Scummer D&D
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FakeGod Seven-Colored Puppeteer
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we're playing 3 hrs from this postMy favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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extra spell slot at each spell levelMy favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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here we goMy favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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Summary:
PCs are joined by Who4 the wizard. They sleep through the most of the scorching rays of the desert sun. They see a group of hooded figures approach the dunes, so they follow them, but they lose track of them inside the dunes. After hours of fruitless searching, they see couple miners with smuggled books. Mo'ak tackles them to the ground, but before they could interrogate them, a fireball incinerates them and the smuggled goods. White, robed figures are darting around invisibly in the dunes, shooting rays of electricity into the PCs. PCs retaliate and kill them.
They camp away from the dunes, but they notice that there are a group coming after them, so they begin to move away. They wonder around the desert, trying to lose the groups. They eventually arrive at the AA mining entrance. Isaac try to convince them to let the PCs in, but miner guards tell them to scram. When Mo'ak joins them, miners flee into the mine. Isaac shoots one of them with his eldritch blast. Party camp outside, not too far from the mines.
At daybreak, PCs are joined by Kirtha Velvetin. Kirtha goes and talks to the miners at the mining entrance, and meets Ivan. They smooth things over, and Kirtha manages to convince Ivan to loan them a guide to take them to the Carifey Camp. They walk across the desert, but are ambushed by a giant scorpion. Who4 is taken low, but they take it down. They arrive at the camp of the Crescent Moon tribe. Kirtha makes the necessary knowledge checks to understand their customs, and she convinces the chieftain Zito the One-Armed to let the PCs stay. Zito extends them hospitality and asks them to join the tribe in their Half-Moon Celebration, which is happening in 3 days.
Kirtha meets Marangal, daughter of Zito, and asks about the celebration. The Half-Moon celebration is done in honor of their patron angel vanquishing an ancient evil vampire from long past. Isaac tries to tell tall tales, but the tribespeople don't listen to him. There are a group of female sword dancers practicing, and PCs try and spectacularly fail trying to copy them. Later, Mo'ak and Teela gets invited to a landshark hunting expedition by a group of tribal hunters, to which they agree enthusiastically. They head over to the area near the mines and successfully hunt a landshark, which they bring back to the camp.
Next week, we'll do the Half-Moon celebration event.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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quadz, can you move the posts starting from 382 to a new thread, and give me mod priv?
I would like to organize the cutscenes, summaries, and links to char sheets to the first page.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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<3My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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PCs meeting Marangal, daughter of Zito the One-Armed, for the first time:
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FakeGod Seven-Colored Puppeteer
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OP updated with things.
Please check it out!My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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where were you when marangal introduced herself?My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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hey guys the other group moved their sat session this week to sunday
So early session again this week? From noon to 3pm pst?
what do you guys thinkMy favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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how did your RL session goMy favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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In post 774, Who wrote:In post 773, FakeGod wrote:how did your RL session go
Grease is such a fun spell.
You guys need to tell me how it went down.
Also, we will be holding the this week's session from noon to 3 PM pst.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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I ran similar campaigns back in middle school, and while I wouldn't say the campaigns or my DMing skills back then were of high quality by any means, my friends and I had tons of fun for hours at end.
Can you give me info on party comp, playstyles for each PC, level and equipment progression, NPC interactions and plot, frequency/complexity/difficult of the combat encounters, etc?My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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that sounds amazing
I hope you gave some good pointers to notsci, quadz
being a monk is suffering
QQ RIP shadow 2015My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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well some folks say Lorick is hiding under a rock just to preserve his status as the last surviving member of the original party
what say youMy favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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Str 18, boosting Str at lv 4 and 8. (Dex for rogue)
No critical hits. No power attack. Barbarian is raging, and Rogue is sneak attacking.
Fighter, Barbarian, and Paladin are using a Greatsword.
Ranger is using a Longsword and a Shortsword.
Monk is using fists.
Cleric is using a Heavy Mace.
Rogue is using a Shortsword.
Every class is now rolling with equal attack roll bonus. (Fighter/Barb/Ranger/Paladin are using Power Attack)
Wizards & Sorcerers base damage scale about 1d6/level.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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Happy Birthday TboneMy favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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My favorite site mod is Zor Tester.
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Send me a PM if you want to replace in!-
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FakeGod Seven-Colored Puppeteer
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We are playing 2 hrs and 3 min from this postMy favorite site mod is Zor Tester.
I have Brandi's autograph! I bet you're jealous.
Send me a PM if you want to replace in!-
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FakeGod Seven-Colored Puppeteer
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get on it's adventure timeMy favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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Summary.
The PCs awake. Tomorrow is the day of the Half-Moon celebrations, and there are much work to be done. Miners led by St Harriet enters the camp. They are here to participate in the festival, and they brought crates of fireworks for the tribe's entertainment. St Harriet also asks Chief Zito for his daughter's hand in marriage, which Zito defers to the ancient customary duel. Marangal and St Harriet will duel at sundown. No magic is allowed, and St Harriet is not allowed to use any lethal weapons. If Marangal wins, then St Harriet is deemed unworthy, and will not be given a second chance. Marangal does't really like the idea of getting married to St Harriet, and she will be fighting with all her might.
At sundown, the duel commences after each combatants are checked for any magic. At first, Marangal seems to have the upper hand, as she disappears in and out of view, striking at Harriet's vital spots. After taking some damage, Harriet dove forward, grabbed invisible Marangal, wrestled her to the ground, and chained her arms down with his manacles. Harriet emerges victorious, and Zito acknowledges Harriet's engagement with his daughter.
Right before Harriet dove forward and caught Marangal, Isaac noticed that there was a flash of magical aura around Harriet, of divination school. He notified his team members, and PCs began to suspect that Harriet somehow employed magic to cheat in his duel. They pondered a bit more, and night fell.
During the night, Lorick was awakened by sounds of people moving about. He peeked outside and saw that the tribe guards were gathered around their Chieftain's tent. He asked what was going on, but the guard told him to remain in his tent. Lorick woke up the rest of the PCs, and Who4 cast invisibility on Lorick, who turned into a snake. Lorick slithered into Zito's tent, and saw the one-armed chief lying in pool of his own blood. Alarmed, Lorick slithered away to check on Harriet's tent. Harriet and his miners were all sound asleep, with no evidence of foul play. Lorick went back to his tent to relay all this to rest of the PCs. A soft knock and a plea for help from the tribal guards prompted Lorick, Teela, and Isaac to investigate what happened, and maybe save the chieftain's life. With a cast of Detect Poison and a fantastic Wisdom check, Teela managed to identify the poison. It is from an evil plant that lives in the jungle. It feeds on blood of the sentient creatures, and its poison makes its wounds unstaunchable. She cast delay poison and cure spells on the dying chieftain, only to watch the spells fail. Potions weren't working on him either. And Zito passed away.
Next morning, when the guard went to wake up Marangal of the tragedy that has happened last night, he discovered the dead bodies of her attendants, and a note in Draconic on Marangal's bed. It says to bring 20 members of the tribe in chains to the dunes, if they wanted to see Marangal ever again. Enraged, the tribe began discussion of what to do. St Harriet, after having read the letter, proposed that he and 19 of the best warriors of the tribe turn themselves in with fake chains on and hidden weapons, and rescue Marangal. PCs were not thrilled by this idea, but the plan received overwhelming praise from the angry tribe. PCs decided to send Who4, Isaac, Lorick, Milo the Kirtha's owl familiar, and Caled the giant eagle to tail the group, and to provide aid when needed.
They followed from great heights above, and saw that a hooded man approach the group, and led them to a hidden underground area through a well-hidden trap door. They descended and began to investigate. They heard some bangings and screams, so they open the trap door and follow through. The PCs find none of the group, but they do find a large chamber underground. There are evidence of the group being led here, but tracks become to ruffled to track elsewhere. Furthermore, there were bits of blood and nails on the walls. They search the area for awhile, and eventually find a hidden gate mechanism that would trap anyone inside the large chamber. With the aid of a summoned earth elemental, they also find a secret door. Lorick turns the door into mud and slice through, only to find a second set of metal doors behind it. When they open it, they saw 4 pools full of what looks like blood, crates and lab benches, and a wide chamber leading deeper in. There were 4 robed figures who were each positioned next to a well. They all launched fireballs at the PCs when the PCs entered, incinerating the PCs.
Spoiler: Ridiculous Fireball Damage rollsMy favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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My condolences to the dead 3 PCs.
I have updated the OP.
Please remake characters at lv 6 + 800 xp, and link them here.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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I had a great time today. You guys are pretty fun to watch. We should stream our games and let other people watch too.
I think we are going to be playing from noon to 3 PM PST from now on, by the way.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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Sounds like you had a lot of fun!
I rather not voice if that's ok.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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If you guys end up doing it, can you guys record the session?
I wanna see it afterwards.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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Spellthief isn't a bad pick per se, but it's has a pretty high skill floor iircMy favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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In post 824, T-Bone wrote:In post 821, FakeGod wrote:Spellthief isn't a bad pick per se, but it's has a pretty high skill floor iirc
Well if you aren't facing anyone with magic, pretty useless. It doesn't get a lot of spellslots to act on it's own.
...
I take it that you haven't played as a spellthief before.
By far the biggest advantage of spellthieves is granting a second outlet for your party's primary mage, by stealing his spells prior to combat.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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Yeah....
Spellthieves don't actually get to steal spells from NPCs that much, unfortunately.
It's too unreliable and too risky.
Your opening round is much more effective if you let your primary mage become a doublecaster, instead of trying to steal a spell.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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TBone might steal your spells Who
for greater cause etcMy favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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lameeeeMy favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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tbone, why daggerspell shaper? I'm curious
it seems like you're falling behind 2 levels in casting and losing some hp for like 2d6 sneak attack and some skill points
I dunno if that's a good trade to make
druid spells are niceMy favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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alrightMy favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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Jaunt lets you interrupt and reposition, but the person who was interrupted isn't forced to follow through the interrupted action since your reposition technically takes place before he makes his action.
which means it does not let you auto-dodge attacks/spells, but you can do some clever things.
for example of a player trying to abuse jaunt, if someone charges you, you can't just say "I jaunt 10ft to the right" and watch him charge into an empty space. Instead, he'll get to take back the charge and do something else, like maybe charge to your new position.
an example of better usage of jaunt might be to blink behind a nearby wall when you see someone try to charge you/cast a spell at you, and force him to do something else.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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You cannot drop an ability score below 3.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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Majority of combat for campaign 3 were in open though, not in dungeons.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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If you are worried about your Will saves, there is a feat in Player's Handbook 2 called Steadfast Determination that lets you use your Con mod in place of your Wis mod for will saves.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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In post 850, quadz08 wrote:also, I added a picture to my character sheet
Should I use your new picture for your character token in roll20?My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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ok dudes
I updated the pics and added the new characters
please update your init modifiers and check that you have access etc at some point before satMy favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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Ladies and gentlemen.
We will be playing from noon to 3 PM pst on saturday.
Please confirm your participation.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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GuyInFreezer will be joining us tomorrow, playing as Marangal, Daughter of Zito the One-armed, who has barely escaped from her captors in the dunes, and trekked across the desert back to her tribe as fast as her feet would allow.
She brings dire news. It seems that the robed figures of the dunes are massing for an attack on the tribe. With the strongest warriors of the tribe gone, the timing cannot be worse.
What will our heroes do?My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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We will start 2 hours and 53 minutes from this post.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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Who, did you link your new character?My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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list is in OPMy favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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Summary
In hearing the news that their lives were in danger, miners pack up and flee back to their mining compound. At urge of Marangal, the desert tribespeople abandon their homes to flee toward the compound as well. The PCs prepare for battle by hiding in the abandoned tents. The invading mages arrive, flying 200ft above, and bombard the tents with fireballs. After burning down the tents, they quickly track down the refugees who haven't made it very far and roast them with fireballs. PCs try to heal up as best they can, and see St Harriet return with one of the bandits to the camp. They confront him, and he seems rather unpleasantly surprised to find the PCs still alive. They engage in combat. Castien and his animal companion rush down Harriet, but Harriet relies on his thick plate armor to shrug off their hits, and deal crushing blows to Castien. Mo'ak and Teela rush out of their tents to help Castien, while Who locked down the wizard with stinking cloud and sleet storm. Harriet proves to be a monstrous adversity, as he chops down Castien and moves on to Teela, the half-orc siblings managed to deal some blows to him, and Marangal materializes behind him to finish him with series of devastating sneak attacks. Isa manages to trough through the sleet storm to execute the wizard.
PCs find letters on St Harriet. These letters expose Harriet as the one who planned the assassination of Zito and kidnapping of Mara to draw the tribe's best warriors into a trap, and then destroying the tribe and making it look like the mining guild did it. Once the wreckage of the tribe was found by the other tribes of the desert, it would be only matter of time until the tribes went to war with the mining guild, which is what St Harriet wanted. Letters also mention that the scholar, Lala Ducks, was useful in raising a garden of some sorts. There is no direct mention of this in the letters, but it is implied that the bandits were growing something underground, something very dangerous.
The PCs heal up and check out where the bandits attacked the refugees. The scene is very brutal, as bandits made sure to leave non alive. Most bodies were blown to bits with fireballs and chain explosions from the fireworks inside the crates miners were carrying. As they were investigating, they get ambushed by 5 bandits once more. Isa stepped forward and dared them to attack her, while Teela cast shield other on Isa. Isa proceeds to survive 3 direct fireballs centered on her, and they proceed to chop down the bandits one by one. Then, they returned to the compound to notify the guildmaster of St Harriet's true nature. The manager Tony is rather surprised to hear this, and decides that having a bandit group of this power nearby poses a danger to their operation, and hires the PCs to eliminate the bandit threat once and for all.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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By the way, everyone should use macros!
They are amazing.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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In post 900, Who wrote:Two questions:
1. Does the camp have a library of some kind I can copy spells from for the standard fee?
2. PHB says it usually costs 50 gp x spell level to copy from another wizard's spellbook, but scrolls only cost 25 gp x spell level. Why are scrolls much cheaper?
1. No, but you can talk to Headmaster Fink.
2. Scrolls cost 25 gp x spell level x caster level. I'm not sure what you're talking about.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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Who, the reason why I thought your summoning a fiendish Huge Centipede to finish Harriet was not realistic was not because summoning a fiendish creature is an evil act (you're a wizard not a cleric; you don't have moral qualms about summoning fiends), but because Huge Centipedes have measly +5 on their attacks with 2d6+4 for damage.
In general, summons have garbage attack/damage/AC/HP/everything. (summon nature's ally is in fact bit stronger which is hilarious)
Honestly, the best use of summons is to get things to trigger traps for you.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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quadz, you're not adding 1.5 times your Str mod to your damage.
Also, get a masterwork greataxe, man. They cost measly 320g and your party can afford like couple dozen of those.
Under rage, with a masterwork greataxe, Mo'ak has +7 BAB + 6 Str + 1 enhancement (from masterwork weapon) + 1 from Weapon Focus for total of +15 to hit, and damage of 1d12 + 9 (Str mod) + 2 (Weapon Spec).
You can full power attack and still have better to-hit bonus than the centipede and an avg of 31.5 damage per swing.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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yep
+1 enhancement bonus to hitMy favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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Uh maybe it would be a good idea for me to explain how weapons and their upgrades work
You have a mundane weapon that is mundane. It gives no bonus but it is dirt cheap.
Masterwork weapon cost 300g more, but it gives you +1 enhancement bonus on attack rolls.
All magic weapons are of masterwork quality. (if magic got turned off, they are still just as good as masterwork weapons)
+1 Weapons cost 2000g more than masterwork weapons, but they give you +1 enhancement bonus on attack and damage rolls.
+2 Weapons cost 8000g more than masterwork weapons, but they give you +2 enhancement bonus on attack and damage rolls.
+3 Weapons cost 18000g more than masterwork weapons, but they give you +3 enhancement bonus on attack and damage rolls.
+4 Weapons cost 32000g more than masterwork weapons, but they give you +4 enhancement bonus on attack and damage rolls.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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In post 910, Who wrote:DandDwiki lied to me, it told me they did 3d6+4 damage. Looking at other sources confirms that you are correct though, so Celestial bison was better for the higher attack bonus.
Also, does Headmaster Fink know any of the following spells:
Rope Trick
Evard's Black Tentacles
Solid Fog
Enervation
Dimension Door
Greater Invisibility
?
Don't use D&D Wiki for anything. Bunch of bad players make a habit of writing in things they want in there and try to use it as evidence to convince their DMs that they are right.
Headmaster Fink isn't going to share his spell list with you without reasons. You will have to make it worth his time.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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Who wrote:
Can he allow me to copy any of those from his spell book for the standard fee of 50 gp/spell level?
Actually nevermind about greater invisibility I don't need to know that one.
The price listed in the PHB isn't realistic, since most wizards would rather keep their spell list private than to make what is basically pocket change.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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In post 914, quadz08 wrote:I am very probably interested in looking a a stock of magic weapons from somewhere - what type of magics can one do to a weapon? And are there drawbacks to magicking a weapon?
DMG pg. 223 lists the available enchantments for weapons.
There aren't really drawbacks to enchanting a weapon, other than its high gold cost.
For cost, enchantment and abilities of a weapon add.
For example, Hana has a +1 Frost Greatsword. Frost is a +1 enchantment. This means that Hana's greatsword is a +2 Greatsword for all intents and purposes when determining the price of the weapon.
If you were to buy a +1 Frost Greatsword, it would cost as just as much as +2 Greatsword, which is 8350g.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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I actually wanted to ask how you decided on which school to specialize in, and which schools to ban.
There are notoriously MANY schools of thoughts when it comes to specializing/focus-specializing.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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In post 919, Who wrote:but eh, my character will die eventually and when he does his brother can bar Necromancy.
I wish you would take your character a little more seriously...My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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In post 923, T-Bone wrote:Where did Hana pick up this weapon anyway?
From the dragon hoard iirc.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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In post 921, Who wrote:In post 920, FakeGod wrote:In post 919, Who wrote:but eh, my character will die eventually and when he does his brother can bar Necromancy.
I wish you would take your character a little more seriously...
I would, but he keeps dying.
Come on, dude.
This game is more fun when you do more immersion.
Treat your characters with more respect.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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Yes. You guys are at the compound right now, and is able to buy these items.My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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Is Who keeping the spellbooks Harriet smuggled out from the guild, or are you guys returning them?My favorite site mod is Zor Tester.
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FakeGod Seven-Colored Puppeteer
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They are guild-issued spellbooks. You will not be able to find buyers for them in a legitimate market. I suggest contacting the black market if you are determined to sell them.
It's up to you to decide when to attack. (This campaign isn't static, however. Things will be happening, whether you guys are there or not.)My favorite site mod is Zor Tester.
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