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The Spider God's Bride - Discussion


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Talar Drealev wrote:
GM: How do you handle arrows and ammunition? Do you track how many, as well as the weight? What about crafting/using special arrows? Also, how do you feel about using poisons and/or alchemical items on arrows, and how thematically appropriate is it?

1. Keep track of arrows and weight (as well as all ammunition); they do not last forever, standard rules for them apply.

2. You can craft normal arrows if you'd like, but that will take time. You'd also need a "Crafting Kit" and the ability to Craft Arrows via the skill. You'd also need 1/3 of the cost via components as well time to craft them.

Typically the result allows you to find how much you would craft in one week of 8 hours of work (effectively 56 Hours of work). Your check reveals how much work you complete in one week. To make 20 arrows you need to make 1 GP of work.

The rules state - If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item.

The DC to Craft Arrows or Bows is 12 - if you get a natural 12 you succeed and craft a total of 144 Silver Pieces of work at the end of the week. That's roughly 14 gold pieces of work in a week - that's roughly 2 gold pieces for an 8 hour day - and that means you could could craft 20 arrows in 4 hours.

If you took it up a notch (pardon the pun); if you elected to use Accelerate Crafting it increases the DC by 10 so you'd need to roll a 22 - of course, if you rolled a 22 you'd end up with a 484.

This means you'd end up with 48 gold in one week; and that means you'd net out 6.9 gold in an 8 hour day; or roughly 3.5 in 4 hours; 1.75 in two hours and roughly .87 gold in one hour - essentially that would take you roughly 1.5 hours of uninterrupted work.

So yeah; it could be done, but I'd recommend carrying the supplies to make arrows if you need them.

Also, remember; you can "reuse" 50% of the arrows you fired; the others are simply broken (however, you can use Craft to Repair broken arrows, but that's a whole other thing).

Okay; I hope that clears things up!

3. Absolutely poison is an option and does not compromise the integrity of the game.

However, you have to have the ability to apply poison to your weapons/gear or you risk poisoning yourself, so be careful!


Ixos wrote:

I have these languages: Khazistani, Susrahnite, Lamurian, Taraamite, Yar-Ammonite, Elder Kuthan, Ptahaanan

I need two more popular amongst sorcerers and ancient texts. What did the ancient serpent men speak? Suggestions?

Their tongue is know to few; and of them it is not easy to glean much, for those men who searched for the ends of such enigmas have discovered the answers but lo! They have fallen into insanity...

That being the case; you would not be able to start with that language, but you would be able to learn it in time, if you dare...

;)

That said; I'll let the others chime in on suggestions :)


Male Human (Civilized Lamurian) Sorcerer 4

I totes dare. :-p


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Understood. This is going to be a lot of fun. I haven't had this much fun with archery since I built The Green Arrow.


Female Aasimar Druid 7 (Noble)
Ixos wrote:

I have these languages: Khazistani, Susrahnite, Lamurian, Taraamite, Yar-Ammonite, Elder Kuthan, Ptahaanan

I need two more popular amongst sorcerers and ancient texts. What did the ancient serpent men speak? Suggestions?

psst Ixos: It's Lamuran without the 'i'. ;)

@ Ixos: The dead languages used by sorcerers and some sages are
first and foremost the dead tongue of the giant-kings, Elder
Kuthan. Ptahaanan is another ancient language, but known to
only very few scholars. Even more rare is knowledge of
Yalothan, the reptilian sounds of which are largely
unpronounceable by humans.
<--- I suppose your guy could know the last one with years of practice.

The Children of the Great Serpent
Also known as the Yalothans, the serpent-men were former masters of the jungles of the south. Many are sorcerers.
Appearance: The true form of the serpent-men is a tailed humanoid body topped with a snake head. But this race has the sinister ability to change shape, blending into human societies and manipulating them to further their own secret goals. When killed, a serpent-man always reverts to his true form.
Religion: The lord and creator of the serpent-men is known by many names, including Zanthiss, Satha and Hassith-Ka

More info on Yalothan.

(Could have been learnt from some exploration of the Jungle Kingdoms of Yalotha - Lost City of Serpents.)

===

Maybe other ideas might be 'Ancient Yar-Ammonite' found in the deep Tombs Of Kings or 'Djaka' language from the mysterious Silver Lotus Isles which sees the Djaka savages grow the rare Silver Lotus and worship monstrous slugs.


Talar Drealev wrote:
Understood. This is going to be a lot of fun. I haven't had this much fun with archery since I built The Green Arrow.

Very interesting, but I had to re-read it because at first I thought you were referring to - THIS -

;)


Male Human (Civilized Lamurian) Sorcerer 4

My character is slowly coming together. I'm not entirely done with spell selection. (My demonic tutor needs to fill my head with wisdom.) And there is a feat i'm not entirely sure about. But, if you want to check out his back story and such you may.

We get 3000 gold? Can we use that money for crafting, such as alchemy? Or does that need to be purchased in total?

I assume Item Creation feats aren't a thing? Otherwise, she who had craft Wondrous Item would reign supreme in a low magic world. I'm guessing magical items are crafted through ritual/GM fiat?


Female Aasimar Druid 7 (Noble)

Paten, you okay with mot attempting to open the door with the two magical auras? Tairin doesn't want to risk it, even though she has rolled an advance DD check and got 30 to pick the sturdy lock. Who knows if there is another ward in place and what it will do to Tairin or anyone else.

Addendum: I was considering botting Red to help with the Know Arcana rolls since her modifier is +14, however our ex witch does not have Detect Magic, so it was moot.


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Alright I have looked through gear and picked out stuff in much more detail. Please feel free to check my gear spoiler and see if I should get anything else. Also since I decided not to buy 2 sets of armor for my companion I now have over 500 gold to work with, so suggestions on where to spend that would be appreciated. Although to be fair I already spent 150 gold on Talar's drug habits :)

Another piece of equipment I think most people should have: masterwork backpack. It costs 50 gold and weights 2 pounds more than a standard backpack, but allows you to treat your strength score as 1 higher for carrying capacity. Not really worth it if you don't have a semi-decent strength score, but stronger characters benefit quite a bit from it.

Also I found some gear our healer might like:

Boline

Price 10 gp; Weight 2 lbs.

Bolines are hook-shaped knives commonly used by herbalists and spellcasters to harvest ingredients for their craft. A boline’s blade is typically 5 inches long, and is too small and irregular to use as a weapon. You can use a boline to finely slice the herbs in a healer’s kit, so you can treat deadly wounds with only a single use from a healer’s kit rather than two uses.

Healy Myrrh

When you burn this powerful resin, it fills 8,000 cubic feet with faint smoke that persists for 8 full hours. Any creatures resting or receiving long-term care in the area while the healy myrrh is active regain 1 additional hit point per level. Multiple uses of healy myrrh in a 24-hour period do not stack.

Create: Craft (alchemy) 5 ranks, Heal 5 ranks; Cost 25 gp


Male Human (Civilized Lamurian) Sorcerer 4

Is detect magic back on the list of spells we can pick up? I thought it was trayf due to the swords and sorcery list? It seems an important one to pick up if it is acceptable.


Female Aasimar Druid 7 (Noble)

@Yeth-Kolsot: Yes, it’s a relatively new inclusion on the allowable spell list, but is no longer at will. Detect Magic is now a Level 1 spell and takes up a bonus spell slot, much like domain spells do, and as such is limited to how many 1st level spells a character can cast in a day.

Also, Dain has asked the casters to make up "command" words for their spells (you may look on Tairin's profile page to see hers). It can be in any language you know - perhaps yours would be one of the ancient tongues, and, the word is uttered, triggering the spell. When we type the trigger word, we need to use both italics and bold to denote it in the dialogue. (Which I didn't do recently as this is the first time I'm using Detect Magic in game and I simply forgot.)

We've been told to use Stealth or Bluff to camouflage casting spells as some citizens of Xoth do not take well to "witches" as they deem casters or one doesn't openly demonstrate magical aptitude if they don't have to, especially around an enemy.


Female Aasimar Druid 7 (Noble)

@Talar: The gear looks good. I thought you mentioned you'd be getting a tent, but I didn't see it on your list (sorry, if I missed it)? The rest of us have our own (most have a small/normal tent and I think Bjoern has a medium one) and it is a good idea especially if we're trekking out/spending time in the desert. Might I suggest a pavilion tent so your horse companion has some shade from the hot sun, too... Dain does readily ask us to roll Fort Saves from heat when we're travelling in the hot desert sun (this includes our animal companions), so you don't want your horse to expire in such conditions. Having something which can provide shade helps. :)


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Sweet. Yeah I was holding off on a tent until I saw what everybody else was packing. I thought about maybe getting one big tent for everybody. But if everyone else has a tent I'll just get one for my and my horse.

GM could I conceivably get a medium tent and sleep both me and my horse in it? It technically only fits two medium sized creatures, and a large creature counts as two, but I thought Talar might sleep up against his horse. If not it's no worries, I'll just move a tent size up.

Maybe I'll just spend the rest of my gold on jewelry, or a masterwork dagger.


Male Human (Civilized Lamurian) Sorcerer 4

Cool. Thanks, I'll come up with something vis-a-vis the command words.

Wait, if Detect magic is a bonus spell, like a Domain, wouldn't the awol witch have it, but she just doesn't have it recorded on her sheet?


Female Aasimar Druid 7 (Noble)

@Ixos: It takes up a bonus spell slot in essence (but isn’t an automatic bonus spell) and she may have opted not to take it and concentrate on other spells instead of it. I don’t know, to tell you the truth. I suppose Dain GM can make that call, when he’s back on the boards?


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I think that for now, I'm going to tweak the Detect Magic thing again.

I'm ruling it can be done 3 times a day + Caster's Spellcasting Bonus (I.E. Intelligence for Wizard, Charisma for Bard, that sort of thing).

This way it won't eat into your total spell list for level 1 Spells and you have more options to use it more frequently; however, it prevents it from typical 0 Level Spells which can essentially be used all the time and instead prompts people to use it when they think it is necessary.

Please let me know what you guys think of that adjustment.

Thanks!


Female Aasimar Druid 7 (Noble)

I have no issue with the adjustment. Tairin will be able to cast Detect Magic 3+4 (CHA mod)=7 times a day. It's better than none as was the case earlier in the game. I'll make a note of it on her sheet. Thanks, Dain GM.

Dain, I won't be able to post in game today as I seem to have caught my son's nasty virus and I'm not feeling well at all, so I'm going to lie down and rest. I will try to post tomorrow. Thanks for your understanding.


Male Human (Civilized Lamurian) Sorcerer 4

Feel better!

I've chosen to use Amharic for my spells, since I love the script. I've included the words next to the spells known.


Female Aasimar Druid 7 (Noble)

@Yeth-Kolstot: Thanks!

Detect Magic isn't on the known cantrip spells for sorcerers in Xoth.

This is the O level/cantrip list for sorcerers: 0 level – Arcane Mark, Dancing Lights, Disrupt Undead, Daze, Ghost Sound, Guidance, Know Direction, Mage Hand, Message, Prestidigitation, Resistance. So you wouldn't get Detect Magic just because and it wouldn't be separate/bonus to the number of total cantrips you're entitled to per day (even with its restriction on usage).

Also, in Xoth a 4th level Sorcerer has 4 cantrips, 3+1 INT=4 first levels and 2+1=3 second level spells per day, I'm confused why you've listed 3rd and 4th level spells on your sheet of known spells, or are you noting that for the future?


Male Human (Civilized Lamurian) Sorcerer 4

I thought Dain was suggesting that all casters could detect magic, in his last post, but I could be confused!

That 4 cantrip thing is a holdover from 3.0. All Pathfinder full casting classes have unlimited cantrips. So, I'm guessing that just like Decipher Script got folded into Linguistics, but is on the Sorcerer skill list that the Xoth Sorcerer is Pathfinder compliant.

As per some conversations with the DM, Yeth-Kolsot knows some magic that he cannot currently do. Which is why my spells per day notation doesn't include being able to cast those spells.

Thank you for the notes, a second set of eyes is always helpful for these sorts of things. :-)


Female Aasimar Druid 7 (Noble)

Dain did not permit my Bard unlimited cantrips when I first created her. She's been limited to the 5 known 0 levels per day. Unless you mean those caster classes that are not multiclassed gain unlimited cantrips?

Dain GM: Does Tairin get unlimited cantrips just as the sorcerer does? I'd like to know the situation with that, so I may adjust her sheet according, if she does. Thanks.

And, he simply mentioned Caster's spellcasting bonus in his recent post and not all casters. So, I'm a little confused. :/


Male Human (Civilized Lamurian) Sorcerer 4

It could be the case that he wants Sorcerer Cantrips limited. He hasn't told me explicitly one way or the other. However, we did talk about converting the Xoth Sorcerer to Pathfinder and so I just did all the changes I could find in the old conversion document. (circa 2008? Or whenever Pathfinder first got released.) It's possible I was overzealous, and if I was I'm sure he will let us know. :-)

As for the Detect Magic thing, the reason it's not on the Sorcerer list is because Xoth bans low level divination effects for all casters and the Xoth Sorcerer . (Though like all their flavor rules, they applied it super inconsistently in their spell lists.) When Dain opened it back up, I read that as being open for all casters since he did not make a distinction, and it's hard to play a caster without access to that rather essential spell (see current warded door issue.) (It was probably a design flaw that they removed in the first place.) Again, I could have misinterpreted, but that's my reasoning process.

Do you have the ability to disarm magical traps? If so, it seems like you could disarm this one without understanding its nature, right?


Female Aasimar Druid 7 (Noble)

This low magic world is quickly becoming quite different than what we originally foresaw via the GM's instructions before the game began.

Tairin has the trait Trap Finder which allows her to use Disable Device to disarm magic traps, like a rogue. However, I do not believe Dain GM allows such things without understanding the nature of the magic first (he's pretty strict with such things). And wouldn't it be rather reckless to try to disarm it without knowing the possible consequence to the person doing the disarming? The ward at the front door turned someone into ash. Not something that would induce someone to give it a try. lol Plus the GM told me the Disable Device of 30 I rolled wasn't high enough, anyway. Shrugs.


Male Human (Civilized Lamurian) Sorcerer 4

Wow! (Re: a 30 being too low to disarm it. That is a potent trap.)

You are correct that it would be a bit reckless. (Though I've been far more reckless <<sheepish face>>, I understand caution and care are good watch words when disarming traps.)

That being said, it seems crazy to me that a 20th level Rogue with trapfinding couldn't disarm the most basic wards without understand and seeing the magic involved. But one's mileage may vary.


Hey guys; I leave for work in about 7 minutes and it will be a 16 hour day for me today.

I do not have the time to answer questions right now but I will do my best to answer them soon.

New Players: I am sorry for the delay on getting you in the game.

I can only stress that you won't be able to join the game formally until the current PC's have finished exploring this house. To do so requires a search on each room; there are multiple rooms and they are still in the main entrance way at this time.

As soon as the PC's have searched the house I can bring you guys in.


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

No rush, best of luck with that gross 16 hour day.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

@Talar and Yeth-Kolsot:

We shall endeavour to explore the palatial deathtrap manor in a timely fashion, so that you can join in sooner rather than later. I'm looking forward to the new additions to the party. :)


Male Human (Tharag Thulan)
Stats:
hp 74/74 AC 21|T 14 |FF 18, F +7|R +2|W +4, Init +2, Per +10
Gladiator 6

Just a warning. I started anew course has started for SAP for Controllers. Only able to post via cellphone.


Female Aasimar Druid 7 (Noble)

Good luck with the course, Bjoern. :)


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

As for working in my character, Talar's city or origin is Zul-Bazzir which is where the party is right now. The most recent part of his backstory is him barely escaping the betrayal of Shamira with his life, so he could still be in the city. And since he's on the hunt for Shamira to exact revenge upon her, he would gladly take any chance for allies since he knows Shamira has a number of nomads aiding her.

He plans on fighting a lot of nomads and trying to rescue his sister, and from experience he's learned that traveling alone isn't a great choice for your lifespan.


Male Human (Civilized Lamurian) Sorcerer 4

I added some items. Please let me know if I'm missing items. I usually let other players handle the quarter mastering. So there may be some obvious lacuna.


Female Aasimar Druid 7 (Noble)

Just a courtesy heads-up: I'll be off the boards tomorrow (my Saturday/ your Friday) as I have a family function to attend. I'll be able to respond/post via Tairin on my Sunday/your Saturday. Thanks. :)


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Woohoo, excited to get started!


Talar Drealev wrote:
Woohoo, excited to get started!

I understand completely!

I'm very sorry for the delay in the game, especially as I know you two guys have been waiting to join. That being the case, I'm just going to have to shelve their part of the campaign, or at least put it on the back-burner so that you guys have a chance to post.

Also, sorry for not posting up something earlier tonight; Saturday night my work was pretty rough and after having an issue there when I discovered my heart rate was jacked up to 172/102 I had to get some medicine for my heart and when I got home I woke up this morning to an epileptic seizure. Anyway, I've been sleeping on and off today - but the point is; I'm back :)


Female Aasimar Druid 7 (Noble)

I need to make dinner, so I will post Tairin's next bit in the manse later tonight my time.

Rest and feel better/stronger, Dain GM.


Female Aasimar Druid 7 (Noble)

Can I ask that the new players side game posts (including GM posts for their story arc) be placed under spoilers so as to not affect the main game with the work in the mansion? It’ll save us trying to find info as we’re moving through the estate. Thanks kindly.


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Oh wow. Please take care of yourself GM, feel better.

I'll get a post up later this morning.


Male Human (Civilized Lamurian) Sorcerer 4

That sounds quite serious! Please be well.


Male Enlightened Yar-Ammonite Scholar 5 | HP: 36/36 | AC: 14 (14 Tch, 10 Fl) | CMB: +3, CMD: 13 | F: +1, R: +4, W: +8 | Init: -4 | Perc: +14 (+18 stonework), SM: +12 | Speed 30ft | +2 to Reflex saves and +2 AC (dodge) versus traps | See as Detect Magic | 0 non-lethal damage

Take care Dain!


Many thanks, gang!


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Ooph, a potential chase already. Gotta pick on that nomad base speed :P

Two quick questions GM:

1) Are the two thugs that just showed up blowing Talar's path down the alley? Or are they to the left and right of him?

2) As for favored enemy, am I able to tell what people are by looking at them? Should I just include my potential favored enemy bonuses OOC for you to reference in case they fall into a category?


Talar Drealev wrote:

Ooph, a potential chase already. Gotta pick on that nomad base speed :P

Two quick questions GM:

1) Are the two thugs that just showed up blowing Talar's path down the alley? Or are they to the left and right of him?

2) As for favored enemy, am I able to tell what people are by looking at them? Should I just include my potential favored enemy bonuses OOC for you to reference in case they fall into a category?

You can't really see their features; they're heavily robed and shrouded; and what features you can witness are marked by plague marks...

As for the two before you?

They've moved in between you - I can adjust a combat map in a few minutes. Just click the link...


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

If you want, I certainly never complain about having a map.

I thought that was the case, just wanted to check. I'll have my post up momentarily.


Talar Drealev wrote:

If you want, I certainly never complain about having a map.

I thought that was the case, just wanted to check. I'll have my post up momentarily.

Map's up...


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

One intro post and then into combat. Kind of a refreshing change of pace from the normal PbP style! I just hope Talar manages to live past his first five posts :P


Talar Drealev wrote:
One intro post and then into combat. Kind of a refreshing change of pace from the normal PbP style! I just hope Talar manages to live past his first five posts :P

I think it's highly probable you do; but meanwhile, I can't work

Yeth-Kolsot in until after the house is fully explored.

Hopefully that will happen soon...


Male Human (Civilized Lamurian) Sorcerer 4

I'm patient. You guys do your thing. :-)


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

Ah I realize I've been making a mistake in my movement. Sevas is currently wearing medium armor (hide), so with his nomad speed of 20 feet he would actually only have 15 feet movement in armor. My apologies. If you want to move me back a little that would be fine.


Talar Drealev wrote:
Ah I realize I've been making a mistake in my movement. Sevas is currently wearing medium armor (hide), so with his nomad speed of 20 feet he would actually only have 15 feet movement in armor. My apologies. If you want to move me back a little that would be fine.

That's okay; for now we'll let it be. But thanks for catching it!


Male Khazistani Nomad Ranger 6 | AC 18, Touch 14, FF 14 | HP 68/68 | F +7, R +9, W +5 (+4 vs disease, +2 vs charm/compulsion/emotion) | Init +5 | Perc +12 (+2 with companion)

I think with wearing medium armor Talar has DR 2, correct?

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