's hoping that a certain over-eager mage pays attention to his lessons!

IN honesty, I 'brought the havoc' down on us. Hard. I posted that one post WAY too early, and instead of taking the 'easy out' and retracting my post, I rode it through. I felt I was being honest by keeping my post and accepting the responsibility. But I'll be honest, I wish I had taken another option at this point! As great as the role-playing is, and how much I enjoy a challenge, this is the closest I think I've ever been to a TPK at this point, and I'd like to keep it that way! (IE=NO MORE DAMAGE! RUN AWAY!)

So, yes, expect Slidell to behave like a good lil mage and run for cover as soon as he can! And don't worry, He has one cantrip he is keeping in reserve for the door key!

For Salome, please don't let this one encounter, even if it does go south, keep you from enjoying this (or other versions) of this game. I understand about RL frustrations, (Though I still salute you for your job choice!) but I find that gaming provides a valuable outlet for me. Anyway I'm just saying that you are providing a wonderful persona, and extra enjoyment to this game. I hope that you are getting the same FROM the game and us! I am glad that you decided to join us in our hour of 'Clerical' need, and I hope that you stay with us for a long time!

Gotta go, will continue this later. (Maybe. One day I gotta learn when I've said enough!) :P
See you all in the game!

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Ragadolf wrote:
Just expect the usual 'Slidell verbosity' on the way out.

Out of curiosity (just because I'm curious like that!)...why not do up something different this go-around? A near-death experience...first for Veran...then you...and possibly for many of the other party members. Might enough of those things cause Slidell to grow introspective and silent again for an unusual amount of time?

For instance, I like how you portrayed him as withdrawn and dark/moody while Veran was missing. There was a reason he became that way. And now, it might be interesting to see him become withdrawn and "unlike himself" again for a completely different reason, even though he has Veran back. That was close. Too close. For him, Veran, and everyone...

Just a thought,
--Neil


Male Human - dash of elf Miniature painter/ Heroic

We need to rest again, and fight smarter next time. Anyone got a net, for example? :D Or good at lassoing?

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

FabesMinis wrote:
We need to rest again, and fight smarter next time. Anyone got a net, for example? :D Or good at lassoing?

We had an in-character discussion about rope earlier didn't we? Someone has rope. What's it take to use one as a lasso? Exotic weapon proficiency? Or is it a simple weapon along the same lines as what a farmer/rancher would use to lasso a horse for saddling? It would seem like any high DEX character could be decent with it...even if there's a non-proficiency penalty in play. I'd imagine it's a touch attack as well. Armor (natural or otherwise) shouldn't do that much good against a simple lasso.

Just thinking out loud,
--Neil


NSpicer wrote:
Ragadolf wrote:
Just expect the usual 'Slidell verbosity' on the way out.

Out of curiosity (just because I'm curious like that!)...why not do up something different this go-around? A near-death experience...first for Veran...then you...and possibly for many of the other party members. Might enough of those things cause Slidell to grow introspective and silent again for an unusual amount of time?

For instance, I like how you portrayed him as withdrawn and dark/moody while Veran was missing. There was a reason he became that way. And now, it might be interesting to see him become withdrawn and "unlike himself" again for a completely different reason, even though he has Veran back. That was close. Too close. For him, Veran, and everyone...

Just a thought,
--Neil

And good thoughts too. And While didn't 'enjoy' playing 'dark Sli' as much as I enjoy 'normal Sli' there WAS a reason for it. It was a combination of Veran, his newly discovered sorcerous powers, and some darker parts of his background. And I think your suggestion has merit. But I will 'reveal' that Slidell has issues (As if that wasn't already apparent!) and I see this escapade as possibly making him even MORE 'eccentric' than before, as if to prove that he CAN take on the bad guys without adding to the party's troubles, or maybe just to prove something to himself.

I'll have to think about it. In the meantime, his 'Slidell-ness' is a much a defense mechanism as it is a part of his personality, so there probably won't be any immediate/drastic changes as there was when Veran was grabbed. At least not as overt. But I can definitely see him as being more withdrawn/moody when he isn't rambling. And maybe his self-depreciating sense of humor might take take on a harder, sharper, more biting/offensive tone.
Thanks for the thoughts!

Insofar as 'payback time' for the Imp,... SLidell's thoughts, more magically orientated naturally,...
-Web spells-for capturing the Imp, or covering doorways so it can't fly away.
-Glitterdust spells-for revealing the critter, possible blindness
-Prot vs normal missiles- This should provide complete protection vs the thorn things if the darts are normal but coated in poison.
-summon creatures that can fly AND have a high spot/perception (Celestial/Infernal Hawks for example)

Thats all I have from the mage end so far. Note that Glitterdust and Web are 2nd lvl spells, so Either we would have to drop a lot coin for several scrolls of each, or wait till sli gains 4th level and makes Wiz 3 so he can scribe his own of that lvl. But I believe that Prot/normal missiles is 1st lvl, and that alone would take away the danger of the thorns, and a Bless spell and prot/evil up for extra saving throw bonuses makes the cause fear almost easy to ignore. That, and unless it has some more zombies hiding in a chamber we haven't gotten to yet, it looks like it has only 1 wrathspawn left, and it can't call any more.

What you all think? (besides the fact that we should probably get out of here before we start counting our chickens!?!)

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Ragadolf wrote:
...his 'Slidell-ness' is a much a defense mechanism as it is a part of his personality, so there probably won't be any immediate/drastic changes as there was when Veran was grabbed. At least not as overt. But I can definitely see him as being more withdrawn/moody when he isn't rambling. And maybe his self-depreciating sense of humor might take take on a harder, sharper, more biting/offensive tone.

Hmmm...I'm not sure self-deprecating humor with a harder edge to it was what I was thinking about. It's completely your call, anyway. But I was imagining it more as an opportunity for Slidell to grow a bit wiser and more experienced from a "value of life" perspective. Kind of like what lots of people go through when they get a second chance after a near-death experience and then start to try and live their remaining life in a way that reverses course on many of their bad habits. They often seek out ways to let those close to them to know just how important they are...focus on the important things in life...that kind of stuff.

There's probably another close parallel to parents who come close to losing their children in how Slidell might react towards Veran going forward. Maybe not as antagonistic and simply more appreciative in valuing the bird and being concerned for its well-being...both literally and figuratively. I'd imagine it would be like almost losing your best friend, your child, etc.

Ragadolf wrote:
Insofar as 'payback time' for the Imp...

I thought your magic missile's were probably pretty effective. Maybe stuff as mundane as acid splash and ray of frost could work, too? From Zieke's perspective, it wouldn't be such a bad idea to get some acid flasks or alchemist's fire, too...assuming any of that could work. I'm counting on Salome and Slidell to provide the information about the creature's weaknesses. Otherwise, it's more wrathspawn for Zieke and other than helping lasso the quasit, he's unlikely to be much use.

Here's one other thought, though. We already know the quasit can pull off spells and spell-like abilities with that cause fear effect she generated. So what other power might she have up her sleeve? If any of you can prepare actions to counterspell her...or dispel magic effects...etc., that might prove useful, too. Anything to counter her offensive capabilities.

So, in essence, Slidell examines all the arcane possibilities...and here I am roleplaying Zieke and centering on offense vs. defense... ;-)

--Neil

P.S. I think protection from normal missiles is a 2nd level abjuration spell...


Oh I think the Magic Missiles are Sli's best bet against the thing insofar as direct offense! I was thinking of spells that I didn't have available to us the first time that might help us be better prepared NEXT time.
And I think your right about Prot/Normal Missiles being 2nd lvl,... ;P

As far as Sli's character in respect to what has happened,...
Meh, like I said,. I'll have to think about it. :)

One the one hand, playing him as a growing, evolving, realistic person is very attractive.
Do I play him as becoming overcautious and paranoid, Locking Veran in the room, afraid that something might try to take Veran again?
Or do I play him as youthful as he really is, the near-miss convincing himself of his own, youthful, invulnerability?
OR, does this finally make it sink in that he ISN'T invulnerable? Does he become wiser and more thorough in his planning? Possibly becoming immobilized in a 'crisis' situation because he hasn't planned for it?
Did it maybe scare him so much that he becomes a seemingly suicidal, throwing himself into harm's way again and again to prove (something?) to himself and the others?

On the other hand, one of the reasons I LIKE playing this game in general, and this sort of character specifically, is because i can do things I can't do in real life! (SMack talk the bad guy, throw around spells capable of demolishing a small building, throw myself in harm's way knowing there's a healing potion in my backpack,...etc.) In short, I like this character, and I don't really want to CHANGE him. But I'm sure that I can GROW him in some ways and still let myself have fun with him as I have been.
I CAN easily see him becoming the 'tactical strategist', staying at the rear of the group and shouting directions that are contrary to what Zieke might be yelling. (Neither one being 'wrong' of course, more a 'Plan A vs Plan B' approach.) In an attempt to 'keep control' of the situation and protect his friends.

Like I said, I have to think about it. I do appreciate the input though. Gives me more to think about!


Male Human - dash of elf Miniature painter/ Heroic

Acid splash is a good one - don't think its regen will work on that. Something firey mayhap?


So is it back to the surface, then?


Male Human - dash of elf Miniature painter/ Heroic

I think so. Stock up on some cold iron arrows for Vesh. :D


Ok, maybe to keep things moving we can summarize it a little in the game thread. It will be late evening by the time you exit. You will definitely need to sleep tonight, do shopping the next day, and spend an additional night to regain spells, etc. Salome can heal everyone up to full in that time and have a full complement of spells available for the return.

I'm not giving out enough XP to make 4th level and we'll suspend leveling up until after the mission is accomplished.

If you have any special business (i.e., other than sleeping, healing, preparing spells, and buying mundane items) please let me know.

We can take care of special things and then get back to the action.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

JSL wrote:
If you have any special business (i.e., other than sleeping, healing, preparing spells, and buying mundane items) please let me know.

Zieke will certainly inform Mayor Deverin of what they've discovered and their future plans. He'll probably request (or order?) some of the town guards to post a watch on the tunnels, with instructions to inform him immediately if anything emerges. Other than that...ZZzzzzzZZZzzzzz... ;-D

--Neil


Female Human (Chelaxian) Knight 1/Fighter 1/Paladin 1 (2)

Praying.

Resting.

Looking for nets.

Tutting at Zieke.

Sleep.


Greedy XP Ho! wrote:
Also, doing my regular XP reminder a day early. Gotta grab those opportunities when they come! 5430 as of tomorrow (5/19).

So with the 400 awarded today, we are at 5830 - only 170 from fourth level.

I would really like to keep the weekly XP reward because I think everyone has earned it. Initially when I set it at 50xCL the idea was that it would require 20 weeks to level up due to only the weekly award and that would be a slow enough pace that encounter and story XP would still dominate the XP total. I have not done an audit, but I do not think this intent has been born out. Admittedly, the encounters have been tough and resulted in large XP rewards. But even so, I think there have been some encounters where the weekly award accrued while fighting the encounter exceeded the encounter reward itself - cheapening the encounter.

Therefore, I propose reducing the weekly award to 25xCL starting 5/24. This allows us to still have a weekly award, but hopefully makes it even less a part of the overall equation. If we are approaching 5th level too rapidly, I further propose suspending the weekly award while in combat. But we'll cross that bridge when we get to it.

In other news, my copy of Keep on the Shadowfell arrived today. So far, it looks pretty cool. And the encounters make some of mine look easy :)

Spoiler:

Including minions, there are a series of linked encounters that pit 1st/2nd level PCs against about 30 kobolds including an elite leader with 100+ hp who rages when bloodied gaining +1d10 damage and fast healing 5!

At least in skimming the rules, some of the terms and concepts were not perfectly clear. Still, it looks like a good intro to 4e.


So, without the fair in town, I presume we will be limited in what we can buy? I figure a net won't be much trouble, but things like healing potions, scrolls, etc. are going to be hard to find according to your earlier descriptions.

I wasn't planning on going nuts and buying a whole bunch of second level scrolls,... (Well, ok, I would have! but,...) ;P But I DO think we need to find and stock up on heal potions at least.
Also, will Antitoxin work on the Imp's dart poison? Or is it beyond that?

I was thinking of having a few coins enchanted with 'Continual Flame' (Wiz 2, Clr 3) for use as a permanent, concealable light sources. But as they are 2/3 lvl spells, +50GP worth of ruby dust for each item created, I think that might be a lil cost prohibitive. I guess it's back to lanterns and sunrods for now! :) (Oh yeah, Sli needs a new lantern!)

So, I guess Sli will scribe a couple of scrolls, (Haven't decided whether or not to just pay full price, or use craft points yet.) And re-distribute his memorized spells to try and maximize effectiveness vs the Imp.

Recently realized that his Sor: Mage armor lasts an hour longer than his Wiz: Mage armor, (Thanks to his Practiced caster feat)

Was reading, and noticed that Salome can have 'Remove Fear', as well as her other 'cream the evil creature' spells, and then she can counterspell the Imp's fear, or just cast it on whoever fails their saving throw.

Just throwing out ideas.

EDIT- Will catch up tomorrow, nighters!

Dark Archive

I wrote a long post IC, but don't have time to catch up on this board. Perhaps tonight. I'm all for a day or two downtime IC to plan, gather, and regroup.


Male Human - dash of elf Miniature painter/ Heroic

It's times like these being a low level Paladin sucks. I can smite Evil... which does an extra 1 point of damage. Woot. Ah well, it all helps.


Male Human - dash of elf Miniature painter/ Heroic

ALERT ALERT!

I will be away from the boards from 24 May to 2 June.

THAT IS ALL.

It's times like these being a low level Paladin sucks. I can smite Evil... which does an extra 1 point of damage. Woot. Ah well, it all helps.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

NOOOOO! But then...who will Zieke have to banter with during all that time? You're cutting short an awfully good comedy act here! I'm gonna be serving them up with nobody to spike home the punchline (or punches, as it were)... ;-D

--Neil


Re: What characters are going to do now that they're back in town.

I am going to assume that, while not healed, Salome's wound has at least stopped bleeding, so she'll take care of it at the cathedral when she does her morning prayers.

Aside from that, I'm not sure what she's going to do at this point. She has no money to spend and she's physically/mentally/emotionally exhausted. She's in a really bad place right now and will probably keep herself scarce while she decides what to do. Not likely to go seeking after the rest of the group anytime soon.

Re: Spell re-upping.

I like that Rags is brainstorming. I don't yet understand how wizard spellcasting rules compare to cleric spellcasting rules, but it seems to me that the number of spells (both variety and total) is significantly more limited for clerics. (Is this correct?) My concern is that, like when we were fighting the zombies, I'll end up choosing spells for this particular villain and encounter and a) the conditions will have changed significantly between the time we leave and the time we return or b) after putting all my eggs in this basket, I will be unprepared for the next challenge, which could occur in the same day. (I'm thinking of healing Varen the wolf, and barely having enough healing to cope with the following dungeon crawl.)

Light of Lunia/Light of Mercuria make sense, but what else do I need to be ready for?

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Dreamer wrote:
Re: Spell re-upping....I don't yet understand how wizard spellcasting rules compare to cleric spellcasting rules, but it seems to me that the number of spells (both variety and total) is significantly more limited for clerics. (Is this correct?)

Actually, no. Clerics generally have it easier than wizards in this area. With domain spells included, they typically have more spells per spell level (on average) than a wizard, unless that wizard is a specialist. Sorcerers can cast more spells per day than anyone, but they have a very limited number of spells they know. So there's give-and-take, pluses-and-minuses to all of these spellcasting classes. Slidell may seem like he has more variety and total number of spells at the moment, but that's likely a result of his multiclassing into both wizard and sorcerer...plus he's got a feat that gives him some additional spell-like ability as well.

Bottom line, however, is that Salome has a much larger choice of spells that she "knows." She can prepare any spell on the entire cleric spell list (for spell levels she's capable of casting). Whereas, Slidell (and any other mage) is going to be limited to just the spells he's got in his spellbook...or just the very limited number of spells he's learned as a sorcerer.

In addition, clerics can spontaneously convert any prepared spell into a healing spell. So that gives Salome even more flexibility over the average wizard. Sorcerers, of course, can cast spontaneously and fire off any spell they know. But, in Slidell's case, he can't do that with spells in his wizard's spellbook...only the ones he learned as a sorcerer...which is why he can seemingly fling magic missiles a lot.

Dreamer wrote:
My concern is that, like when we were fighting the zombies, I'll end up choosing spells for this particular villain and encounter and a) the conditions will have changed significantly between the time we leave and the time we return or b) after putting all my eggs in this basket, I will be unprepared for the next challenge, which could occur in the same day.

That's one of the challenges faced by all spellcasters, really. Think how difficult it is for a straight sorcerer who at 3rd level is only going to know three 1st level spells. He has no variety. Therefore, very little capability to prepare for any specific encounter. And that's why most sorcerers focus on offensive and defensive spells, because combat comes up more often than anything else.

Wizards face a similar challenge. They can't cast spontaneously and convert spells into anything else. Once they've prepared something, that's it. And they've got to wait until their next round of study to change anything. Clerics, on the other hand, at least have the benefit of a wide number of utility spells to pick from when preparing their spells for the day. And, even after they do so, at least they have the ability to convert them into healing spells on-the-fly if they're needed.

Of course, when they do that, clerics are saddled with making the choice of which utility spell to give up in order to heal someone. And that's why the new Pathfinder RPG rules are exploring a different way to let clerics heal without having to "cash in" the other spells they prepared for that day. The new rules let clerics "channel" their turn undead ability to generate positive energy that acts as healing in a 30-foot radius to all creatures. And, that means all creatures (even the bad guys...unless they're undead, in which case positive energy will damage them instead). This lets clerics be more free without having to consistently give up their regular spells to convert into healing on-the-fly all the time just to save their comrades in battle.

I'm playing a cleric of Pharasma in a Curse of the Crimson Throne play-by-post game here on Paizo's boards as well. So I've considered all the differences and options available under both rulesets. At the moment, we're playing the characters under D&D 3.5 rules without Pathfinder's Alpha rules. But once we hit 2nd level, the DM is allowing us to convert. So I'm having to plan for that.

In addition, I'm playing a dwarven fighter/cleric of Torag in another play-by-post and he's been under Alpha rules from the beginning. I can tell you it adds a whole new dynamic to the game. Channeled healing is very powerful (especially for someone like Salome who can turn many times per day due to her feats and domains). It also comes with tactical decision-making because you don't want to channel positive energy in the middle of a battle and heal your enemies at the same time as your fellow adventurers. They've invented a new feat called Selective Channeling that allows clerics to exclude certain targets from the effect to help alleviate that potential problem, though.

All in all, I think it might be worth lobbying JSL to reconsider at least that one asepct of channeled healing for Salome's character. That way, you'll finally be able to use more of your spells (which you prepared for a certain encounter) without having to give them up in order to heal someone because circumstances have made that a higher priority. Of course, that still doesn't alleviate the problem where the actual conditions may have changed from one encounter to the next, like you alluded to...but that's the breaks in this game. The adversaries can adapt and modify their strategies the same as the heroes. So it's our job as players (and characters) to anticipate some of that. At the end of the day, though, we still have to roll with the punches...

Dreamer wrote:
Light of Lunia/Light of Mercuria make sense, but what else do I need to be ready for?

Someone suggested remove fear, I think? That would let you counter or reverse the effects of another cause fear attack like the quasit used last time on Vesh and Mal. I thought your ironguts spell was quite appropriate...and you can prepare us with that ahead of time, I believe, rather than in the midst of the battle. JSL suggested a lot of other ranged damage spells from the cleric list which could really hurt the quasit since she's of the outsider creature type. The bless weapon spell to align our weapons to the cause of good will let all of us hurt the thing as well. That's especially important to apply to any weapon that isn't made of cold iron, because those can already hurt the quasit.

Just my two-cents,
--Neil


Heh, Ya beat me to it NSpicer!

Yes Dreamer, what he said. (If you go back and re-read our FIRST battle with the Goblins, Sli cast EVERY spell he had memorized, but only 2 were 1st level, the rest of those were cantrips!)
That's the reason I took Sorcerer at 3rd level. I gave up my immediate access to cast a 2nd level spell, (2 actually, with my high Int) for the ability to fling 5 more 0-level and 4 more 1-level spells. BUT, like he said, the extra 'firepower' is limited to my SOR spells. Which are Mage Armor & Magic Missile at this point. AND I don't get a 2nd level spell until Sor Level 4. (Again, I 'made up' for that by also taking the feat 'Practiced Caster', which currently allows me to cast as if he was a 3rd level Sor. No extra spells, BUT makes Magic Missile have 2 bolts instead of one!)

I made these choices to lead him up to the 'Ulitmate Magus' Prestige Class, But I don't think I can make that choice until 7th level, (6th at the earliest). SO, I will be ranging behind you in terms of what LEVEL spells I will be able to cast, (as both Sor & Wiz) Until we reach that lofty level of 7!
I'm hoping that the ability to always have a decent, if basic, offensive/defensive selection at my disposal, AND the ability to cast them several times a day, will (hopefully) both allow me to use my Wiz slots 'smarter' and be more versatile, AND make up for the firepower lost by being slower to access to the higher level spells.

Personally, Sorcerer has been my favorite class since it was introduced in 3rd edition. Just because the ONLY gripe I have EVER had about this game, is that a magic user is SO limited, especially early on, in what he can cast. But that's what he's supposed to do! A Sorcerer may be limited in his # of spells known,... EVER. BUT at least he can cast them several times a day! (Not enough that he can afford to waste them, but enough that he's never mistaken for a robe-wearing crossbowman!)

MY gripe is this, a 5th level fighter, with weapon Specialization, Cleave, Great CLeave, etc. and heavy armor, can walk into a 20X20 room full of Goblins, Orcs or other average low-level creatures, and wade through them in a few rounds. All by himself. Then he can drink a healing potion, (IF even needed!) enter the next 20X20 room, and do it again! A 5th level MAGE on the other hand, Can memorize ONE fireball, (2 at most for high Int,) and if he's quick enough, can open the door and clear out that same room with a fireball. IF the monsters don't all make their saves for half damage! After that, he's done! He has a few 1st level spells, none of which can clear a room (except for MAYBE sleep, IF the room is full of 1st level monsters!) And it's back to the crossbow! (/Rant OFF) ;P

That's one reason I am inclined to like what they are experimenting with in Pathfinder ALPHA. I like the fact that no matter your speciality (even 'general mage') you have a constant, at-will ability that you can use every round if you want. THAT feels like 'wizard' to me!

I also like what another heavy poster on the boards here came up with. A "Combat Wand" You have to buy them, and the more powerful they are, the more they cost, BUT you can fire it off every round. Feels more magical than a crossbow. (Think 'Harry Potter')'. Actually, he has it very well balanced. You must make a Concentration check every time you wish to use it, then if successful, you still have to roll a ranged Touch attack. Another option that I have seen that seems to work.

Ack! Where does the time go?!? OK, That's enough of 'why I like casters'. :)
See you all later!

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Ragadolf wrote:
Personally, Sorcerer has been my favorite class since it was introduced in 3rd edition. Just because the ONLY gripe I have EVER had about this game, is that a magic user is SO limited, especially early on, in what he can cast.

If you haven't downloaded the Alpha 3 ruleset yet, they've done something even more interesting with Sorcerers now, Rags. They added a bonus spell progression based on bloodline. Basically, at 3rd, 5th, 7th, etc. sorcerers get to automatically pick up another "known" spell now, but it has to be taken from the bloodline-approved spell list. It sets up some interesting variant sorcerers.

For instance, the celestial bloodline sorcerer gets to add a handful of cleric spells like bless, etc. to his repertoire without multiclassing in order to do it. Same for the fey bloodline where it gets access to the druid spell entangle. And so on. Neat stuff really. Makes me want to play a sorcerer someday. Whereas, in the past, I'd have always favored wizards (even specialist wizards) because of the greater variety of spells they'd get over a sorcerer.

Other than that, I completely agree with you about the benefits a wizard obtains now from having several at-will abilities. Heck, being able to cast a number of prepared cantrips or orisons alone makes wizards and clerics more interesting, too. And, if you choose an arcane bond other than a familiar (i.e., an object), it lets you cast any spell you know once per day as opposed to only the spells you prepared. And that helps with that oh-no-I-didn't-prepare-the-right-spell-for-this-encounter problem Dreamer described above. And, of course, the other fringe benefit is that you don't get in over your head trying to rescue kidnapped familiars... ;-D

Just my two-cents,
--Neil


I have a deadline today and will not be able to update the game thread until this afternoon or evening. Sorry for the delay.


Happy acutal-birthday-day, santinj@!

Do you know what this means? I'm one of the younger players in this game. Ha! :) Have a good one.


Male Human - dash of elf Miniature painter/ Heroic

Happy birthday to you.


Happy-actual-Birthday Santinj!

(And, just for the record, I'm pretty sure your ALL young punks compared to this old-fogey!) ;-P

NSpice-(Wasn't that a pop singer? Just kidding!)
Yes, I have been looking at the new rules as they come out. Even started playing a rules test scenario here on the PbP boards, but it got cut short. As I said, I do like the options they are presenting. It gives the casters almost as much room to play as the other classes now. And I like the variety you can have with Sorcerers now too. (The bloodline feats have been around for a while now, first posted in Dragon magazine a couple of years back. And I have been 'House-Ruling' that sorcerers get to add an extra spell to their spells KNOWN for a while, as long as they base all the extra spells on a common theme. And I don't require a bloodline feat to do that.)

MY test mage took an amulet as his bonded item. And yes, he didn't have to go chasing off to save it! Of course, he doesn't get to talk to it either,... ;)

Dark Archive

Thanks for the birthday wishes. Very good posts lately, everyone.


Ragadolf wrote:
MY test mage took an amulet as his bonded item. And yes, he didn't have to go chasing off to save it! Of course, he doesn't get to talk to it either,... ;)

Well, he could... I'd just get worried if it answered back. :)

I'm also thinking that, maybe if I could find a way to bond items to my children, they wouldn't lose them. Hmm...

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Dreamer wrote:
I'm also thinking that, maybe if I could find a way to bond items to my children, they wouldn't lose them. Hmm...

I've come to the conclusion that my children have a spell-like ability to open a dimensional pocket to a parallel universe in which they store such items. They just never seem to know how to reopen the portal so we can get them back. ;-D

--Neil

P.S. Happy birthday, santinj!


Regarding healing, I think the party has 8 potions: Zieke, Ehlissa, Mal, and Salome are each carrying two. Also, Salome can now make a wand of cure light wounds. It will require 3 craft points and 375 gp for materials. Also, it will take a day to accomplish.

As mentioned before, I don't really believe in the notion of magic item shops. But I will concede that low level items are available, if only in limited and somewhat sporadic supply.

So that somewhat limits you to what you can capture or create on your own.

As far as raising cash, the ranseur is more valuable for its mithral than its use as a weapon. Das Korvut, the smith, would likely pay a handsome sum for it. Alternately, it would make good raw material for a mithral shirt or light shield.

Cool idea:

Spoiler:
mithral light shield power bulwark of the goddess: (swift activation,encounter) until your next turn adjacent allies benefit from your shield bonus including enhancement bonus (if any) and shield of faith if currently functioning on you.

Mal has also claimed some treasure that might be worthwhile to appraise. Additionally, you can hit up the mayor for an advance on your pay.

Note: one reason I want to slow down the advancement is that it has outstripped the treasure, which leaves more resource intensive characters like Slidell and Salome in the lurch. I am hoping to hand out some more treasure before everyone is 4th level. But it has been troublesome to justify the rabble you have fought recently to be well funded.

On the other hand, most of the goodies so far have been worth keeping instead of the random and somewhat useless stuff specified in the module.


"Bonding items to children",... I like it! :)
MY children seem to have an innate ability to lose something, very similar to the pocket portal, but they ALSO have the ability to find it again. Usually at least a day or 2 after you don't need it anymore! ;P

JSL- No complaints on the treasure so far, Looking forward to creating a few more items. (AND updating the one I have!) I have a few ideas,... (Yes, I have been reading. Be afraid,... be VERY afraid!) ;P

That cleric power is WAY cool! Where is it from?!?

Been thinking, 'Dmg reduction' (even if I had to buy it per dmg type, like piercing, slashing, & bludgeoning) is the way for Sli to go!
A high AC is great, and 'Best defense, not to get hit' is always best, but when you DO get hit, (and from the last few battles, I'm thinking that's only going to become MORE likely, not less.) It would be nice to be able to take more than one hit from a wrathspawn, and survive it!

Haven't researched it too much yet, do you happen to know off hand the cost of adding dmg red to armor? I figure that could at least serve as the basis for magically adding it to, oh, i don't know, a cloak?!? :)

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

JSL wrote:
Salome can now make a wand of cure light wounds. It will require 3 craft points and 375 gp for materials. Also, it will take a day to accomplish.

Well worth it. That would also aid Salome in not having to spontaneously convert her other spells into healing magic. She could just rely on the wand. And, provided Vesh or Mal or someone has Use Magic Device as a skill, they can wield the wand in the event Salome gets knocked into negative hit points and we have to save her instead.

JSL wrote:
As far as raising cash, the ranseur is more valuable for its mithral than its use as a weapon. Das Korvut, the smith, would likely pay a handsome sum for it. Alternately, it would make good raw material for a mithral shirt or light shield.

Hmmm...your cool idea sounds like it would benefit Salome the most, as she'd be able to cast shield of faith and extend it to everyone. Zieke has a potion of shield of faith he hasn't used yet, too. So he could wield it with the same effect somewhere down the road, if necessary.

Selling the ranseur outright (as opposed to melting it down to use its mithral) would enable us to divert funds towards something more specific...or spread it out so everyone benefits by having enough funds to bump up some special item (like Ehlissa or Zieke's swords, Vesh's bow, Slidell's staff, etc.)...but I'm game for doing whatever the party believes is best.

JSL wrote:
Mal has also claimed some treasure that might be worthwhile to appraise. Additionally, you can hit up the mayor for an advance on your pay.

See my note in the last post in the game thread about Zieke's cash-on-hand. I have no idea what he makes while under retainer with the garrison. Or what he has left over from all his experiences that brought him to 3rd level. Presumably, it wouldn't be much, given all that time he spent living frugally in the wilderness. But maybe some left over money from prize fights in Magnimar could be possible? I'll take whatever lead you give me here...

JSL wrote:
Note: one reason I want to slow down the advancement is that it has outstripped the treasure, which leaves more resource intensive characters like Slidell and Salome in the lurch. I am hoping to hand out some more treasure before everyone is 4th level. But it has been troublesome to justify the rabble you have fought recently to be well funded.

I like your approach on that. If we level up too fast and our gear doesn't keep up with us...the Challenge Ratings for various monsters will outstrip us that much more. And I imagine it's already difficult to judge that given that we're higher in level than we should be at this point in the adventure...and we've also got higher than the usual four party members that Encounter Levels are built upon.

My two-cents,
--Neil


Just wanted to say,... 'Blechh!' and sorry for my last post IC, that one was ALL over the place!

I can keep my body going all night if required, doing physical work, but at midnight my brain turns into a pumpkin. ;P

I seem to do better with the 'Sli-ness' during daylight hours. I had a very specific set of thoughts I wanted to try and get across,... And after re-reading they look about as clear as mud. I guess I'm so verbose in general, maybe I should just stick with getting ONE thought across per post?!? :P
I'll get it. I got the 'voice' back after our Christmas hiatus, I'll get there again. Maybe I'll just chalk this one up to Sli's inner turmoil after that last, harrowing battle? :) (Yeah, THAT'S my story, and I'm sticking to it!)

Love the suggestions JSL & all, and LOVE the banter betwixt Ehlissa and Zieke! I hate the silence in RL, and usually take it upon myself to fill in the 'dead spots' during a game with the banter. It is SO fun to be able to sit back and LOL watching others go at it! And you two have got your characters 'voices' down, I love it!

Very nice writing (as usual) to all, nice to see that everyone is dealing with the aftermath in their own ways.

See you all in the thread!

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Ragadolf wrote:
Just wanted to say,... 'Blechh!' and sorry for my last post IC, that one was ALL over the place!

I think the thing that surprised me was Slidell thinking of monsters in terms of "hit points." It kind of shattered the literary "suspension of disbelief" for a moment as I was reading along. ;-D

Ragadolf wrote:
...LOVE the banter betwixt Ehlissa and Zieke!...It is SO fun to be able to sit back and LOL watching others go at it! And you two have got your characters 'voices' down, I love it!

It just takes a while for me. I've got to find the right positioning between the characters to start to get a feel for how all of you are representing your PCs and their expected reactions to things. There's always a certain amount of pushing the envelope to find what's acceptable and what isn't in terms of character interaction. My hat's off to Fabes for being so open to the half-confrontational, half-comedic tug-of-war scenes between our characters.

And, all in all, thanks for the encouragement folks. Zieke is starting to feel more like an integral part of the group to me. And I think I've hit my stride in how I want to portray him. Hopefully, going forward I can match the excellent roleplay all the rest of you bring to the game.

--Neil


Male Impoverished Student 2/Amateur Chef 3

Sorry I haven't been around much the last few days; I've been busy and I'll try to post IC ASAP. Thanks for your patience and sorry for the inconveinence.


NSpicer wrote:
I think the thing that surprised me was Slidell thinking of monsters in terms of "hit points." It kind of shattered the literary "suspension of disbelief" for a moment as I was reading along. ;-D

Yeah, THAT's one of the things I meant.

That is actually one of my favorite quotes from another crazy mage. (Series of novels, Hickman (but not Dragonlance), can't think of the series titles right now.) I've been looking for a place to use it, never quite fit. (My old DM loved it when I used it. [Of course, I was playing a mage that makes Slidell look sane!] He used to make me repeat it a LOT. I think he liked it more than I did!)

Meh. I've used it finally, I'm over it now! So you are safe. Well, as safe as one can be traveling with Slidell! :)


Male Human - dash of elf Miniature painter/ Heroic

I went out with a girl for 3 years who when we first met thought I was an arrogant pr*ck and resolved that she would actively dislike me. 1 month later we started going out. :D

A lot of Ehlissa is based on her.


FabesMinis wrote:

I went out with a girl for 3 years who when we first met thought I was an arrogant pr*ck and resolved that she would actively dislike me. 1 month later we started going out. :D

A lot of Ehlissa is based on her.

Heheh,

True Life=Stranger than Fiction :)


Everyone's enjoying the weekend, I guess? Or if not "enjoying", at least being kept busy by it.

I've updated the game to get to the next morning. My intent is to get everyone moving again as quickly as possible. However, Vesh and Slidell suffered damage that will require treatment at the temple. Other than that, there is nothing keeping you from heading back in other than your own desires.

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