Scummer D&D

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FakeGod
FakeGod
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Scummer D&D

Post Post #0 (isolation #0) » Tue Jun 30, 2015 11:53 am

Post by FakeGod »



We have split on to a new thread!

Hello, scummers. Our group usually plays weekly on Sundays, from Noon to 3 PM PST. We play D&D edition 3.5, and we play on roll20.net, text only.

Spoiler: Allowed sourcebooks:
Player's Handbook 1
Player's Handbook 2
Dungeon Master's Guide
Complete Adventurer
Complete Arcane
Complete Champion
Complete Divine
but Favored Soul class and Divine Metamagic feat is allowed
Complete Mage
Complete Scoundrel
Complete Warrior


In addition, you may play as the Gun Mage, and Summoner.
Swiftblade prestige class is also allowed.
Racial Paragon classes are also allowed.

We use the 25-point buy to generate abilities for characters. You have 6 stats, Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

They all start at 8, and you can raise them by spending points according to the chart below.

Alternatively, you can reduce them below 8 to earn points back, at 1 to 1 basis. (For example, you can choose to start with 6 base Strength, which would give you back 2 points, for total of 27 points to spend on other abilities)

Spoiler: Point Buy Chart
Image


Spoiler: Old Characters
Scummer
Character Name, Alignment & Class
Started
Status
T-BoneLorick do Bosque, LN Gnome Druid 5Campaign 1Killed in Campaign 3
quadz08Shadow, NG Half-Elf Monk 5Campaign 1Killed in Campaign 2
VarsoonClovis Anatole L'Grenouille XIV, N Human Ranger 1Campaign 1Killed in Campaign 1
ConManMickJord, CG Human Ranger 4Campaign 1Killed in Campaign 2
WhoPerson with a Name, CN Human Rogue 1Campaign 1Retired in Campaign 1
HanasawaMiniri, NG Human Sorcerer 6Campaign 1Killed in Campaign 2
I_Am_Not_VarsoonBallad Missileheart, N Human Bard 1Campaign 1Killed in Campaign 1
WhoWho, CN Human Beguiler 2Campaign 1Killed in Campaign 1
VarsoonEdgar Screamsteel, NG Dwarf Cleric 5Campaign 1Alive
WhoWho2, CN Human Beguiler 5Campaign 1Gone mad in Campaign 2
BipolarChemistArtriel, CG Elf Rogue 3Campaign 1Killed in Campaign 1
SXTLHGaidenSuika, CN Human Monk 2/Barbarian 1/Fighter 1Campaign 1Alive
caledfwitchCaled Velvetin, N Human Witch 5Campaign 2Killed in Campaign 2
HanasawaTeela Shrogg, NG Half-Orc Fighter 4/Cleric 4Campaign 2Alive
quadz08Mo'ak Shrogg, CG Half-Orc Fighter 6/Barbarian 1Campaign 2Alive
WhoWho3, N Human Warmage 8Campaign 2Killed in Campaign 3
Brian SkiesIsaac, CN Human Warlock 7Campaign 2Killed in Campaign 3
caledfwitchKirtha Velvetin, N Human Witch 7Campaign 2Alive
WhoWho4, N Human Wizard 6Campaign 3Killed in Campaign 3
T-BoneGuardian Castien d'Ibarien, NG Human Druid 5/Rogue 1Campaign 3Alive
Brian SkiesIsabella Delacroix, LG Human Knight 6Campaign 3Alive
WhoNo One, CN Human Wizard 3/Master Specialist 4Campaign 3Alive
Brian SkiesKatherine Delacroix, LG Human Paladin/KensaiCampaign 4Killed at final encounter
GuyInFreezerLorelei Songsteel, NG Swashbuckler/RogueCampaign 4Killed at final encounter
Cheetory6Kel, NG Human ClericCampaign 4Retired
WhoNo Two, N Gnome Wizard/Master SpecialistCampaign 4Killed at final encounter
HanasawaAvina Lunagard, NG Human Gun MageCampaign 4Killed at final encounter
ConManMickKarl Holz, CG Human RangerCampaign 4Killed at final encounter
Jackal711Jake Thomas, NG Human FighterCampaign 4Retired
DiamondSentinelDanum Argon, LG Human KnightCampaign 4Killed at final encounter
lilith2013Seline, CG Elf DuskbladeCampaign 4Killed at final encounter


Scummer
Character Name, Alignment & Class
Started
Status
Brian SkiesAnias Faroe, CN Human BeguilerCampaign 5Alive
GuyInFreezerVerdante Holz, CN Human TransmuterCampaign 5Alive
WhoSaag, CN Changeling BarbarianCampaign 5Alive
HanasawaMoriko Aritawa, NG Human SorcererCampaign 5Alive
ConManMickLukas Holz, CG Half-elf ClericCampaign 5Alive
DiamondSentinelCiel Varynx, CG Human DuskbladeCampaign 5Killed
The BulgeBo Merivale, N Halfling SpellthiefCampaign 5Retired
fujiyamaninjaTHOGИAK, CN Human BarbarianCampaign 5Killed in Thundercrag fight
lilith2013Stewart, CG Human PaladinCampaign 5Alive
Lady LambdadeltaNyx, CN Glastig SpellthiefCampaign 5 Act 3Alive
RadiantCowbellsRolf, CG Elf ScoutCampaign 5 Act 3Alive


PC death count is at
21
.



Spoiler: Campaign 1
Game Link
In post 139, FakeGod wrote:Image

Goblin bandits always have been a pest for towns, but their threat recently escalated when:


Image

Image


Supposedly, she's locked up in a dungeon somewhere being forced to make masterwork arms and armors for these vile creatures, and it's up to you, adventurers, to find the goblins' hideout and rescue her.


The caves the goblins have taken residence used to be notorious for dangerous monsters, but it seems that the goblins have cleared out a portion of the cave and claimed it as their own. Still, you should be on your guard when you're exploring the dungeon!

In post 167, FakeGod wrote:Excursion 1: Members - Who, T-Bone

Repelled by skeletons early. Wasn't able to proceed.


Excursion 2: Members - Who, T-Bone, Hanasawa, Varsoon

Decided to follow the goblin tracks to the first floor. Ran into some creatures, but slaughtered them all, except Lorick (druid) insisted that they let a fleeing enemy wolf go.

In post 201, FakeGod wrote:They found the goblin's lair and marched into a hail of arrows.

Ballad charged in bravely, and got surrounded. Who put him and another goblin under magical slumber, while Hana provided magical DPS.
quadz ended up eating three arrows and was forced to retreat. Who escaped as well.
Clovis rushed in to save his friend, only to be peppered by arrows by the goblin reinforcements. Clovis and Ballad met their grisly ends, while rest of the party got out.

In post 230, FakeGod wrote:RECAP

Party travels through the broken wall. They run into a flooded chamber, where they meet an aquatic creature girl named Diana. Diana asks Who to follow her and take a look at something, and he agrees. Who does not return. (eaten by a monster)

After Shadow, Lorick, and Who2 joins the party, they travel further down into the floor where they run into Sarah, a refugee who got captured by goblins a few months ago. Other refugees got sick and were taken away, never to be seen again. She was returned safely to the camp.

Party then fights their way through the undead infested dungeon, only to discover a strange magical sigil on the ground. After a through examination, they realize that someone has been using the sigil to create undead monstrosities. They deface the symbol and leave the accursed place.

In post 262, FakeGod wrote:Recap -

Miniri, Edgar, Lorick, and Who2 bravely explore areas that haven't been cleared out by the goblins yet. They run into various hideous flying creatures, but they defeat them with ease. Later, they face a flying manta ray who knocks out everyone except Lorick and his pet. Lorick summons much fire and sends the abomination back to whence it came.

Feeling strong enough, they raid the goblin camp. The goblins dug out a secret hallway to surround and ambush the PCs in middle of their camp, but they were simply too weak. After getting sections of their forces locked down by Who's sleep, goblin frontline was erupted with fire from Lorick/Wolf, and goblin flanking force were bottlenecked into a narrow hallway and obliterated by Miniri's AoE spells.

They found Hanasawa the blacksmith toiling away in an underground forge, and rescued her. They also were able to find all of the stolen supplies to the camp.

Mission accomplished.


Spoiler: Campaign 2
Game Link
In post 298, FakeGod wrote:
Start of the second campaign:

Image

Link

In post 305, FakeGod wrote:
In post 685, T-Bone wrote:Also why does a robot have restaurant reservations? Sounds pretty evil...

He's buying you guys fancy lunch as a way of saying thanks for helping out Hanasawa, his friend.

Dr. K is a respected scholar in the city, and 2nd campaign involves escorting Dr. K around in the city sewers.

City was built on a hilltop, and it was deemed unsafe to expand the underground sewer network to support the growing city. An aboveground dikes were built instead, and the sewers have been closed ever since.

Sewers have been fallen into disuse for a long time, and they mostly serve as a haven for unsavory creatures and criminals now.

In post 333, FakeGod wrote:Recap - Miniri, BpC, Who, Gaiden, and Lorick venture into the undead infested part of the dungeon. They battle through into a large catacombs, where undeads come in from all sides. They barely escape with their lives, except BpC who gets eaten.

Miniri and Gaiden travel to the hilltop city and accompany Dr. K to the sewers. They kill a monster and bring a sample back for examination.

In post 367, FakeGod wrote:Recap - Party travels in the old sewer system. They meet couple scared wererats, who scuttle away. They find a hole that's apparently been dug through the floor. A tentacle monster comes out, but Lorick sets it on fire and Who2 blinds it, so it runs away.

Party regroup, shop, and explore the left side, where they run into an ambush by cultists of Nerull. They almost lose their spellcasters, but everyone makes it out ok. They run into more of them as well as more tentacle monsters as they travel deeper into the sewer system.

In post 371, Hanasawa wrote:

Even though she was passed out at least I saw it and I thank you so much for it too. I always have an emotional attachment to my character so it might have crushed me for a bit. Once again, doing my elaborated summary because FG is always a tiny bit lacking but it's good for those who just want a quick skim. This is kinda for those who want to know more just about the things that go on here and whether joining is right for you.

Attendance today (name - character):
Tbone - Lorick and Coyote
quadz - Shadow
Who - Who2
Me - Miniri

Nevertheless, our party headed into the sewers for the second campaign after people were sick of skeletons and dungeons. Dr. K did not join us today on our exploration because he just didn't want to. Lorick and Shadow do not like this clockwork robot while Miniri just tolerated him because of her sister being friends with him. Moving on, the party decided to head to the left (visually right) at the first intersection of the sewers where they came across ratfolk not liking the idea of light. Lorick, I'm pretty sure intimidated them while Shadow and Miniri were really against this idea. They ran off anyway and we haven't heard from them since. Continuing down from the other side, not wanting to disturb the ratfolk or crashing their home, we went the other way and went south down to the end of the hallway where there was a hole at the end. People spotted the monster that Miniri and Suika fought beforehand but Miniri was the only one who completely missed it. Shadow yelled at her a bit, she apologised and then fighting started happening. Shadow got in range of the tentacles like Suika did before even though Miniri sort of mentioned that happening before they left for the sewers. Lorick used Flaming Sphere, Shadow initially did okay until the grapple did 14 damage causing him to promptly run away after breaking free. Who joined in sort of at this point with Who 2, casting Blinding Color Spray, the monster was annoyed and pretty much ran away on his turn...after I hit Ray of Frost to follow up with a Slow later but it's fine. We were award miniscule EXP and then there were some complaints about not having time to buy things. So we just basically went up and bought potions/scrolls and whatever else we liked before heading off again.

Round 2, we decided to head right (visually left) this time, this is where Suika and Miniri were near the end of the last session. After checking that crevice again, no more signs of the monster which is great. Though we heard a woman crying just a little before this. Moving forward, we heard footsteps coming from the moss and before we knew it, there were cultists popping up from invisibility, giving two touch attacks to Who and Miniri that essentially pushed them down to really low health. After that surprise, it was just a matter of fighting. Who moved up and away and I'm pretty sure he casted Glitterdust later on which blinded pretty much everyone except the cultist that was the closest to him (including Miniri and Shadow). Lorick, Coyote and Shadow were fighting where they were and Miniri got downed before she could even do anything. Down to -8HP, everyone else tried their hardest to fight, Lorick used up a scroll of fire blade which was really pretty and that the pair of Lorick and Coyote took down two of the cultists. Shadow moved to try and stabilise Miniri to no avail, down to -9HP around and blind, he tried his best to give a potion which essentially saved her life, dodging a couple attacks in an attempt. After the third cultist at the bottom was killed (there were 4 in total) it was just the last one left at the top which I think Who blinded this time by using Blinding Color Spray again to get the top one (correct me if I'm wrong). Shadow kinda flopped onto Miniri as she was unconscious to be a human shield (which out of character, my heart melted so much ahhh) and then tried to jump at the last cultist, sadly missing but not as bad as it could have been. Lorick and Coyote moved up to attack, missing both and missing all but 1 AoO from the cultist flailing around blindly. That was enough to end the battle and we were pretty beat. Health went around to try and explore deeper in the cave.

Round 3, after continuing along the path, there was a way in to the south which lead deeper into the sewers so we headed there, proceeding only a little bit to hear more footsteps from the north and a growling monster at the south. After killing our lights and staying silent as well could, Shadow...the monk and dex hog of the group failed a move silent check and basically alerted everything so we moved to combat positions as another of the same monsters we fought before pop up again and once again on Shadow. Dealing with more grapples, we heard the footsteps come closer so we tried to come up with plans to deal with invisibility again, Lorick swung at where he thought something was and managed a hit, Miniri used Seeking Ray which weaved really strangely and hit the monster. After moving, everyone but shadow got surrounded by 4 cultists again (or 5, not sure) appearing right in front of us again. To keep this short, Shadow took a bit of a beating from the monster, Miniri got two attacks on her which knocked her down to low HP but not out this time, Lorick used entangle again pretty early to lock down the monster and the cultists on the same line (really good as we found later on because that monster would have shredded me into pieces if it moved any further) Miniri had to stand her ground where she was, however. Lorick took out the bottom two cultists easily, Who managed to land a daze on one after a prepared sleep spell went to waste(?). Shadow moved, taking AoOs from the monster and the cultist, all missing him before wailing on one of the two cultists surround Miniri. Miniri took out the other cultist with 3 magic missiles all landing on him, before she managed to dodge a blood buff dagger that would have pretty surely ended her life there and then (14 damage to kill, +3d6 damage on hit but -5HP which HURTS if it lands as Miniri discovered last battle) on the one to the north of her. After Shadow missing the north cultist and the last one at the bottom pretty much killed himself with the buff(?), Miniri pretty much overkilled the cultist at the top and turned him into a BBQ apparently. The monster at the bottom was swiftly taken care of with a Javelin throw by Shadow and a second seeking ray spell on the monster. Pretty much exhausted from this, everyone agreed to go back to town and just...prepare for another day of this mess and hints of treasure.

I seriously hope I didn't miss anything. Can't be bothered to read back through the logs sadly... Thanks everyone, both in character and out of character because that was really tense.

In post 447, FakeGod wrote:Who2 stumbled out from the old sewers, and with a shudder, recounted the terrible fate that befell his party.

The party battled their way through invisible cultists. This time, with darkvision, see invis, and Miniri's advanced spellcasting, the cultists are dispatched shortly and efficiently.

At the end of their travels, they found an ominous hole in the wall, revealing a stairway leading downwards. Down there, they found a forgotten tomb, full of spiderweb and bodies, with glistening, red eggs inside them.

When they reached the innermost sanctum, bodies rose. The spider queen revealed herself and cut off attempts at escape with her webs and tremorsense, as the web mummies began to overwhelm the party's defenses. Only Who2, by layering his invisibility spell with a silence spell, was able to escape.

Rest of the party were killed.

In post 564, Who wrote:Vague summary (Hana will post a more complete one):

Teela and Who3 fought some stuff, wiped them out, Caled joined them, they fought some more stuff, a wereratperson bit Who3, we all scrambled around madly for a cure, we eventually got it (Teela cast remove curse. Who3 was very grateful) we went back, fought some more stuff, met some people, almost got massacred by an undead horror, but escaped (Teela had to carry Who3 away from it because he had been paralyzed, again he was very grateful). We delivered the hat of one of the people we met to Dr. K, he insisted on coming with us if we went back there. (We went down a hole)

In post 596, FakeGod wrote:PCs traveled down the sewers yet again. They ran into some rabid ratfolks, but they proved to be no trouble.

They finally descended into the resurfaced tomb, of which claimed so many lives...

And emerged victorious!!! Mummies went down under repeated physical assault and magical fire, while Who3 kept his focus on the spider boss.

Things were looking grim when Caled, their healer, went down, and the frontline got locked down via webs. But Edgar's god finally answered Edgar's prayers, and a single good turn dusted the entire room, and left no undeads alive.

The spider flanked around, but it was already worn down heavily by Who3's spells. Mo"ak charged raging up the stairs and delivered a powerful blow, and then Who3 finished it off with his magic missiles.

The PCs returned to Dr. K with their loot, but they discovered a tragedy in the sewers.

It appears that wererats are dying en masse......


In post 617, FakeGod wrote:The PCs go to the wererat controlled area of the sewers, and meet with fair amount of resistance. Mo'ak is bitten by a wererat.

They discover a wererat girl named Sarah, who explains them the situation. It turns out that a well-dressed scholar has ruthlessly taken over the wererat community, and have been using them as slaves for something malicious. The resisting ones were infected with a strange disease and went rabid.

The PCs free the slaves and kill a deadborn vulture. They escort the wererats to the western section of the sewers, where cultists used to be, and Sarah decides to apprentice under Caled and learn alchemy.

They escort Dr. K down into the mines, where they encounter Lala Ducks once more. Dr. K seemingly goes with her requests, but he realized that something is fishy about Ducks, and warns the party via Caled's telepathy.

Lala Ducks reveal her true form, a monstrous hag! They do battle, and Caled falls. Lala's bodyguard, a giant blue ogre, comes out to disrupt Who3, but Who3 lines up a perfect Maximized Lightning to blast both of them to oblivion.

PCs return to the town afterwards.

In post 693, FakeGod wrote:Summary

PCs finally venture down into the final chamber. This chamber is rumored to be where a dragon's hoard lies for taking, but it's guarded by a powerful undead. (morhg)

PCs walk in, and begin to fight skeletons. Brian Skies is on the ceiling, shooting his Eldritch Blasts, but he notices that the morhg is making a beeline for him.

PCs wrap up the skeletons, but Brian's in trouble. Caled sends her owl to heal Brian, but Milo the owl gets hit by the morhg's tongue and drops to the ground, paralyzed and dying. Teela heals the owl back up, while Who3 spams spells to DPS down the morhg. But then Brian gets critted, so Milo goes up to heal him once more. Morhg finally goes down afterawhile.

Without a moment loss, ground begins to shake. A black dragon arises from his sealing circle, and it promises swift death to the PCs. It swoops down and uses its breath weapon to melt the PCs to very low HP. Series of fantastic caster level checks later, dragon is nearly dead. Then, the dragon breathes acid once more, and this time, most of the party are down for the count. Brian Skies nails it once more to bring it down to 1 hp. And then Who decides to finish off the dragon using Orb of Acid. ACID. Black dragons are immune to acid, which means that Who just killed off Caled, Varsoon, and Hana. This was after I told them that black dragons are immune to acid.

I let him take back the move, and he switched to orb of fire to finish it off. Last room cleared, and the dragon's loot has been claimed.

I will be setting up a new campaign for next Saturday. It is desert setting.


Spoiler: Campaign 3
Game Link
In post 705, FakeGod wrote:Image

At Dr. K's request, PCs head to the faraway desert in hopes of locating the renowned scholar, Lala Ducks...

Game Link: https://app.roll20.net/join/1006792/csv0Cw

In post 726, FakeGod wrote:Summary:

Party members are trekking across the desert to hear news of the scholar Lala Ducks. They are attacked by hungry landsharks, but they manage. They see a air detonation fireball coming from the nearby dunes, so they head over to investigate. They encounter a wizard who attacks them right away, so Who3 put him down. They are flanked by orc mercenaries, but they are dispatched quickly. They discover a spellbook on the wizard. A bounty hunter in full plate named St. Harriet approaches them as they are rummaging through the loot, and explains that he is working for a mining guild called Armistri Annotated, and that he was hunting down the fugitive wizard. He asks for the spellbook of the wizard, claiming that it belongs to the guild. PCs say that they will return the book personally, so Harriet shrugs and tells them to follow him to the guild compound.

They arrive, and meet up with many of the NPCs present, including Na Choma, the grumpy dwarf who is the head of the security of the guild, Headmaster Fink, the old human wizard in charge of teaching spells to the new recruit miners, Isana the cook, and her fiance, Ivan the team leader, and guild boss Tony. They interact with many of the NPCs. Kirtha helps out Isana make potatoes for dinner. Eventually, St. Harriet asks for the book again, and Who3 refuses. St. Harriet grabs him, and draws a non-lethal wooden sword. This triggers Brian Skies to shoot him with an eldritch blast, but Harriet shrugs it off. The giant eagle Caled and Mo'ak tries to break them apart, but Harriet is grabbing Who3 too tightly. Then, St. Harriet swings his wooden sword at Who3, dropping him unconscious. Brian Skies grab the book off Who3 and gives it to Harriet, who promptly tells the party to get out of the compound.

The party rests under Kirtha's magic hut, and sets off to North when the sun goes down. They find themselves in the dune once more, and they realize that the dunes were actually full of broken carts, gears, and bodies. It was a graveyard of sorts! Party quickly leaves, but they are pursued by a pair of landsharks. They dispatch the first one, but second one jumps on Who3 and nearly swallows him whole. PCs try to take it down as quickly as they can, but they cannot do it before the thing is about to retreat underground with its meal in tow (unconscious Who3). After much hesitation, Kirtha launches a fireball into the creature, fully knowing that the Who3, being unconscious, will be fully roasted. The creature finally goes down, and they give Who3 a proper funeral under the desert night sky.

In post 755, FakeGod wrote: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.


In post 800, FakeGod wrote: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.


In post 894, FakeGod wrote: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.


In post 968, quadz08 wrote:General gist:

We were resting after being hired to fight off the bandits. In the middle of the night, Ivan woke Teela to ask her to help with Isana, who had come down with some sort of disease. It was determined to be caused by necromancy, and Ivan was going to go visit some sort of powerful individual deep within the mines to ask or bargain for help. (This information was given to him by his pet / familiar, a rat named Cheese.) Teela and Mo'ak went with him, with basically no spells and no rage available. Upon arriving, they found a sarcophagus. Ivan asked for help, and was offered "anything you want if you open the sarcophagus." After brief conversation, he opened it. A woman appeared and bit him, but Mo'ak was able to pull him from her grasp, and the three of them raced out of the mines. The woman did not pursue. Ivan was injured and cursed.

After getting some rest, the party set off to try to take down the bandits. Thanks to a couple of tangle spells from No One and Teela use resist energy (fire) and Shield Other on Isabella, the group was able to dispatch the bandits (and their pet murderplant) without too many issues. Lots of shit got found, as posted previously. We collected our massive amounts of gold, and called it a night.

WOOOOO


In post 1006, FakeGod wrote:Summary

PCs return to get paid by Tony. After paying them, Tony asks for the PC's help in clearing out the vampire from the mines. He already sent a task squad comprised of Headmaster Fink, Head of Security Na Choma, and bunch of capable miners to flush out the vampire, but Tony would rather hedge his bets. PCs agree, rest up and buy undead hunting gear with their loot, and make their way towards the mines.

They don't see anyone outside, so they march in bravely. They quickly find out that the task force has been unsuccessful, and now they must fight against now undead-miners, and mind controlled miners. They cut through and eventually meet mind controlled Fink and undead Choma. The vampire forces Fink to cast a giant channeled pyroburst that envelopes everything, including himself and the monsters, and PCs barely stabilize Fink. The rest of the expedition seems to have been killed. Fink is out of spells, so PCs let him go and begin to buff themselves for the upcoming fight with Vintell, the Wicked.

PCs arrive and find her just sitting on her sarcophagi, casually chatting with the PCs. Combat ensues. Mo'ak runs up and swings at the vampire, but she turns out to be merely an illusion. Two of the mind controlled miners stand up from two other sarcophagi, and fireball the party. The vampire debuffs Isa and Mo'ak, and steps backwards from Mo'ak's might swings... into Evard's Black Tentacles cast by Who. Marangal and Isa takes care of the mind controlled miners, but the vampire blinks out of the tentacles and drops Mo'ak in 1 turn. Who casts celerity and burrows time from the future to save Mo'ak, forcing the vampire to turn gaseous and go after Who. Meanwhile, Isa and Marangal begin to stalk the gaseous Vampire, while Teela made a beeline for her brother Mo'ak to heal him back up. Vampire materializes to catch Who, but Mo'ak, who is back up, wades through the tentacles to beat down the vampire, and Marangal's blade finished her off.

Vampire's form became translucent, and she faded back into her coffin. She admitted that it was a good fight, but promised to be back, even if it took her thousand years. PCs sharpened the wooden grip of Mo'ak's greataxe, and drove it straight through her heart, dusting her.

Campaign end.


Spoiler: Campaign 4


In post 1121, FakeGod wrote:Campaign begins.

Avina's group of ragtag adventurers start down the road into the Ariri Woods, toward the town of Bord. The Goodwill shipping and their escorts were traveling from Bord to Lorinshire nearly a week ago, and they decided to investigate. They get ambushed by some spiders, and Kat gets poisoned. They continue on to the crossroads where the road splits into two, north towards the town of Bord, and south towards the port city of Las Verisa, Avina's hometown. The crossroads are an unwelcome sight, full of destroyed caravans belonging to the Goodwill shipping. While they were investigating the area, a hobgoblin came out of the woods and demanded their surrender, declaring that his army of goblins had them surrounded. Karl, a ranger with favored enemy as goblinoids, immediately shoots him with an arrow, triggering a fight. Due to heavy numbers disadvantage, the heroes risk it all in a boss rush, and they charge down the hobgoblin leader.

The hobgoblin goes down in one turn, and some of the goblins panic and run. On the other side of the map, Avina gets caught by 4 goblins and drops unconscious. Kel leaves Karl and Who to deal with the flanking goblins to go help Avina. Lor scares away few more goblins while Kat dealt with the ones brave enough to face her. Eventually, goblins were routed, and the PCs caught a couple of them for questioning.

After some intimidation, goblins revealed that they have indeed attacked the Goodwill shipping few days ago. Their hideout is located southwest from the crossroads, in the long abandoned monastery. They were ruled by a ogre leader. The raiding party found the caravans undefended, so they stole all the shipments and took the traders as slaves. After some more intimidation from Avina and her gun, they whispered about a monster living deep inside the Monastery's basement, and if they didn't feed it with slaves, it would rise up to kill them. The party took them back to Lorinshire and handed them over to the local authorities.

Next day, they spent most of the daylight traveling to the abandoned monastery. By the time they got there, it has gotten dark. They light torches and begin to explore the monastery, and then they heard some goblins coming in. The PCs holed themselves up in a room and closed the doors, ready to jump on the goblins when they came through. Instead, they heard loud dragging sounds near the both doors, followed by a spark and BOOM. The doors both blasted apart. Goblins pored through, but the PCs held their line and fended them off. With well-placed greases and Kel's chokepointing aided by sanctuary, the goblins and hobgoblins were defeated. PCs were left in a pretty bad shape, and they decided to explore the outer buildings first and save the basement adventure for the next day. They mostly found old crates and linen, but in the third building, they found a secret staircase leading below. After much discussion, they decided to camp in the woods south from the monastery. They kept watches in shifts, and with some lucky rolls, were able to fend off a weird spider-human thing from causing them harm.

It is now morning, and the heroes are ready to explore what lies beneath the crumbling old monastery.


In post 1153, FakeGod wrote:Summary

Party returns to the abandoned monastery and travels down the the larger set of staircase. They open some doors and run into the guards that were supposed to have been guarding the shipments. Their captain, James, explains to them that they are currently sieging the goblins, and that their envoy has already came to negotiate the release of the stolen goods in exchange of the adventurers leaving. Guards seem injured and are wary. There are some explosives they have commandeered off of the goblins, and they have been set up at the corridor to discourage goblins from attacking them. A quiet and shifty human accountant named Arthur is in charge of setting up the explosives, and the crossbow sniper in second in command named Raelin has been listening for goblin's approach.

Things take a much more grimmer shape after the PCs talk to Raelin, however. Raelin warily explained to them that it was due to the Captain's laziness that the guards were lagging behind the shipping carts, and to cover up this mistake and protect his record, the captain has led them on this suicide mission to recover the goods, to cover up what really happened. Raelin expects many more goblins than the optimistic estimation of 20, but she and the guards are sticking with their captain for now. The PCs try exploring the passages to the east, and run into some goblins. They cut their way through and regroup at the guard's camp.

Night falls, and the goblin envoy, a spellcaster, approaches with his cadre of guards. Arthur went up to negotiate with him, and it seemed that the negotiations went well. The goblins agreed to return the stolen goods if the guards left. Everyone packed up and begin to leave, but Arthur had other plans. He drank an invisibility potion, and then lit the bombs set up in the corridor as the group left, killing many and injuring the rest. With the goblins swarming in, the PCs had no choice but to grab the wounded and retreat up the hidden staircase. They quickly clogged up the stairway with old crates and trekked through the night back to Lorinshire.

PCs refreshed themselves and returned to the monastery. They decided to check out a room they haven't explored before, and ran into a group of goblins, including the goblin envoy. They were planning to cut the PCs off and surround them from behind, but the PCs caught them instead. PCs managed to quickly put down the opposition, as the goblin war drums begin to rumble and the remaining goblins swarmed in through the only exit. After delaying them with a well placed grease at a chokepoint, No Two threw his torch at the goblin bomb carrier, which exploded and took out the rest of the goblin horde. Large footsteps indicated that something big was coming, so the PCs quickly got ready for another fight. The ogre stepped in and smashed Kel into the ground his giant tree trunk, all while tanking a barrage of arrows and bullets. As he raised his tree trunk to smash Katherine down, No Two cast
backbiter
, turning the attack back on his attacker and splattering his brain out.

With their leader dead, rest of the goblins routed, and the PCs were able to return the missing shipments and earn their reward, as well as a sizable loot.

In post 1192, FakeGod wrote:Summary

Party adventures deep into the abandoned monastery once more. They find a large number of coffins and eaten corpses and grow alarmed. They move ahead and find a magic circle on the ground. No Two disrupts it by scratching out a rune. Nothing happens. They explore the next room and finds it full of human-sized spiders. Spiders surround them, but they managed to cut their way out. One of the spiders tried to flee below by triggering the magic circle and opening a secret passage, but Avina blows its brain out.

They adventure down the passage and find a large cavern. They venture around and realize that they are not alone. Spiders swarm them, and they begin to cut them down. A gigantic 15ft by 15ft spider erupts into the fray, so Who locks it down with Web. They clean up the other spiders while the spider boss forces its way through the web. It makes it out eventually and attacks the party, but couple channeled shots from Avina and myriad of fire damage it suffered while PCs hurled torches at it in Web brings it down.

Party finds a decent number of corpses of unknown creatures in its lair. No Two tried to extract some poison, but gets poisoned instead and drops helpless. PCs help each other back to Lorinshire, along with the goods.

In post 1193, FakeGod wrote:
Act 2 Start


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In post 1221, FakeGod wrote:Summary

PCs head out to Las Verisa. They say good-bye to Raelin at the crossroads. She is going to Bord to find her fortune. PCs come across a hill where a couple of merchants, Billybob and Steve, were in trouble. They lost control of their cart on the hill and it rammed into a rock at the base of the hill, trapping their horse. Their cries for help attracted an owlbear, who proceeded to murder the horse for lunch. PCs intervened as quick as they can, launching spells, arrows and bullets at the owlbear. As Lor and Kat engaged the beast, second owlbear jumped out behind them, but was subdued by No Two's Ray of Enfeeblement. They wrap up the encounter without much trouble. Billybob and Steve are grateful, and they invite them to travel with them. They are also on their way to Las Verisa, and they were hoping to make it to the roadside inn named Gerard's House. The inn opened couple months ago, and it's famous for hiring reformed ex convicts as staff, which keeps the bandits away.

They made it to the Bessel Woods, which is the forest that surrounds the port city of Las Verisa. This area is fraught with danger, so the party moves as quick as they can for the inn. They are set upon by hungry wolves, but couple of rounds showed the wolves that they are messing with the wrong group of people, and they scrammed. The PCs make it to Gerard's House, where they are welcomed in. They meet the ex-convicts staff members, like the half-orc cook, Grub. They also meet a wealthy merchant named Toronto, who started hitting on Lor and Avina as soon as he set his eyes on them. After ordering expensive wine for the ladies and himself, Toronto invited them to his room if they wanted to see his jewelry collection, and then he retired to his room.

A wild-haired bounty hunter named Izzy showed up at dinner time, and introduced himself to Kat. He is a regular at this inn, and he thinks highly of what Gerard is doing. During dinner, a ragged looking scholar bursts through the doors and demanded to see Tuhin, the Black hand. Tuhin is an infamous pirate who operates off the coast of Las Verisa. On closer inspection, the scholar turns out to be Arthur, the accountant who sold the party out back in the abandoned monastery to the goblins. Karl throws his dagger at him, but misses. Arthur reveals that he has an overcoat full of explosives, and that if they didn't want him to blow them up, everyone should not move and bring him to Tuhin. Kat rises up in anger with her greatsword in her hand, but Izzy stops her, calmly dips his cigarette into the candle oil, and launches a crossbow bolt out of his hidden crossbow with the cigarette in the trajectory at Arthur. It knocks him backwards and traps him in a globe of invisible force. Arthur swears and threatens to blow everyone up, but the oil on the cigarette ignites, triggering his bombs and disintegrating him. The explosion was contained by the orb of force, and Arthur was reduced to a charred skeleton. Izzy moves him out of the doorway off to the side of the building, and decides to take a look around the grounds to make sure there aren't any more crazies wondering about.

PCs go up to their rooms to rest, but an hour later, Avina is notified that her alarm spell went off. In mere seconds afterwards, there is a loud boom in the second floor of the inn. Gerard comes up to investigate, and when he unlocks the door to Toronto's room, he saw that Toronto has been killed and lying in pool of his own blood. There is a deep puncture wound in his chest, but no bullet was found on him, or in the room. There is a small scorch mark on the door about 4ft off the ground, but door was not damaged in any other way. The window to the hallway was open, and there is a sign of an intruder having come through the window and going to Toronto's room, but the tracks stop there. There were no tracks inside the room itself. Outside tracks have been obliterated by heavy rain.

Gerard informs them that the authorities at Las Verisa will be contacted at dawn, and until then, they should stay in their rooms. He had Grub watch the corridor for PCs's safety... and to make sure that they do not escape during the night.
To make things worse, the charred skeleton outside went missing. People are whispering, and Billybob thinks Avina may have shot the merchant, since she has the only gun in the building. PCs discuss for awhile, and retired into their rooms.


In post 1250, FakeGod wrote:Summary

It is about 6 am. It is still dark outside, but PCs got their night of rest. Lor hears a knock the door, so she answers. It is Izzy. He says Grub has fallen asleep during his watch, and he has come to warn the PCs. He tells Lor that he is an investigator from Las Verisa who have come to check out Gerard. He's been eavesdropping and gathering info all night, and he learned that Gerard and his men are planning to draw out Avina to the back and kidnap her. Izzy suggests that the PCs follow Avina out and confront the ex-convicts. Izzy individually warns each PC, except Avina. Lor goes to the window and notices that it is still drizzling. She hears someone coming up the stairs. Grub gets woken up by the sound, and notices Lor standing at the windowsill. He tells her to get back inside her room, and Lor does.

Gerard comes up the stairway, knocks on Avina's room, and lets her know that the authorities have arrived, and they have a couple of questions for her. Avina follows Gerard out, along with Grub. PCs then exit their rooms and follow them. Outside, there are no authorities. Instead, Avina ran into the group of ex-convict staff wielding weapons. Gerard tells them to not to overdo it, and steps inside. Avina prepares to fight, and is glad to see her party stumble out of the stairway and join her in combat. No Two opens with glitterdust to blind two ex-cons, while Kat rushes forward to chop one of the staff's head off. The staff were overpowered quickly, and the last surviving member, Grub, throws down his weapons and surrenders. Then, they hear a scream come from inside the inn. Avina tries to get in, but found the door locked. She shoots at the lock, but it holds. Lor gets the lock open with a natural 20, and they rush inside. They found Gerard, lying in a pool of blood, with his legs cut off. Standing over him, is Izzy, holding the two legs still wearing boots. Izzy taunts, "I'll be sure to get these boots to their rightful owner,
Marion
." And he vanishes. No Two cast detect magic to realize that Izzy has turned invisible, and casts glitterdust to reveal him, but it was too late. He has already gotten away, but everyone in the room got their mouthful of glitter.

Gerard's body begins to shift and change into a body of a young changeling girl. Kel comes in to stabilize her, and she wakes up. She looks around and begins to cry. She explained that her name is Marion, and she has two older siblings, Halle and Gray. They are not siblings by blood, but as changelings, they had a rough past, and they decided to look out for one another. One day, Gray got hurt badly while they were being chased by an angry mob. His lungs were damaged, and they couldn't afford a doctor, so Halle asked an infamous pirate, Tuhin, for help. Tuhin had found an artifact earlier, called the Oceanic Heart. It allows the user to survive without breathing, and Tuhin has been using it to explore the sea beds. Tuhin agrees, on the condition that Halle and Gray work for him.

Tuhin's been meaning to make a raid on Las Verisa's rich warehouses for awhile, but its dock guards are strong and well-trained. He decided that he needed a diversion, and gave that task to Halle. Halle gathered information on the city's denizens, and realized that the Lunagards were away on a faraway business trip, and their only daughter, Avina, was gone to a boarding school. Halle pretended to be Avina and took over the Lunagard finances, and used the cash to begin fueling her plans. She used part of the Lunagard money to set up an inn in the Bessel Woods, and sent her younger sister Marion there in charge. She wanted to keep an eye out in case real Avina decided to return, and she wanted to keep Marion out of harm's way away from the city. When Marion realized that real Avina has returned, she tried to rough her up and detain her in the basement of the inn, but the PCs proved to be too strong, and her men were defeated. While she was distracted watching the fight, Izzy snuck up behind her and put her down, then cut off her legs, along with the boots. Marion's plans have been blown to bits, and she lost her legs. She wanted to keep real Avina away from the city to prevent Halle's plans from getting ruined, but she failed.

Marion asks Avina if she would stay away from the city anyways, but Avina refuses. Then, Marion asks the PCs to get her to a friend of hers in the city. His name is Pinay, and he runs a curio shop. He is a trustworthy person, if somewhat paranoid. Marion believes that he will be able to get her mechanical legs and help her. PCs agreed. PCs also went ahead and looted the body of the rich merchant upstairs. Avina leaves the inn in care of Grub, and the party heads into the city of Las Verisa.


In post 1253, FakeGod wrote:
Solution to the Toronto's locked room murder


The solution is very simple.

Izzy went outside to move the charred skeleton aside and patrol the nearby area. Toronto then went upstairs. Izzy climbed up to the 2nd floor window, went in, and knocked on Toronto's door. Toronto opens the door, thinking it's probably Gerard or one of the girls he's been hitting on, and Izzy stabs him and kills him instantly. Izzy then locks the door from the inside and closes the door. Izzy then leaves through the window, goes outside and hides the skeleton. After few hours and after PCs returned to their rooms for the night, Izzy climbs through the window again, walks in front of Toronto's door, ignites a firecracker to make a loud bang sound, and run back outside through the window. The small burn on the door was caused by the firecracker.

The body would be found inside a locked room with the key on the victim, and there is no trace of the intruder ever having set his feet inside the room, completing the "locked room murder" facade. With a higher heal check from Kel, he would have realized that the victim was killed few hours ago, as opposed to minutes. Toronto was one of the wealthy guildmasters of the Las Verisa, and he sensed (correctly) that there is some kind of raid that will soon happen, so he liquidated his assets and fled, only to be tracked down by Izzy, Tuhin's second-in-command, and be killed.


In post 1275, FakeGod wrote:Summary

First thing PCs do after getting in Las Verisa is to pawn off Toronto's gem collection. Unluckily for them, the jeweler recognized the gems as he worked on them only a week ago or so for Mr. Toronto. Kat and Lor tried their best to bluff out of the situation, but guards arrive to arrest them. Who teleports through a wall and chugs potion of invis and fly to get away, and Lor drinks potion of invis to get away. Karl also runs away in confusion, and Avina, Kat, and Kel are arrested and are taken away. In jail, they are confronted by the First Captain Gundabog. He is willing to hold them on bail: everything they own minus 5 gold. Kel takes the bail and leaves the station. Kel then gets lost in the city and begins to wildy preach about Light of Pelor and his Photons to the masses of unfaithful.

Meanwhile, No Two, Karl, and Lor meet outside the city and begin to plot to get their party out of jail. They come up with many different plans, and Lor tries to disguise herself and infiltrate the city once more. She instantly fails and gets arrested. She bails herself out though. No Two then asks Marion to shapechange into Toronto and pretend to have been attacked by frost giants and were only narrowly rescued by the party. Marion reluctantly agrees. Who managed to wheel in Marion into the police station, and Marion managed to convince the First Captain to let the PCs go. After gearing back up and rejoining the party, the PCs bring Marion to Pinay's Curio Shop, as they promised. Pinay is a paranoid gnome. He warns the party that Halle, who is pretending to be Avina, is looking for vengeance on real Avina, believing her to be Marion's killer. Gnome promises to get new legs for Marion, but there is a loud commotion outside. Pinay's assistant, named Linny, is getting arrested by Captain Gundabog. It turns out that Linny is a daughter of a circus performer, and the police was tipped off by someone that the circus was smuggling and selling opiates. Circus was raided and closed down, with most of the performers under arrest. After grilling them and failing to get any leads of where the drugs might be, Gundabog decided to question their family members, including Linny, in case they knew anything. Linny cried for help, but Pinay just watched her get taken away.

Marion declined Pinay's offer to stay with him until the legs arrive, and left with the PCs, complaining of how much a coward Pinay was. The PCs decide to investigate the circus, which was in the docks. It was closed, and so Karl tried to find some drug dealers and was in middle of negotiating when someone in a diving suit emerged from the sea. He introduced himself as the Third Captain Jin, and he explained that he was investigating the murder of the last Third Captain, Ilyius. It seems that Ilyius was shot through his neck from someone standing on the docks, but the angle is such that it's impossible for anyone standing in the boardwalks or further inland to have shot him. Jin is currently searching the seabed for any hint of underwater assassin, but he doubts that's the case, since the water is too murky to shoot someone through during the evening, which was when Ilyius was shot. He asks the PCs to keep an eye out and notify him immediately if they learn anything regarding the murder.


In post 1305, FakeGod wrote:Summary

PCs visit Lunagard residence, but it seems that Halle isn't there. The next day, PCs get a message notifying them that Pinay has the artificial legs ready for Marion. PCs head over to his shop, but Pinay is acting funny. Finding this suspicious, Who teleports through the wall and finds Gundabog and the police ready to ambush them. Who goes invisible and warns the party, and a fight breaks out. During the fight, Avina gets grappled by bunch of police guards, and Gundabog gets ready to stab her with a blackened arrow, murmuring something about sweet revenge. Kat pulls Avina out of the grapple, and Avina rushes to the bag of holding and pulls out Marion. Gundabog freezes and mutters, "Marion.... alive? but that's impossible....", then turns to Pinay angrily. Gundabog's features change into Halle's as she asks Pinay what he has done. It turns out that Pinay has been blackmailed into setting a trap for Marion, and the building is about to blow.

Halle bluffs and says that whoever trying to kill Marion will think of Pinay as expendable, and that the potion he just drank will not protect him against the explosion. Pinay buys into this and becomes angry. He tells Marion to get under the bed as the building blows. He has a safe spot set up there (using rope trick) in case he was ever attacked. Avina also dives under the bed, and the building blows up. Everyone survives. No Two angrily walks up to Pinay and attempt to end his life, but Kat pushed him away before he could do so. Halle suggests that they regroup back at the Lunagard residence, and PCs agree.

A tearful reunion between the changeling sisters ensue at Lunagard house. Halle asks Avina whether she will expose her, and Avina says no. Halle then tells the group that while she's grateful that they saved Marion from death, she cannot assist them openly against Tuhin, since their brother is still on his ship. However, it would be a huge blow to Tuhin's forces if they were to get rid of Izzy, his top assassin and right hand man. Halle has gathered information and knows the Izzy is planning to assassinate someone at Rainsberg Ball in few days. Only place high enough in the city to grant uninterrupted line of sight to the Rainsberg Ballroom is at the lighthouse, and that's where Halle predicts Izzy will be. Halle suggests that the PCs split up into two groups, one ready at lighthouse, and the other at the dance, in case Izzy decides to come to the dance personally to deal with his target.


In post 1380, FakeGod wrote:Summary

Lor convinced Jin to take her to the ball. The dance people (Lor, Avina, Kel) went and bought themselves nice looking tuxes and dresses. The airborne division (No Two, Kat, karl) hid out in the top floor of the lighthouse.

The Ball started. People danced to the brilliant music and the beautiful night sky. Victoria was kinda miffed at having to dance centerstage with Captain Islow, but she wasn't too unhappy, considering that she had her childhood friend, James, as their lead violinist for their phantom orchestra.

Middle of the dance, a spell circle appeared, and a chain devil stepped through the planar rift. Islow immediately told everyone that he can take care of it, and charged in, only to be thoroughly mangled by the chain devil. Lor and Avina managed to destroy all of the activated chains, forcing the chain devil's summoning to dismiss, but not before it tore apart Islow's arms.

Immediately after the Islow got wrecked, Izzy dimension doored into the lighthouse...... into the waiting hands of the PCs. No Two alarmed Avina immediately, before using rooting Izzy. Desperate Izzy called for help, and a storm elemental named Sariel answered his call, but it was too late. Izzy's position got revealed by glitterdust, and Karl's double arrow crit with high damage dice rolls sealed his fate. Kat took out the storm elemental shortly afterwards.


In post 1401, FakeGod wrote:Summary

Avina jumped out of the lighthouse window and floated down via her ring of feather fall, and immediately made way for Rainsberg Ballroom. Rest of the party looted Izzy's body for lots of good stuff. Avina returned to find a note next to Victoria, who was crying on the dance floor. Apparently, James had confessed to planning and killing Cpt. Islow in that note, and he fled afterwards. People left the ballroom after awhile, and Avina's party rejoined her and begin to search the ballroom for clues, when Halle arrived with some bad news.

Halle has been smuggling in dinosaurs into Las Verisa warehouses under Tuhin's orders. She ordered her underlings to smuggle in narcotics to keep the dinosaurs sedated, but her head underling, same James the violinist, had just threatened her with releasing her true identity to the public. Halle fears that James has removed the narcotics from the dinosaurs and make them go on a rampage at the docks, and warns the PCs to go after him.

PCs arrive at the docks, and find two not very pleasant sailors on guard duty. Karl and Lor kills them, but not before one of them raises alert by lighting a flare. The PCs quickly burst into the warehouse to find James. They take him down, but dinosaurs, who are now fully awake, begin to rampage across the docks.

PCs take care of the couple raptors in the room right away, but hears screams outside. Avina rushes out, only to see a limbless sailor gets violently thrown through the door into the sea by a pair of gigantic megaraptors. She begins to burn through her mirror image spells while yelling for help. Her party responds by attacking the dinosaurs. No Two manages to land a critical stinking cloud spell to disable them, giving the party time to inflict enough damage to the megaraptors and take them down. The other dinosaurs are taken down by Cpt. Gundabog and his men.

PCs return to Lunagard House with James in tow. James explains that he did everything he did to get rich, in order to be not shamed to call Victoria his peer. They are interrupted by Halle, who has put together a new plan to save his brother. She is going to let Tuhin know that the preparations are complete, and that he should invade Las Verisa as soon as possible. When he invades, PCs are going to attack Tuhin's flagship, Nightsail, and hopefully kill Tuhin and rescue Gray.


In post 1420, FakeGod wrote:Summary

Trap was set. Halle immediately sent word to Tuhin that the preparations were complete, and he should immediately invade Las Verisa. Meanwhile, PCs made preparations for the upcoming battle.

The invading pirates were greeted by Cpt. Gundabog. Gundabog ANGRY, GUNDABOG SMASHES PUNY PIRATES.

Captain Gundabog began murdering the pirates en masse, while the PCs dimension door'd onto Tuhin's ship. There, they began to chop through the pirate raiders, and managed to find Gray, through detect magic. Eventually, Tuhin arrived with more men, but the PCs trapped the pirates from coming above decks, and laid down the spells on Tuhin to make him run for the hills. Tuhin vanished under the ship, and returned with a giant water creature, with Gray at its core. However, the PCs were able to come ahead and achieve victory.

Gray was saved by Karl's octupus friend. He was gasping for air, since the Oceanic Heart was shattered in their fight against the pirate lord. Avina immediately took him to the nearby cleric and paid for water breathing spells to keep him alive. Rest of the party looted the ship and became rich.


Spoiler: Act 3
In post 1471, FakeGod wrote:
Letter from Mother


Image


The Summon


Image


and also...


Image

In post 1473, FakeGod wrote:Greetings, players.

Act 3 will progress slightly differently than before. Notably, you will notice that your XP gain rate will be dramatically reduced. Welcome to "high end" of D&D.

There will be an emphasis in making individual decisions about what your character will do in a given "time slot". You will be free to move as a group/split party/duo/solo, but XP gain will be shared across the board at the end of it.

Please be smart about allocating party resources. There is safety in numbers, but certain events might be missed (and most likely be resolved against you) if you guys refuse to take risks at all.

In post 1493, FakeGod wrote:
Lunagard Family Tree


###Note that ~ indicates marriage, and the name inside the parentheses is the maiden name.


Nolan Lunagard ~ Magara Lunagard (?)

====First son - Rion Lunagard ~ Julia Lunagard (Vincent)

========First son - Elliot Lunagard -engaged to- Primrose Everley

========Second son - William Lunagard

====Second Son - Finius Lunagard ~ Elanor Lunagard (Magnus)

========Daughter - Avina Lunagard

====First Daughter - Michelle Song (Lunagard) ~ Rodrick Song

========Daughter - Maryjane Song

====Second Daughter - Serria Lunagard

Levnov Lunagard ~ ?



Trivia #1: House of Magnus and House of Vincent are rival houses, and they are both one of the major merchant families dominating trade in the region.

Trivia #2: House of Lunagard follows the modified primogeniture line of succession for its heirs. With Nolan's death, Rion, his first son, is next in line. (followed by Elliot, William, Finius, Avina, Michelle, Maryjane, Serria, in order)


Halle's Letter


Image

Image


Lunagard History


Image

Image

Image

Image

Image

Image

Image

Image


Light Blue Doll - Fear wrote:
No one returns alive from the mansion in the woods.

Do broken souls still go to heaven? Do they go at least get to go to hell?


Red Doll - Anger wrote:
Nolan died in no accident, but in murder.

What she have done cannot go unpunished. Gods above, I do not know if you listen to a mere doll’s prayer, but please let justice be done, this one time.


Yellow Doll - Surprise wrote:
There is still a Lunagard yet to arrive. He is stranded on the other side of the shore.

Old Norbit? You are alive? I thought you were destroyed in your mission all those years ago.


Purple Doll - Love wrote:
Do not lose faith. Help is on the way.

You are the most brave and loyal soul I have ever known, Old Norbit. I will always remember you.


Spoiler: Campaign 5
In post 2685, FakeGod wrote:
Campaign 5 Start



Image

In post 2707, FakeGod wrote:Summary

The party moves into the abandoned mines. They trip a tripwire and an alarm goes off. They proceed to walk into what looks like an old mine office, and gets ambushed by bunch of kobolds. They kill off the kobold sorcerer before he can get any spells off, and proceed to take down the rest. They capture one alive, and learn that this is just a small scout force of a larger force, currently investigating the mines for useful minerals. Saag breaks its legs and let it go. It crawls away.

They travel south, where they encounter more kobolds. They engage in combat and take them down. They find the kobold camp and loot it for gems. Ciel crosses the bridge, and gets almost dragged off by a shadow spider. The party throws things at the spider, and it limps away.

The party hears loud booming sounds like something heavy is dropping from the east corridor, so they decide to go check it out. They find a very large open chamber, with sprawling ruined stairways. There are no railings, and the drop is 100+ ft below. There are signs of something heavy dropping on the stairs everywhere, along with webs. Party walks forward a bit and a Huge spider comes crashing down. The party fights back, but it impales Ciel and climbs back up, where it eats him. Rest of the party runs back to the way they came from.

Party travels south and finds a room filled with spider webs and eggs. They see a chest, so they tried to drag it out but disturb a nest of baby spiders. They fight them off, and they get some loot. The mother spider came after awhile, but Thog chopped it down with 2 swings. They found a magical necklace in one of the chests.

They traveled to east, and ran into a large chamber with a lot of acidic damage everywhere, with bubbling sounds. They turn back.

They go back to the mining office and head east. They run into some rubbles of what possibly may have been mining supply rooms. They run into more baby spiders and fight them off. At this point, a large blue/red spider comes out and begin to throw poison-soaked web at the party. Anias casts sleep to buy time and party runs back out the mines.

In post 2774, FakeGod wrote:Summary

PCs travel down once more. They head over and defeat the Crush Spider, and retrieve the amulet from its dead body. They head over to the blue/red spider and present the amulet. The blue/red spider opens up a secret passage and brings the PCs to Praxleni, an aranea friend of Lady Whitlane. Praxleni asks the PCs to remove the derro cultist threat in the southern chambers, to which PCs agree.

PCs head to the center room to investigate the spell circle. Anias almost drop off the ledge to his doom, but he is saved by Thog. Thog and Saag arrive, and they find an ettercap inside the spell circle. It warns them about the "spider king who crushes" but upon learning that the Crush Spider is dead, it and its minions attack. Saag and Thog makes quick work of them, and they cut off its head. They find another magic necklace off of it. They head over to the eastern passage and see some kind of ritual going on by the Derro and kobold slaves. They charge in and slaughter all of them, and they head over to the underdark entrance and kill the derro and their kobold slaves there too. They shut off the passageway, completing their mission.

In post 2800, FakeGod wrote:
Campaign 5 - Cutscene 2



Image

In post 2803, FakeGod wrote:
Campaign 5 - Cutscene 2.5


-Just outside the Whitlane Mansion



Image

In post 2849, FakeGod wrote:Summary

Main mines fight. PCs climb down, only to get surrounded and attacked right away by massive number of kobolds. They chop through, then explore to the west. They find a tiled corridor, leading to chilly prison cells. There they encounter skeleton archers and a Deathlock (Ice). Anias almost dies, but they manage to run away safely. They clear out some of the other rooms, but arrive at a gorge with kobolds shooting at them. They retreat, find another path, and confront the kobolds. Thog bravely lunged forward while the boss was blind from Vert's glitterdust, but enough kobold guards block him and fend him away. Boss clears his eyes and starts sniping, but Saag breaks through the kobold frontline, into the bridge, where he grows in size to Large. Kobold guards try to stop him, but they get cut down as enraged Saag charged across the bridge to the boss kobold, enveloping him in his 20ft reach. Nowhere to run, boss tries to fight back, but Saag lands a critical hit and destroys the Boss. Rest of the kobolds surrender.

In post 2873, FakeGod wrote:
Campaign 5 - Cutscene 3


-Just outside the Whitlane Mansion



Image

In post 2874, FakeGod wrote:
Campaign 5 - Cutscene 3.5


-Just outside the Whitlane Mansion



Image
In post 2893, FakeGod wrote:
Campaign 5 - Cutscene 3.7


-In Cassios's Prison



Image

In post 2894, FakeGod wrote:Summary

PCs travel down with the doctor and defeat a number of undead, traverse green slime filled corridors, and finally reach Cassios's prison, where Millie is imprisoned. It's revealed here that Millie and doctor were exploring this level together when they were attacked by Cassios, the jailwarden. Millie was cursed by Cassios, so she started to slowly lose Con and Cha and was unable to leave the prison. So she cast geas out of a scroll onto the doctor to force him to bring back help, which he did. Adventurers defeated Cassios and his minions and rescued Millie. They received a sum of money in return for keeping this quiet from Maria.


Spoiler: Campaign 5 Act 2
In post 2912, FakeGod wrote:
Campaign 5 - Cutscene 4.0


-Just outside the Whitlane Mansion



Image

In post 2913, FakeGod wrote:
Campaign 5 - Cutscene 4.1


-Just outside the Whitlane Mansion



Image

In post 2914, FakeGod wrote:
Campaign 5 - Cutscene 4.2


-In front of a shady looking apothecary shop



Image
Last edited by FakeGod on Fri Aug 05, 2016 11:26 am, edited 103 times in total.
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Post Post #2 (isolation #1) » Tue Jun 30, 2015 4:35 pm

Post by FakeGod »

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Post Post #5 (isolation #2) » Sat Jul 04, 2015 8:10 am

Post by FakeGod »

In post 385, SXTLHGaiden wrote:^ you mean Fharlanghn

are you here to keep the roads, and the places they are connected to, safe?

I'm learning how to use Roll20. I used VASSAL in the past, but it seems like Roll20 is VASSAL but bunch of strangers already did most of the coding for you.

I might want to get a dnd group comprised of scummers going, and I wanna see a show of hands from those who are willing.
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Post Post #9 (isolation #3) » Mon Jul 06, 2015 7:21 am

Post by FakeGod »

Something like a typical dungeon crawl, where everyone starts at level 1 at a town, and I prepare a nearby dungeon that you guys can go explore. (filled with monsters, traps, loot, and NPCs, the standard stuff)

If you die and you want back in, you'll just remake a character at lv 1 and have him start back at town. We can have the party return to town at the end of each session.

This way, it'd be ok to miss a session here and there, and it has a mechanic for players to join midway/dead characters to rejoin.
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Post Post #12 (isolation #4) » Mon Jul 06, 2015 9:49 am

Post by FakeGod »

for something like this to work though, there needs to be enough base interest to begin with

so interested people should raise their hands real high plz
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Post Post #18 (isolation #5) » Tue Jul 07, 2015 7:16 am

Post by FakeGod »

For those interested, please build a level 1 character using the player's handbook (edition 3.5).

For stats, use the standard point-buy system, and start with 25 points. Here is a useful point buy calculator. (use D&D not pathfinder)

I suggest using Mythweavers to share your character once you're done, since they have a great update-able public character sheet functionality.

Here is my Bob the commoner, a sample character.
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Post Post #29 (isolation #6) » Wed Jul 08, 2015 5:46 am

Post by FakeGod »

Yeah, stick with things in PHB.

Starting gold for all classes, as per listed in player's handbook:

Barbarian - 100 gp
Bard - 100 gp
Cleric - 125 gp
Druid - 50 gp
Fighter - 150 gp
Monk - 12.5 gp
Paladin - 150 gp
Ranger - 150 gp
Rogue - 125 gp
Sorcerer - 75 gp
Wizard - 75 gp
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Post Post #33 (isolation #7) » Wed Jul 08, 2015 6:04 am

Post by FakeGod »

In post 412, ConManMick wrote:I'm building a ranger!
So do we assume our char has just one of the basic clothes sets and then buy all weapons, armour and kit, or do we start with kits?

Your char has clothes, but you need to go buy everything else.
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Post Post #39 (isolation #8) » Wed Jul 08, 2015 9:12 am

Post by FakeGod »

Image

This is an example of how the game would look. My main goal for display is functionality and ease of play.

In the above scenario, Varsoon's character is fighting with 3 goblins, and he has already taken some damage, marked by his red hp bar.

Goblins are marked with different colors for ease of communication. Their hp bars are not visible to the players.

All this information above should be easy to see I hope.

I'll be using your MS avatar for your character icon to make it really obvious who is who.
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Post Post #40 (isolation #9) » Wed Jul 08, 2015 9:44 am

Post by FakeGod »

I'm going to hold the first session on Saturday morning, 9am Pacific time.

We will play for
3
hours. I'm going to keep the deadline very strict.

I'll be hosting the game on roll20.net. I'm going to be communicating during session through the roll20 chat.

Feel free to Skype or whatever between yourselves.

Game invite: https://app.roll20.net/join/916696/XXT9rQ

Countdown to game start:
(expired on 2015-07-11 10:00:00)
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Post Post #41 (isolation #10) » Wed Jul 08, 2015 9:49 am

Post by FakeGod »

As I said before, don't worry too much about continuity or commitment. I understand that we're all busy people.

At beginning of each session, available and interested people will group up and head into the dungeon.

At end of each session, players will end up back at camp.

We're all just here to pass few hours playing dnd for entertainment.
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Post Post #46 (isolation #11) » Wed Jul 08, 2015 10:37 am

Post by FakeGod »

It's cool if you can't make it.

No worries.
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Post Post #50 (isolation #12) » Wed Jul 08, 2015 11:29 am

Post by FakeGod »

uhm should I just move the time to bit later on that day?
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Post Post #56 (isolation #13) » Wed Jul 08, 2015 12:26 pm

Post by FakeGod »

I really like that time slot too.

I was planning on doing two sessions per week, one during that time, and one somewhere else TBD.

If I could get some feedback on when might be a good time for the second session next week, I'd appreciate it.

Meanwhile, I'm ready for what it looks like will be Varsoon's solo adventure this saturday, which I'm fine with.

Maybe he won't return and you guys can loot his body on Wednesday.
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Post Post #60 (isolation #14) » Wed Jul 08, 2015 12:35 pm

Post by FakeGod »

Is it ok with you guys if I also allow Player Handbook 2 in the game?
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Post Post #64 (isolation #15) » Wed Jul 08, 2015 12:44 pm

Post by FakeGod »

Ok, in that case, I'm also going to allow Complete books. (I'm still not allowing Psionics though)

Dragonborn isn't really a PC thing in 3.5, unfortunately.

Half-dragons and other subtypes exist in the Monster Manual, but they have level adjustments, so you probably don't want to play as one.
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Post Post #65 (isolation #16) » Wed Jul 08, 2015 12:46 pm

Post by FakeGod »

I'm also going to open up the game to some players I know RL, so Varsoon and his illegal clone won't be lonely.


Actually, I might run them in a parallel world instead.
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Post Post #67 (isolation #17) » Wed Jul 08, 2015 12:53 pm

Post by FakeGod »

Yes, that sounds about right.

I personally hate the Complete Divine btw, so I'd appreciate if you guys don't use it too much. (although I'm actually surprisingly ok with the Divine Metamagic feat)
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Post Post #69 (isolation #18) » Wed Jul 08, 2015 1:05 pm

Post by FakeGod »

Most of the new deities are just strictly better versions of the old deities, and many of the prestige classes are just downright broken/exploitable. (cough cough ur priest)

If you're going to use something other than Divine Metamagic from that accursed book, check with me first please.
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Post Post #71 (isolation #19) » Wed Jul 08, 2015 1:19 pm

Post by FakeGod »

It sounds like this weekend isn't very favorable.

While it would be interesting to have Varsoon scout ahead the dungeon, perhaps we should just wait until next week to wait for a larger group before heading into the dungeon.
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Post Post #74 (isolation #20) » Wed Jul 08, 2015 1:43 pm

Post by FakeGod »

In post 455, T-Bone wrote:Is later and or Sunday a possibility?

I'd be down.

If we get at least 4 players to agree on a 3hr block, then we should go for it.
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Post Post #77 (isolation #21) » Wed Jul 08, 2015 2:05 pm

Post by FakeGod »

We could do a T-bone Varsoon Panzer ConMan on sunday

do you guys have preferences on Sunday times?
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Post Post #80 (isolation #22) » Wed Jul 08, 2015 2:09 pm

Post by FakeGod »

Saturday afternoon is a better time for me than anything Sunday.
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Post Post #84 (isolation #23) » Wed Jul 08, 2015 3:10 pm

Post by FakeGod »

re: quadz:

Monk base saves are +2 on all saves at lv 1, not all +0s.

For cross-class skills, you putting 1 skill point in them only gets you 1/2 rank.

Monks start with 12.5 gp. How did you end up with 22.5 gp after buying things!?!?!
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Post Post #85 (isolation #24) » Wed Jul 08, 2015 3:14 pm

Post by FakeGod »

So.

It seems like 3-6 pm Pacific would work except that's like 11 PM to 2 AM in Ireland for ConMan.
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Post Post #89 (isolation #25) » Wed Jul 08, 2015 3:52 pm

Post by FakeGod »

gj quadz
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Post Post #92 (isolation #26) » Wed Jul 08, 2015 10:42 pm

Post by FakeGod »

That would be saturday night for you I believe.
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Post Post #93 (isolation #27) » Wed Jul 08, 2015 10:45 pm

Post by FakeGod »

I'm going to hold the first session on Saturday, 3pm Pacific time.

We will play for
3
hours. I'm going to keep the deadline very strict.

I'll be hosting the game on roll20.net. I'm going to be communicating during session through the roll20 chat.

Feel free to Skype or whatever between yourselves.

Game invite: https://app.roll20.net/join/916696/XXT9rQ

Countdown to game start:
(expired on 2015-07-11 16:00:00)
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Post Post #98 (isolation #28) » Thu Jul 09, 2015 7:49 pm

Post by FakeGod »

Things to get done: (YOU)

Finish character sheet.
Make a roll20 account.
Come say hello to the DM!!!!! (I'm so lonely in the roll20 thread what is this bs)
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Post Post #128 (isolation #29) » Fri Jul 10, 2015 5:44 am

Post by FakeGod »

eyestott, I'm going to be using the old image I used for your character. (Pippin from LOTR)

Power of Low-light vision demonstrated:


What a
human
sees:

Image

What an
elf
sees:

Image
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Post Post #134 (isolation #30) » Fri Jul 10, 2015 11:55 am

Post by FakeGod »

In post 513, PJ. wrote:I can't create a myth-weavers account to make my guy.

Make the character on one of those interactive character sheet pdfs and take screenshots and upload them here.
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Post Post #135 (isolation #31) » Fri Jul 10, 2015 12:05 pm

Post by FakeGod »

In post 514, Varsoon wrote:Here is my character, Clovis Anatole L'Grenouille XIV.

Nice. This is the classic solution to "how to two weapon fight without having immense Dex".
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Post Post #137 (isolation #32) » Fri Jul 10, 2015 12:18 pm

Post by FakeGod »

Champion of the Wild is non-spellcasting alternative for rangers in complete warrior I think.
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Post Post #139 (isolation #33) » Fri Jul 10, 2015 2:48 pm

Post by FakeGod »

Image

Goblin bandits always have been a pest for towns, but their threat recently escalated when:


Image

Image


Supposedly, she's locked up in a dungeon somewhere being forced to make masterwork arms and armors for these vile creatures, and it's up to you, adventurers, to find the goblins' hideout and rescue her.


The caves the goblins have taken residence used to be notorious for dangerous monsters, but it seems that the goblins have cleared out a portion of the cave and claimed it as their own. Still, you should be on your guard when you're exploring the dungeon!
Last edited by FakeGod on Fri Jul 10, 2015 3:08 pm, edited 1 time in total.
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Post Post #141 (isolation #34) » Fri Jul 10, 2015 3:59 pm

Post by FakeGod »

Warning: This is a rather difficult dungeon, and I expect people to die if they're not careful.

I'm also not going to be hesitant in killing PCs, since re-entry to the game is easy.

Good luck.
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Post Post #143 (isolation #35) » Fri Jul 10, 2015 4:14 pm

Post by FakeGod »

Your hit dice is d6, and level 1 uses the maximum of the hit dice, so 6.

Plus any Con modifier you have.
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Post Post #146 (isolation #36) » Fri Jul 10, 2015 5:10 pm

Post by FakeGod »

Songbird isn't a spell from a book we're using.
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Post Post #148 (isolation #37) » Fri Jul 10, 2015 5:49 pm

Post by FakeGod »

Looks good.

What did you pick for your feat?
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Post Post #155 (isolation #38) » Sat Jul 11, 2015 5:53 am

Post by FakeGod »

Also, don't forget that your Base Attack Bonus is +1.
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Post Post #160 (isolation #39) » Sat Jul 11, 2015 10:51 am

Post by FakeGod »

Alright, come join the game room if you're playing.
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Post Post #164 (isolation #40) » Sat Jul 11, 2015 11:08 am

Post by FakeGod »

We have T bone and Who.

Waiting for Varsoon.
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Post Post #167 (isolation #41) » Sat Jul 11, 2015 2:06 pm

Post by FakeGod »

Excursion 1: Members - Who, T-Bone

Repelled by skeletons early. Wasn't able to proceed.


Excursion 2: Members - Who, T-Bone, Hanasawa, Varsoon

Decided to follow the goblin tracks to the first floor. Ran into some creatures, but slaughtered them all, except Lorick (druid) insisted that they let a fleeing enemy wolf go.
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Post Post #170 (isolation #42) » Sat Jul 11, 2015 2:16 pm

Post by FakeGod »

I am thinking of holding a
2
hr session on Wednesday 5PM Pacific time.

Please post here if you want to play then!
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Post Post #177 (isolation #43) » Sun Jul 12, 2015 10:12 am

Post by FakeGod »

In post 557, Who wrote:I will be there.

Sorry for leaving early today, I see that you did not fail and die without me, excellent.

Varsoon joined in when you left, and together, they wreaked havoc in the dungeon.
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Post Post #179 (isolation #44) » Tue Jul 14, 2015 10:16 am

Post by FakeGod »

Indeed.

Upload your character sheet please.
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Post Post #181 (isolation #45) » Tue Jul 14, 2015 12:36 pm

Post by FakeGod »

Bards have good ref and will saves, not fort.
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Post Post #183 (isolation #46) » Wed Jul 15, 2015 7:27 am

Post by FakeGod »

this is happening in 5.5 hrs or so
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Post Post #190 (isolation #47) » Wed Jul 15, 2015 11:23 am

Post by FakeGod »

hour and a half ish
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Post Post #193 (isolation #48) » Wed Jul 15, 2015 12:03 pm

Post by FakeGod »

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Post Post #196 (isolation #49) » Wed Jul 15, 2015 12:49 pm

Post by FakeGod »

Get on if you're playing
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Post Post #197 (isolation #50) » Wed Jul 15, 2015 3:44 pm

Post by FakeGod »

Rest in peace, those who fell.
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Post Post #201 (isolation #51) » Wed Jul 15, 2015 4:00 pm

Post by FakeGod »

They found the goblin's lair and marched into a hail of arrows.

Ballad charged in bravely, and got surrounded. Who put him and another goblin under magical slumber, while Hana provided magical DPS.
quadz ended up eating three arrows and was forced to retreat. Who escaped as well.
Clovis rushed in to save his friend, only to be peppered by arrows by the goblin reinforcements. Clovis and Ballad met their grisly ends, while rest of the party got out.
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Post Post #203 (isolation #52) » Wed Jul 15, 2015 4:05 pm

Post by FakeGod »

I am thinking of holding a
3
hr session on Saturday 3PM Pacific time.

I might hold it earlier if no one is available around 3pm on Saturday.

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Post Post #207 (isolation #53) » Wed Jul 15, 2015 5:22 pm

Post by FakeGod »

Get an action plan together. Work as a team.

Now that goblins have been warned, they're going to be protecting their camp stronger. It might be worth it to explore other sections of the cave to grind up before trying again.
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Post Post #215 (isolation #54) » Fri Jul 17, 2015 9:29 am

Post by FakeGod »

reminder that there is a session tomorrow
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Post Post #218 (isolation #55) » Fri Jul 17, 2015 12:16 pm

Post by FakeGod »

In post 593, PJ. wrote:I can do Saturday, is my shitty bard horrifically underleveled already?

well, highest level characters just hit 2.

Lower level characters earn more xp for the same encounters, so you should catch up quickly.
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Post Post #220 (isolation #56) » Fri Jul 17, 2015 12:50 pm

Post by FakeGod »

wut

how are you gonna do battle without the map
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Post Post #222 (isolation #57) » Sat Jul 18, 2015 8:42 am

Post by FakeGod »

reminder: this is in 2 hrs and some minutes
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Post Post #226 (isolation #58) » Sat Jul 18, 2015 10:31 am

Post by FakeGod »

hehehe

welcome back, Mr. Edgar
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Post Post #228 (isolation #59) » Sat Jul 18, 2015 10:44 am

Post by FakeGod »

OK LOG ON FOOLS

TIME TO ADVENTURE
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Post Post #230 (isolation #60) » Sat Jul 18, 2015 2:33 pm

Post by FakeGod »

RECAP

Party travels through the broken wall. They run into a flooded chamber, where they meet an aquatic creature girl named Diana. Diana asks Who to follow her and take a look at something, and he agrees. Who does not return. (eaten by a monster)

After Shadow, Lorick, and Who2 joins the party, they travel further down into the floor where they run into Sarah, a refugee who got captured by goblins a few months ago. Other refugees got sick and were taken away, never to be seen again. She was returned safely to the camp.

Party then fights their way through the undead infested dungeon, only to discover a strange magical sigil on the ground. After a through examination, they realize that someone has been using the sigil to create undead monstrosities. They deface the symbol and leave the accursed place.
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Post Post #235 (isolation #61) » Sat Jul 18, 2015 2:40 pm

Post by FakeGod »

In other news, TBone carried pretty hard today.

Very clutch entangle.
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Post Post #237 (isolation #62) » Sat Jul 18, 2015 8:26 pm

Post by FakeGod »

I am thinking of holding a
2
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Please post here if you want to play then!
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Post Post #239 (isolation #63) » Sat Jul 18, 2015 8:43 pm

Post by FakeGod »

re: Attacks of Opportunity

Image

Here is a nice diagram from the WOTC's official website explaining how attacks of opportunity work.

Moving from one threatened square to another (square A to B, or B to E in the diagram)
will
provoke an attack, and therefore, trying to circle around enemies will usually provoke an attack.

I recommend tumble (it's a tumble check vs DC 15) which lets you move at half-speed through threatened squares without provoking attacks.
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Post Post #243 (isolation #64) » Sun Jul 19, 2015 6:41 pm

Post by FakeGod »

In post 624, quadz08 wrote:I am a maybe as per usual

also oh is that how that how tumble works? good to know, since I've got a few ranks in that one

yeah

monks were given access to tumble, bonus speed, and no armor (check penalty)

they were designed to be able to navigate across the battlefield to get to the enemy backline
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Post Post #244 (isolation #65) » Sun Jul 19, 2015 6:42 pm

Post by FakeGod »

HEY EDGAR DOES THAT WALL LOOK SUSPICIOUS TO YOU????

Image
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Post Post #246 (isolation #66) » Sun Jul 19, 2015 7:10 pm

Post by FakeGod »

Image
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Post Post #253 (isolation #67) » Mon Jul 20, 2015 5:21 am

Post by FakeGod »

PHB PHB2 Complete series

EDIT: I'll also allow races changeling, shifter, and warforged from MM3 and the class Artificer from Ebberron setting, if you guys are so inclined.
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Post Post #256 (isolation #68) » Wed Jul 22, 2015 8:36 am

Post by FakeGod »

reminder that this is in 4.5 hrs or so
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Post Post #259 (isolation #69) » Wed Jul 22, 2015 12:53 pm

Post by FakeGod »

Alright log on people

it's time for adventure
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Post Post #262 (isolation #70) » Wed Jul 22, 2015 3:48 pm

Post by FakeGod »

Recap -

Miniri, Edgar, Lorick, and Who2 bravely explore areas that haven't been cleared out by the goblins yet. They run into various hideous flying creatures, but they defeat them with ease. Later, they face a flying manta ray who knocks out everyone except Lorick and his pet. Lorick summons much fire and sends the abomination back to whence it came.

Feeling strong enough, they raid the goblin camp. The goblins dug out a secret hallway to surround and ambush the PCs in middle of their camp, but they were simply too weak. After getting sections of their forces locked down by Who's sleep, goblin frontline was erupted with fire from Lorick/Wolf, and goblin flanking force were bottlenecked into a narrow hallway and obliterated by Miniri's AoE spells.

They found Hanasawa the blacksmith toiling away in an underground forge, and rescued her. They also were able to find all of the stolen supplies to the camp.

Mission accomplished.
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Post Post #264 (isolation #71) » Wed Jul 22, 2015 3:51 pm

Post by FakeGod »

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Post Post #269 (isolation #72) » Wed Jul 22, 2015 3:58 pm

Post by FakeGod »

In post 648, Hanasawa wrote:
In post 647, quadz08 wrote:I HELPED A LITTLE BIT


You helped, ran through fire and took no damage, instantly killed a skeleton archer who blew up into pieces, took no damage for that and ran back. Never forget.

This was actually pretty major, because runeburst skeleton would have severely damaged anyone except an evasion user.

OP
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Post Post #278 (isolation #73) » Wed Jul 22, 2015 4:09 pm

Post by FakeGod »

Feel free to roll a different character for the new campaign.

The new baseline is level 3. If you die or remaking your character, you will rejoin at lv 3.

I am thinking of holding a
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Post Post #282 (isolation #74) » Wed Jul 22, 2015 4:20 pm

Post by FakeGod »

I realized that you guys haven't explored the full dungeon yet. (most notably the undead zone)

If you guys want to continue clearing out this dungeon on sat, that is fine with me as well.

Yeah, just bump him up to lv 3.
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Post Post #283 (isolation #75) » Wed Jul 22, 2015 4:21 pm

Post by FakeGod »

In post 661, Hanasawa wrote:I am bidding on scrolls

Scrolls are divine.

You cannot cast them.
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Post Post #288 (isolation #76) » Wed Jul 22, 2015 4:27 pm

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I think the time is actually like 9 AM or something for you, Hana.
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Post Post #298 (isolation #77) » Thu Jul 23, 2015 8:33 pm

Post by FakeGod »

Start of the second campaign:

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Link
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Post Post #305 (isolation #78) » Fri Jul 24, 2015 5:42 am

Post by FakeGod »

In post 685, T-Bone wrote:Also why does a robot have restaurant reservations? Sounds pretty evil...

He's buying you guys fancy lunch as a way of saying thanks for helping out Hanasawa, his friend.

Dr. K is a respected scholar in the city, and 2nd campaign involves escorting Dr. K around in the city sewers.

City was built on a hilltop, and it was deemed unsafe to expand the underground sewer network to support the growing city. An aboveground dikes were built instead, and the sewers have been closed ever since.

Sewers have been fallen into disuse for a long time, and they mostly serve as a haven for unsavory creatures and criminals now.
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Post Post #310 (isolation #79) » Fri Jul 24, 2015 6:24 pm

Post by FakeGod »

Big thanks to DeathRowKitty for letting me use his persona for an NPC.

DeathRowKitty = DRK = Dr. K
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Post Post #311 (isolation #80) » Fri Jul 24, 2015 6:29 pm

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Post Post #323 (isolation #81) » Sat Jul 25, 2015 5:41 am

Post by FakeGod »

We're playing 5 hrs and 19 minutes from this post.
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Post Post #329 (isolation #82) » Sat Jul 25, 2015 10:35 am

Post by FakeGod »

Imma grab pizza, and then log on.

https://app.roll20.net/join/916696/XXT9rQ

Game link.
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Post Post #333 (isolation #83) » Sat Jul 25, 2015 1:50 pm

Post by FakeGod »

Recap - Miniri, BpC, Who, Gaiden, and Lorick venture into the undead infested part of the dungeon. They battle through into a large catacombs, where undeads come in from all sides. They barely escape with their lives, except BpC who gets eaten.

Miniri and Gaiden travel to the hilltop city and accompany Dr. K to the sewers. They kill a monster and bring a sample back for examination.
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Post Post #334 (isolation #84) » Sat Jul 25, 2015 2:18 pm

Post by FakeGod »

Image

Fate of parties that wonder into undead hordes without a cleric...


(Number of dead PCs rise to 4)
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Post Post #336 (isolation #85) » Sat Jul 25, 2015 8:00 pm

Post by FakeGod »

Breakdown of D&D skills:


Spoiler: List of All Skills
Appraise


Used mostly for figuring out how much a gem is worth. Sometimes an artwork instead. Very niche skill.


Balance


Anyone that doesn't have Balance rank 5 or higher is considered flat-footed while balancing, which means they're open to sneak attack. Other than that, very niche skill.


Bluff


Used when lying to people. Mostly gets eclipsed by Diplomacy. There is a niche use for it when you're using it to feint in combat, but feinting is pretty supar in d&d sooooo....


Climb


Used to get to high places, but
spider climb
is a 2nd level spell...


Concentration


Mostly used to maintain your spell when people try to interrupt your spellcasting. Important for casters.


Craft


Used to build things. This would be great if adventurers weren't allowed to just go slaughter/loot cash and buy whatever they wanted. A notable exception is craft(Poisonmaking), because it reduces the price by 1/6th the usual price.


Decipher Script


Used to read ancient things. If anyone on your party has Draconic, or access to
read magic
, this is kinda pointless.


Diplomacy


Arguably the best skill in the game. Useful in virtually all non-combat situations. Highly recommended skill to max.


Disable Device


Used to bypass traps, but because traps can be usually avoided just by being clever, this skill is kinda niche.


Disguise


Used to pretend to be someone else.
Hat of disguise
does this for you and it costs less than 2k. I guess it would be useful in anti-magic fields?


Escape Artist


Mainly used to escape grapples, and sometimes bindings. But it costs a standard action to escape, which means your grappler can just catch up to you again and lock you down.


Forgery


Used to pretend something is something else. Highly situation dependent.


Gather Information


Used to gather information. Usually useful at the beginning of a campaign when you're figuring out where to start out. Also could use to find the black market, etc. Fairly niche.


Handle Animal


Used to control animals. Very niche, since just killing the animals is almost certainly going to be more effective.


Heal


Mainly used to stabilize a dying person, but stuffing a potion his throat is usually much more effective. Could also be used to determine how someone has died/how long has someone been dead.


Hide


Used vs Spot to hide. Useful rogues to get ahead into position, but
invisibility
is a 2nd level spell.


Intimidate


Used to scare people. Usually just a show of force is much easier to do.


Jump


Used to jump. Needs ranks in this for Leap Attack feat. Otherwise,
fly
is a 3rd level spell.


Knowledge


Main use is to figure out what a monster does.

Arcana is fairly useful at all stages of the game.
Architecture and engineering is mostly garbage. Go use Diplomacy on an NPC architect instead.
Dungeoneering is very useful starting around lv 5 or earlier.
Geography is mostly garbage. Go use Diplomacy on an NPC professor instead.
History is mostly garbage. Go use Diplomacy on an NPC professor instead.
Local is useful vs figuring out what class an NPC is.
Nobility and royalty is garbage, except for synergy with Diplomacy.
Religion is useful vs undeads.
The planes is useful vs demons/devils.


Listen


Used to hear things. It pays to have at least one person in the party with high Listen, or get used to getting ambushed all the time.


Move Silently


Used to sneak up on people. It's decent on rogues who don't want to burn money on
silence
scrolls.


Open Lock


Used to open a lock. Usually easier to just break the lock.


Perform


Bards need this fuel their abilities. Not very useful otherwise.


Profession


Used to pretend you're a sailor or whatever. Too bad highest paying profession in D&D is adventuring.


Ride


Used to ride things. Needed really only when you're doing a mounted build.


Search


Used to find things. Secret doors, traps, treasure, etc. Very useful skill to have.


Sense Motive


Used to tell if someone is deceiving you. Very niche. Diplomacy is much better for obvious reasons.


Sleight of Hand


Used to pick pockets. Kinda silly when most NPCs have less than 1 gold on them.


Speak Language


Used to learn new languages. Not very relevant in most cases.


Spellcraft


Used to identify spell effects, scrolls, items, spells, etc. Incredibly useful to have.


Spot


Used to see things. Not having this on at least one of your party members means you should get used to getting ambushed.


Survival


Used for doing things in the wilderness. If you have Track feat, this skill gets slightly more useful, but very niche skill overall.


Swim


Used to swim. I recommend not swimming.


Tumble


Used to move through threatened squares, and through enemy squares.


Use Magic Device


Arguably the best skill in the game. It lets you use money to solve all your problems. This is what makes rogues extremely versatile.


Use Rope


Used to tie things. Better to use magic or force in most cases.
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Post Post #338 (isolation #86) » Sat Jul 25, 2015 8:07 pm

Post by FakeGod »

More rules,

For spell completion items (like scrolls), you need to have the spell on your spell list to cast it.

(
Sanctuary
cannot be cast by druids, and
Flame Blade
cannot be cast by clerics.)

Also,
entangle
actually targets existing plants in the target area. In a barren area (like in middle of dungeons), it wouldn't actually do anything.
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Post Post #343 (isolation #87) » Sun Jul 26, 2015 6:35 am

Post by FakeGod »

In post 724, T-Bone wrote:You forgot knowledge nature!

Knowledge nature is useful early game, but it falls off because animals become rare as game progresses to higher levels.

It does have a niche role in identifying Fey however. (Fey exist at virtually all levels of play, albeit in low numbers)

In post 721, Varsoon wrote:One of the things I appreciate Pathfinder for doing was narrowing skills down and making them more useful across the board.

I actually like it that stealth requires 2 skills to max, and perception takes 3 skills to max. It really emphasizes the importance of skills by giving them weight, as well as making classes with high skill count more valuable.

I'm not as familiar with PF skills, but I think rest of the skills are about useful in PF as they are in 3.5.
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Post Post #345 (isolation #88) » Sun Jul 26, 2015 7:05 am

Post by FakeGod »

Well, I know what to ban on 3.5 (polymorph, planar binding, ToB, etc), but everything is so overpowered in PF that I wouldn't know where to start banning on Pathfinder.

Items and item creation also work very differently iirc.
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Post Post #346 (isolation #89) » Mon Jul 27, 2015 10:48 am

Post by FakeGod »

I am thinking of holding a
2
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Post Post #351 (isolation #90) » Mon Jul 27, 2015 11:34 am

Post by FakeGod »

Will you guys be attempting to clear the boss in the first campaign, or play the second campaign?

I don't want you guys to be split up in different games and wonder what's going on.
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Post Post #358 (isolation #91) » Tue Jul 28, 2015 9:05 am

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Post Post #359 (isolation #92) » Wed Jul 29, 2015 6:41 am

Post by FakeGod »

we're playing in 6 hrs and 19 minutes from this post
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Post Post #361 (isolation #93) » Wed Jul 29, 2015 7:22 am

Post by FakeGod »

Glitterdust works vs undead
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Post Post #363 (isolation #94) » Wed Jul 29, 2015 9:21 am

Post by FakeGod »

yeah
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Post Post #364 (isolation #95) » Wed Jul 29, 2015 12:05 pm

Post by FakeGod »

alright, I got home early

I'm logging on; see you online
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Post Post #367 (isolation #96) » Wed Jul 29, 2015 3:53 pm

Post by FakeGod »

Recap - Party travels in the old sewer system. They meet couple scared wererats, who scuttle away. They find a hole that's apparently been dug through the floor. A tentacle monster comes out, but Lorick sets it on fire and Who2 blinds it, so it runs away.

Party regroup, shop, and explore the left side, where they run into an ambush by cultists of Nerull. They almost lose their spellcasters, but everyone makes it out ok. They run into more of them as well as more tentacle monsters as they travel deeper into the sewer system.
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Post Post #369 (isolation #97) » Wed Jul 29, 2015 4:31 pm

Post by FakeGod »

If everyone could re-link their characters here again, I'd appreciate it.
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Post Post #372 (isolation #98) » Wed Jul 29, 2015 6:24 pm

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Post Post #385 (isolation #99) » Thu Jul 30, 2015 8:09 am

Post by FakeGod »

no d&d this weekend

I'll be moving
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Post Post #386 (isolation #100) » Thu Jul 30, 2015 12:49 pm

Post by FakeGod »

In post 763, Who wrote:
In post 762, T-Bone wrote:Maybe Who3 will be able to dish out damage...

He'll be incapable of doing anything else.

I highly recommend Warmage (class from Complete Arcane).

You know how Beguilers are like sorcerers with zero damage spells?

Warmages are like sorcerers with ONLY damage spells.
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Post Post #390 (isolation #101) » Thu Jul 30, 2015 2:26 pm

Post by FakeGod »

In post 770, Who wrote:
In post 768, FakeGod wrote:
In post 763, Who wrote:
In post 762, T-Bone wrote:Maybe Who3 will be able to dish out damage...

He'll be incapable of doing anything else.

I highly recommend Warmage (class from Complete Arcane).

You know how Beguilers are like sorcerers with zero damage spells?

Warmages are like sorcerers with ONLY damage spells.

Why not just be a sorcerer though?

Beguilers get skills to compensate, what do warmages get? As far as I can see the only thing that matters is +Imy modifier to damage, but they cast from Cha so Eh. I mean, yes we get the fun sibling rivalry between Who+Who2 and Who3, but meh, I'd rather Who3 just be a wizard.

Go count the number of spells sorcerers gets to have.

Now, go count the number of spells same-level warmages gets to have.
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Post Post #392 (isolation #102) » Thu Jul 30, 2015 2:40 pm

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go check out the number of spells wizard gets per day, and then compare it to a sorcerer
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Post Post #394 (isolation #103) » Thu Jul 30, 2015 2:44 pm

Post by FakeGod »

Good analogy might be:

Wizards get use any tools they want, but they can only use it once per day, and they have to prepare it ahead of time.

Sorcerers get to use like 5 tools of their choice 10 times per day.

Beguilers get to only use paint tools, 10 times per day, and have lots of skill.

Warmages get to only use power tools, 10 times per day, and all their spells do little extra damage.

Warlocks get to use a hammer infinite times per day.

We don't talk about Wu Jens.
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Post Post #395 (isolation #104) » Thu Jul 30, 2015 2:49 pm

Post by FakeGod »

Also, warmages get much, MUCH better with the alternate class feature "eclectic learning" from player's handbook 2.
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Post Post #397 (isolation #105) » Thu Jul 30, 2015 7:45 pm

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they traded most of their good spells for bad but "element-themed" spells
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Post Post #399 (isolation #106) » Mon Aug 03, 2015 6:44 pm

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It looks like I'll be busy settling in and getting paperwork done until end of saturday.

There will be no d&d on this Weds, and we should figure out a time on Sunday that works for a decent number of people.
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Post Post #401 (isolation #107) » Tue Aug 04, 2015 10:21 am

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APPARENTLY EVERYONE LEFT???

HANA YOU ARE MY HOPE
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Post Post #403 (isolation #108) » Tue Aug 04, 2015 10:29 am

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So just do it on same time?

3 PM Pacific Time on Sunday? (8am for Hana I think?)
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Post Post #405 (isolation #109) » Tue Aug 04, 2015 10:34 am

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I'm in midwest now actually.
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Post Post #407 (isolation #110) » Tue Aug 04, 2015 10:38 am

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Central time.
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Post Post #409 (isolation #111) » Tue Aug 04, 2015 10:57 am

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No, no. It's 5PM central time, 3PM pacific time, 8AM your time.

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Post Post #412 (isolation #112) » Tue Aug 04, 2015 11:02 am

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Yeah, we're doing it on Sunday instead of Saturday for this weekend.
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Post Post #419 (isolation #113) » Wed Aug 05, 2015 5:16 pm

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He tumbled out I believe.
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Post Post #423 (isolation #114) » Sat Aug 08, 2015 4:38 pm

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Reminder this is tomorrow
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Post Post #426 (isolation #115) » Sun Aug 09, 2015 4:13 am

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This is happening in 6 hrs and 47 minutes from this post
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Post Post #429 (isolation #116) » Sun Aug 09, 2015 5:59 am

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Don't forget to update your HP.
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Post Post #437 (isolation #117) » Sun Aug 09, 2015 10:36 am

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ok I have logged on in the second campaign

now I will make fried tofu while I wait
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Post Post #447 (isolation #118) » Sun Aug 09, 2015 3:11 pm

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Who2 stumbled out from the old sewers, and with a shudder, recounted the terrible fate that befell his party.

The party battled their way through invisible cultists. This time, with darkvision, see invis, and Miniri's advanced spellcasting, the cultists are dispatched shortly and efficiently.

At the end of their travels, they found an ominous hole in the wall, revealing a stairway leading downwards. Down there, they found a forgotten tomb, full of spiderweb and bodies, with glistening, red eggs inside them.

When they reached the innermost sanctum, bodies rose. The spider queen revealed herself and cut off attempts at escape with her webs and tremorsense, as the web mummies began to overwhelm the party's defenses. Only Who2, by layering his invisibility spell with a silence spell, was able to escape.

Rest of the party were killed.
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Post Post #450 (isolation #119) » Sun Aug 09, 2015 3:17 pm

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Remake at lv 4 please.
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Post Post #453 (isolation #120) » Sun Aug 09, 2015 3:35 pm

Post by FakeGod »

Point Buy Stat Table

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Post Post #457 (isolation #121) » Sun Aug 09, 2015 6:23 pm

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Last edited by FakeGod on Mon Aug 10, 2015 5:10 am, edited 1 time in total.
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Post Post #461 (isolation #122) » Mon Aug 10, 2015 6:21 am

Post by FakeGod »

I am thinking of holding a
2
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Post Post #470 (isolation #123) » Mon Aug 10, 2015 10:54 am

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In post 848, caledfwitch wrote:i think i can make it
also heres my character!!!: http://www.myth-weavers.com/sheet.html#id=306782

shes a witch with cat characteristics who makes potions and stuff

At lv 4, you get to raise one of your abilities by 1 point. (probably Charisma for you?)

In post 851, quadz08 wrote:He also does it now that he's not younger!

Weapon Specialization requires 4 levels of Fighter. You only have 3 atm.

I also recommend forgoing a shield if you're planning on using Power Attack.
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Post Post #472 (isolation #124) » Mon Aug 10, 2015 12:03 pm

Post by FakeGod »

Oops I meant Hana
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Post Post #473 (isolation #125) » Mon Aug 10, 2015 12:56 pm

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Do you guys think it might be a good idea to run through the 1st campaign again for the new characters?

I like that dungeon, and I kinda fear that the Lv 4 party will just get wiped again at the tomb.
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Post Post #477 (isolation #126) » Tue Aug 11, 2015 6:02 am

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In post 857, T-Bone wrote:We can finally do the boss

I mean start over with the monsters refreshed
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Post Post #480 (isolation #127) » Tue Aug 11, 2015 8:36 am

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In post 861, Who wrote:We should be able to beat the first dungeon in one session.

I agree.
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Post Post #490 (isolation #128) » Tue Aug 11, 2015 4:30 pm

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shield bashing?
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Post Post #492 (isolation #129) » Tue Aug 11, 2015 6:12 pm

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Post Post #496 (isolation #130) » Wed Aug 12, 2015 9:30 am

Post by FakeGod »

In post 875, Who wrote:
If it wasn't a part of your plan, why did you cut off our escape?

Once the spider cut off our escape it was all or nothing. Even if Quadz hadn't rolled completely shit there was still a strong chance that we wouldn't be able to kill the spider. Normally in that situation we could all gtfo. But the spider was blocking our exit. And it had tremorsense so we couldn't get out invisibly without some highly coordinated silent group.

Nah, that comic was just funny. It's not very relevant, other than bad rolls killing PCs.

In post 877, caledfwitch wrote:can we start later??? at like 5 pst??
im going to be home late umu

uh you know that we're scheduled to start at 5 pst?
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Post Post #497 (isolation #131) » Wed Aug 12, 2015 9:31 am

Post by FakeGod »

Speaking of, we'll be playing 3.5 hrs from this post.
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Post Post #502 (isolation #132) » Wed Aug 12, 2015 12:53 pm

Post by FakeGod »

Alright get on people

it's adventure time
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Post Post #504 (isolation #133) » Wed Aug 12, 2015 3:13 pm

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Hanasawa rescued once more!

Goblins are no match against our brave heroes.
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Post Post #512 (isolation #134) » Wed Aug 12, 2015 4:03 pm

Post by FakeGod »

Caled, you can also make invisibility or aid potions instead with 200g
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Post Post #514 (isolation #135) » Wed Aug 12, 2015 4:35 pm

Post by FakeGod »

I think there's a typo.

Continual flame costs 60gp.
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Post Post #516 (isolation #136) » Wed Aug 12, 2015 4:46 pm

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I vaguely remember asking the Wizards forum about this few years ago, and someone told me that it's supposed to be 60.
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Post Post #518 (isolation #137) » Thu Aug 13, 2015 5:37 am

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You're not.
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Post Post #519 (isolation #138) » Thu Aug 13, 2015 5:39 am

Post by FakeGod »

I am thinking of holding a
3
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Please post here if you want to play then!
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Post Post #521 (isolation #139) » Thu Aug 13, 2015 5:55 am

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Your character will be mortified to learn that 7 of his friends were killed so far.
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Post Post #526 (isolation #140) » Thu Aug 13, 2015 7:38 am

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Neither Gaiden or Caled died yet.
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Post Post #528 (isolation #141) » Thu Aug 13, 2015 7:42 am

Post by FakeGod »

what if the party turns on you
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Post Post #545 (isolation #142) » Thu Aug 13, 2015 9:14 am

Post by FakeGod »

In post 925, Who wrote:Also, goblins are people too.

In post 926, Who wrote:Want to know what isn't people? Wolves.

These statements are true.

Charm Person affects goblins normally, but Charm Person doesn't work on wolves.
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Post Post #549 (isolation #143) » Thu Aug 13, 2015 3:26 pm

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sounds like we're having a good ol' pvp in the sewers
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Post Post #555 (isolation #144) » Thu Aug 13, 2015 8:13 pm

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Post Post #557 (isolation #145) » Fri Aug 14, 2015 12:49 pm

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Breakdown of D&D Classes:


Spoiler: From PHB
Barbarian


This is a class defined by a four letter word.
RAGE
Because upgrade to rage comes so late in the class (lv 11), Barbarian is generally served better as a level 1 dip for the access to rage, and pounce (which is gotten by trading in your fast movement, Lion totem PHB2) There are some very nice rage-related feats, them being Extra Rage, Instantaneous Rage, and Mad Foam Rager. Choose wisely, since Barbarians are starved for feats.


Bard


The best "5th member" of the party, so claimed by the Wizards of the Coast. It's not really a jack of all trades as advertised (rogues do it much better), but they do get some bard-only abilities that can be argued to be worth putting levels in this class, namely, access to Diplomacy and UMD, and Bard Only spells like Glibness and Lesser Confusion. It's also notably only arcane caster to be able to heal. (albeit very weak heals) Bardic knowledge can serve as poor man's knowledge checks if rest of the party lacks a Knowledge maxer.


Cleric


Easily the second strongest class in the game, quite possibly the first. The class has access to some of the best buffs and heals in the game, and with the domains, it offers quite a diverse set of different focuses. Dipping cleric levels is generally for access to turn undead (to fuel divine feats). There are also lots of diverse offensive options in forms of touch spells. Divine metamagic feat (from Complete Divine) really drives the caster Cleric build, in basically allowing clerics to utilize metamagic without bumping them into very high level spell slots. Ability to cast in heavy armor also never hurts.


Druid


Three totems of power for druids are: Spellcasting, Wild Shape, and Animal Companion. Druid spell list isn't as strong as Cleric's, focusing more on auxiliary buffs and Damage-Over-Time offensive spells. Notably, they get Flame Strike 1 spell level earlier than clerics, which is rather important distinction. Wild Shape lets you dump your physical stats and still be able to participate in melee, (although your damage/AC will be rather subpar compared to a dedicated front liner), and your animal companion is a strong combatant on its own right. Druids do get a decent selection of healing and removing debuffs, although not as many as clerics do.


Fighter


Many people consider this class as a 2-level dip class, for the extra feats and martial weapon proficiency. It isn't too hard to go pure fighter and build a decent frontliner, and then work on different styles of combat as you reach mid levels and max out on feats in your original combat focus feat tree.


Monk


Wizards of the Coast envisioned Monks to be acrobatic, hard-to-lock-down combatants that can maneuver around the thick of melee to get to enemy back lines and take them down in a blink of an eye. In practice, monks lack the AC/HP/Melee DPS to actually do any of that. They do get decent saves, and they're very independent of items. They also do have an advantage over the other classes in niche situations, like if everyone got arrested and their items were taken away, or in grapples.


Paladin


The third primary combat class from the PHB. Paladins suffer from MAD (multiple ability dependence), and it often leads to series of 14s and 12s across their ability scores, resulting in a fighter-y thing that has worse combat stats overall. You do get to heal (little bit), have decent saves, and access to turn undead, which you probably will use to fuel divine feats. Unfortunately, paladins are starved of feats, and they are difficult to multiclass.


Ranger


The fourth and last combat class from the PHB. Rangers are unfortunately locked into one of the two subpar fighting styles: Archery and Two Weapon Fighting. Both styles suffer from lack of DPS, and dependence on multiple attacks per turn, forcing you into full round actions and making the style ineffective against monsters with Damage Reduction. They also suffer from MAD somewhat, which usually results in a lower Con stat than Fighters/Barbarians. Rangers do boast a big skill point pool and a diverse range of skills.


Rogue


The best skillmonkey class from the PHB, and quite possibly in the game. Rogues have access to the widest range of skill set and a fantastic skill points pool. They're also quite dangerous in combat, particularly two-weapon users, who can outDPS a raging barbarian power attacking with a two-handed weapon, given that certain conditions are met. They do suffer against anything that isn't sneak attackable, but by sacrificing trap sense for Death's Ruin, you gain the ability to sneak attack undeads. (albeit only half damage), which is by far the largest creature group in the "immune to sneak attack" monsters. They are also easily multiclassed, which is good, since they are quite starved for feats. Rogue/Fighter can be a very effective "frontliner".


Sorcerer


Wizard spell list is considered to be the best in the game, and Sorcerers have access to it. (limited access) This already makes them incredibly dangerous, if little bit predictable. They can go all-offense and play as party's artillery, or something else. There are many different paths sorcerers can take. They do suffer from low-skill point pool and are starved for feats. And if anything serious reaches them in combat, they usually drop in one turn.


Wizard


Wizard spell list is the best in the game, and Wizards can infinitely expand their spellbooks by buying scrolls and writing them into their spellbooks. This makes them the strongest class in the game, and they will always be able to beat another class given that they have the right spells prepared. They have one of the lowest number of spells per day, which really emphasizes having the exactly right spell prepared, which can very very tricky. As a primary Int caster, their skill points pool is deceptively high, and they are often able to have many of the Knowledges maxed for the party. In addition, they are not as feat starved as sorcerers are, which lets them gain access to some complicated metamagic builds or item creation feats.


Spoiler: From PHB II
Beguiler


Basically a rogue/sorcerer that can only cast illusions and enchantments. It has all of the important buffs and debuffs of the wizard spell list, as well as a decent number of utility spells. The class also has a sizable skill point pool/selection, making this class one of the best utility mages in the game. Don't expect to do any sort of damage with these class however.


Dragon Shaman


Imagine a cleric without spells and heavy armor. That is what essentially dragon shaman is, with auras, stat boosts, and a breath weapon added in. Fairly utility class, but not being a primary caster or a rogue really limits this class's potential.


Duskblade


Magic swordsman. Essentially a fighter/sorcerer that is able to both cast and swing a sword in the same turn. Coupled with Quick casts and a spell storing weapon, this leads to some of the highest burst damage attainable in this game being held by duskblades. A typical "nova" combo might be to prep a true strike for the auto hit, into a max power attack sword swing (2d6+20 ish), shocking grasp (5d6), spell-stored scorching ray (8d6), and a quick casted scorching ray (8d6), which is about 100.5 damage on average in a single turn. They also have access to number of low-level mobility spells and self-buffs, such as swift fly, swift invisibility, dimensional hop, and etc, rounding out the class.


Knight


Remove the Fighter's DPS for more tankiness, and you end up with a Knight. It's not a very strong class on its own, but it is the hardest class to kill in the game in straight combat, and they boast a number of potentially useful combat options, as well as a way to draw aggro, making them a decent frontliner in any party.
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Post Post #558 (isolation #146) » Sat Aug 15, 2015 4:00 am

Post by FakeGod »

Reminder that we're playing 7 hrs from this post

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Post Post #561 (isolation #147) » Sat Aug 15, 2015 10:18 am

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we start in 42 minutes
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Post Post #563 (isolation #148) » Sat Aug 15, 2015 10:56 am

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ok get on you fools
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Post Post #568 (isolation #149) » Sun Aug 16, 2015 11:22 am

Post by FakeGod »

Looking back, there was a decent amount of non-combat interactions in the last session, and I think they worked out alright.

Maybe it is possible to do a real session, instead of just dungeoning smashing, in the limited time we have?
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Post Post #570 (isolation #150) » Sun Aug 16, 2015 12:23 pm

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Because we don't/can't have continuity player-wise, it might take a bit of suspension of belief for the NPCs for any sort of plot to develop, because PCs are going to be magically appearing in and out.
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Post Post #572 (isolation #151) » Sun Aug 16, 2015 12:49 pm

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alright then

i'll write a real campaign after this one is done
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Post Post #578 (isolation #152) » Mon Aug 17, 2015 2:33 pm

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I've always been a fan of making roleplaying an option, rather than a requirement.

We'll be playing in 5pm PST on Wednesday for 2 hrs. Please post here if you want to play then.
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Post Post #583 (isolation #153) » Wed Aug 19, 2015 9:04 am

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We're playing in 3 hrs and 57 min from this post
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Post Post #591 (isolation #154) » Wed Aug 19, 2015 12:50 pm

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Post Post #596 (isolation #155) » Wed Aug 19, 2015 3:03 pm

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PCs traveled down the sewers yet again. They ran into some rabid ratfolks, but they proved to be no trouble.

They finally descended into the resurfaced tomb, of which claimed so many lives...

And emerged victorious!!! Mummies went down under repeated physical assault and magical fire, while Who3 kept his focus on the spider boss.

Things were looking grim when Caled, their healer, went down, and the frontline got locked down via webs. But Edgar's god finally answered Edgar's prayers, and a single good turn dusted the entire room, and left no undeads alive.

The spider flanked around, but it was already worn down heavily by Who3's spells. Mo"ak charged raging up the stairs and delivered a powerful blow, and then Who3 finished it off with his magic missiles.

The PCs returned to Dr. K with their loot, but they discovered a tragedy in the sewers.

It appears that wererats are dying en masse......
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Post Post #600 (isolation #156) » Thu Aug 20, 2015 2:46 pm

Post by FakeGod »

Please post your char sheet link here if you have not done so yet.

We'll be playing for 3 hrs starting on 3 PM PST Saturday.

Please post here if you're playing then.

(btw, I won't be able to play on next Weds.)
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Post Post #606 (isolation #157) » Fri Aug 21, 2015 4:05 pm

Post by FakeGod »

Image
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Post Post #608 (isolation #158) » Fri Aug 21, 2015 4:31 pm

Post by FakeGod »

yup
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Post Post #609 (isolation #159) » Fri Aug 21, 2015 4:35 pm

Post by FakeGod »

so you can do things like 1 sorc into 4 rogue w/ practiced spellcaster feat and sneak attack with shocking grasp for 8d6 a turn
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Post Post #611 (isolation #160) » Sat Aug 22, 2015 5:18 am

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We're playing 5 hrs and 43 minutes from this post
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Post Post #612 (isolation #161) » Sat Aug 22, 2015 10:55 am

Post by FakeGod »

Get on

it's time to adventure
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Post Post #617 (isolation #162) » Sat Aug 22, 2015 2:31 pm

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The PCs go to the wererat controlled area of the sewers, and meet with fair amount of resistance. Mo'ak is bitten by a wererat.

They discover a wererat girl named Sarah, who explains them the situation. It turns out that a well-dressed scholar has ruthlessly taken over the wererat community, and have been using them as slaves for something malicious. The resisting ones were infected with a strange disease and went rabid.

The PCs free the slaves and kill a deadborn vulture. They escort the wererats to the western section of the sewers, where cultists used to be, and Sarah decides to apprentice under Caled and learn alchemy.

They escort Dr. K down into the mines, where they encounter Lala Ducks once more. Dr. K seemingly goes with her requests, but he realized that something is fishy about Ducks, and warns the party via Caled's telepathy.

Lala Ducks reveal her true form, a monstrous hag! They do battle, and Caled falls. Lala's bodyguard, a giant blue ogre, comes out to disrupt Who3, but Who3 lines up a perfect Maximized Lightning to blast both of them to oblivion.

PCs return to the town afterwards.
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Post Post #621 (isolation #163) » Sat Aug 22, 2015 3:20 pm

Post by FakeGod »

I'll list the full changes here for being a lycanthrope.

Becoming a lycanthrope is very much like multiclassing as an animal.

You get bonus hit dice and hit points. (1d8 plus appropriate Con)

You have 3 forms: Base creature (half-orc), Dire rat, and hybrid.

Your speed remains same as the base creature/animal. (dire rats have 40ft speed, 20ft climb speed) Hybrid form uses the base creature speed.

Base creature's natural armor bonus increases by +2 in all forms.

Base Attack Bonus improves as normal, but 1 hit dice of Animal does not grant BAB, so no bonus.

Lycanthrope in hybrid form gains two claw attacks and a bite attack. You can alternatively attack with a weapon and a bite. Bite attack is a secondary attack. (-4 penalty)

Claws do 1d4, bite do 1d6.

Curse of lycanthropy. If a humanoid or giant gets bit when you're in hybrid or animal form, they must make a fort save DC 15 or contract lycanthropy.

Changing forms is a standard action. You also have damage reduction 5/sliver in animal or hybrid form.

You also have ability to communicate with other animals of your animal form. (you can do this in any form)

You also gain low-light vision, and scent. (you can do this in any form)

You also gain base save bonus of the base animal, which is dire rat for you. This means you get +2 to all saves.

You gain +2 to Wisdom. In addition, in animal or hybrid form, you gain +6 Dex and +2 Con.

You also gain skill points equal to 2 + int mod, with class skills being: Climb, Hide, Listen, Move Silently, Spot, Swim.

You gain Alertness, Weapon Finesse, and Iron Will as bonus feats.

Your level is treated as 2 higher than what it is for purposes of gaining xp.

______________________________________________________________________________


In addition, whenever it's full moon or you're damaged in combat, you must make a Control Shape check to resist changing into animal form. (Wis based, DC 25)

Returning to humanoid form under full moon is DC 25.
Returning to humanoid form under not full moon is DC 20.
Assuming hybrid form is DC 15.
Changing to animal form under full moon is DC 15.
Changing to animal form under not full moon is DC 20.

If you fail a check to return to humanoid form, then you must remain in animal or hybrid form until next dawn, when you automatically return to humanoid form.

There are also rules about alignment shifts based on base animal, which I do not use.
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Post Post #622 (isolation #164) » Sat Aug 22, 2015 3:23 pm

Post by FakeGod »

tl dr: you get a LOT (I mean A LOT) of free stuff, but you level slower and you might not have full control of your shapes.

(fwiw it's pretty clear that hybrid form is the best, but assuming such form requires you to be able to make DC 15 check pretty regularly)

Also, there is pretty big social stigma against lycanthropes, that you'll have to deal with.

EDIT: the damage triggering involuntary change does not occur every time you're damaged. Rather, it's once for any damage at all in the encounter, and then from then on, every time you lose a quarter of your hp or more, you need to make the check to resist going animal form.
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Post Post #624 (isolation #165) » Sat Aug 22, 2015 3:34 pm

Post by FakeGod »

Only during the first full moon of your lycanthropy.

After that, you will never lose control of your character. (but your shape is a different story, ofc)
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Post Post #627 (isolation #166) » Sat Aug 22, 2015 4:32 pm

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You can rage while in any form.

When I say base creature/animal, I mean in half-orc form, your speed is like a half-orc, and when in animal form, your speed is like a dire rat.
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Post Post #629 (isolation #167) » Sat Aug 22, 2015 4:58 pm

Post by FakeGod »

Yep, you'll gain the template at the first full moon.

The two claw + bite is only in the hybrid form. In animal form, you only have bite.

Generally, people suspected of lycanthropy is locked up in a cage during the next full moon. It would be reasonable to assume the same for your case.

Every 30 days or so spent in game should be met with a full moon, but because you have full knowledge of when the full moon will occur and simply choose not to adventure that night, I think we can safely ignore it ever occurring during one of our sessions.

Full moon will affect you even if you're underground or in a dungeon.
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Post Post #631 (isolation #168) » Sat Aug 22, 2015 5:11 pm

Post by FakeGod »

You don't lose anything in animal form, other than ability to use gear. (no weapons/armor/shield)
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Post Post #633 (isolation #169) » Sat Aug 22, 2015 5:22 pm

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We won't be playing on Weds, so you have a full week to mull over this.
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Post Post #651 (isolation #170) » Sun Aug 23, 2015 5:05 am

Post by FakeGod »

It is, indeed, a curse.

The involuntary change is described as feeling of overwhelming rage building up inside you.

The animal side in you (dire rat, alignment: Chaotic Evil) will constantly whisper you to go and murder people for fun.
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Post Post #653 (isolation #171) » Sun Aug 23, 2015 5:07 am

Post by FakeGod »

lol
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Post Post #654 (isolation #172) » Sun Aug 23, 2015 5:10 am

Post by FakeGod »

Oh, oops. I wrote the bonus feats wrong.

You get iron will as a bonus feat. You don't get alertness.

You only get weapon finesse as bonus feat in hybrid/animal form.

Your animal hit dice is added to your class levels for determining when you receive feats/ability score boosts. (which means you're effectively 1 level higher for those)
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Post Post #656 (isolation #173) » Sun Aug 23, 2015 5:41 am

Post by FakeGod »

I'd imagine Pelor would not approve.
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Post Post #664 (isolation #174) » Sun Aug 23, 2015 7:34 am

Post by FakeGod »

There are very few naturally-born lycanthropes in the world. They have full control over their shapes, and usually lead a hermit life to keep themselves away from society.

99% of the lycanthropes encountered are afflicted, obviously.

Lycanthropy is literally defined as a curse. (in fact, remove curse spell is how you break it)
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Post Post #667 (isolation #175) » Sun Aug 23, 2015 7:46 am

Post by FakeGod »

By the way, you wouldn't actually know until the first full moon whether you've contracted lycanthropy.

So technically, your character has no idea that he's afflicted.

By the same logic, Teela is also "at-risk" for lycanthropy, since she was also bitten during combat.
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Post Post #671 (isolation #176) » Thu Aug 27, 2015 7:13 am

Post by FakeGod »

We'll be playing on Saturday at 3PM PST.

Post here if you are planning on playing then.
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Post Post #673 (isolation #177) » Thu Aug 27, 2015 7:32 am

Post by FakeGod »

It will probably be the final (and shortest) session of this campaign, where Mo'ak makes his choice about lycanthropy, and then you guys check out the final chamber.
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Post Post #678 (isolation #178) » Sat Aug 29, 2015 7:36 am

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We are playing 3hrs and 24 minutes from this post
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Post Post #682 (isolation #179) » Sat Aug 29, 2015 10:50 am

Post by FakeGod »

Alright it's adventure time

log on people
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Post Post #693 (isolation #180) » Sat Aug 29, 2015 3:52 pm

Post by FakeGod »

Summary

PCs finally venture down into the final chamber. This chamber is rumored to be where a dragon's hoard lies for taking, but it's guarded by a powerful undead. (morhg)

PCs walk in, and begin to fight skeletons. Brian Skies is on the ceiling, shooting his Eldritch Blasts, but he notices that the morhg is making a beeline for him.

PCs wrap up the skeletons, but Brian's in trouble. Caled sends her owl to heal Brian, but Milo the owl gets hit by the morhg's tongue and drops to the ground, paralyzed and dying. Teela heals the owl back up, while Who3 spams spells to DPS down the morhg. But then Brian gets critted, so Milo goes up to heal him once more. Morhg finally goes down afterawhile.

Without a moment loss, ground begins to shake. A black dragon arises from his sealing circle, and it promises swift death to the PCs. It swoops down and uses its breath weapon to melt the PCs to very low HP. Series of fantastic caster level checks later, dragon is nearly dead. Then, the dragon breathes acid once more, and this time, most of the party are down for the count. Brian Skies nails it once more to bring it down to 1 hp. And then Who decides to finish off the dragon using Orb of Acid. ACID. Black dragons are immune to acid, which means that Who just killed off Caled, Varsoon, and Hana. This was after I told them that black dragons are immune to acid.

I let him take back the move, and he switched to orb of fire to finish it off. Last room cleared, and the dragon's loot has been claimed.

I will be setting up a new campaign for next Saturday. It is desert setting.
Last edited by FakeGod on Sat Aug 29, 2015 3:56 pm, edited 1 time in total.
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Post Post #695 (isolation #181) » Sat Aug 29, 2015 4:01 pm

Post by FakeGod »

in regards to loot, all I'm gonna say is "dat magic ring generation roll"
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Post Post #698 (isolation #182) » Sun Aug 30, 2015 5:17 am

Post by FakeGod »

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Post Post #701 (isolation #183) » Sun Aug 30, 2015 6:37 pm

Post by FakeGod »

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Post Post #704 (isolation #184) » Wed Sep 02, 2015 9:58 am

Post by FakeGod »

no game tonight
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Post Post #705 (isolation #185) » Thu Sep 03, 2015 8:00 pm

Post by FakeGod »

Image

At Dr. K's request, PCs head to the faraway desert in hopes of locating the renowned scholar, Lala Ducks...

Game Link: https://app.roll20.net/join/1006792/csv0Cw
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Post Post #706 (isolation #186) » Thu Sep 03, 2015 8:01 pm

Post by FakeGod »

Please post here if you are down for some D&D on saturday.

We will start at 3PM PST.
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Post Post #715 (isolation #187) » Fri Sep 04, 2015 10:29 am

Post by FakeGod »

Perhaps it might be a good idea for us to start a new thread.

Better organization etc.
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Post Post #718 (isolation #188) » Fri Sep 04, 2015 12:52 pm

Post by FakeGod »

in the desert, traveling to a mining camp
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Post Post #720 (isolation #189) » Sat Sep 05, 2015 4:32 am

Post by FakeGod »

We will play 6 hours and 28 minutes from this post.
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Post Post #724 (isolation #190) » Sat Sep 05, 2015 11:07 am

Post by FakeGod »

log in fools
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Post Post #726 (isolation #191) » Sat Sep 05, 2015 3:04 pm

Post by FakeGod »

Summary:

Party members are trekking across the desert to hear news of the scholar Lala Ducks. They are attacked by hungry landsharks, but they manage. They see a air detonation fireball coming from the nearby dunes, so they head over to investigate. They encounter a wizard who attacks them right away, so Who3 put him down. They are flanked by orc mercenaries, but they are dispatched quickly. They discover a spellbook on the wizard. A bounty hunter in full plate named St. Harriet approaches them as they are rummaging through the loot, and explains that he is working for a mining guild called Armistri Annotated, and that he was hunting down the fugitive wizard. He asks for the spellbook of the wizard, claiming that it belongs to the guild. PCs say that they will return the book personally, so Harriet shrugs and tells them to follow him to the guild compound.

They arrive, and meet up with many of the NPCs present, including Na Choma, the grumpy dwarf who is the head of the security of the guild, Headmaster Fink, the old human wizard in charge of teaching spells to the new recruit miners, Isana the cook, and her fiance, Ivan the team leader, and guild boss Tony. They interact with many of the NPCs. Kirtha helps out Isana make potatoes for dinner. Eventually, St. Harriet asks for the book again, and Who3 refuses. St. Harriet grabs him, and draws a non-lethal wooden sword. This triggers Brian Skies to shoot him with an eldritch blast, but Harriet shrugs it off. The giant eagle Caled and Mo'ak tries to break them apart, but Harriet is grabbing Who3 too tightly. Then, St. Harriet swings his wooden sword at Who3, dropping him unconscious. Brian Skies grab the book off Who3 and gives it to Harriet, who promptly tells the party to get out of the compound.

The party rests under Kirtha's magic hut, and sets off to North when the sun goes down. They find themselves in the dune once more, and they realize that the dunes were actually full of broken carts, gears, and bodies. It was a graveyard of sorts! Party quickly leaves, but they are pursued by a pair of landsharks. They dispatch the first one, but second one jumps on Who3 and nearly swallows him whole. PCs try to take it down as quickly as they can, but they cannot do it before the thing is about to retreat underground with its meal in tow (unconscious Who3). After much hesitation, Kirtha launches a fireball into the creature, fully knowing that the Who3, being unconscious, will be fully roasted. The creature finally goes down, and they give Who3 a proper funeral under the desert night sky.
Last edited by FakeGod on Sat Sep 05, 2015 3:53 pm, edited 2 times in total.
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Post Post #729 (isolation #192) » Sat Sep 05, 2015 4:00 pm

Post by FakeGod »

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Post Post #730 (isolation #193) » Sat Sep 05, 2015 4:23 pm

Post by FakeGod »

No more Wednesday sessions from now on.
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Post Post #735 (isolation #194) » Sun Sep 06, 2015 5:18 am

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Nah I'll be getting pretty busy
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Post Post #737 (isolation #195) » Wed Sep 09, 2015 2:57 am

Post by FakeGod »

The other party I play with cancelled their session for upcoming Saturday.

I was wondering if we could take advantage of that and start earlier + play for longer?

I could start as early as Noon PST.

Please post your availability so we can work something out.
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Post Post #739 (isolation #196) » Thu Sep 10, 2015 6:08 am

Post by FakeGod »

In post 1119, FakeGod wrote:The other party I play with cancelled their session for upcoming Saturday.

I was wondering if we could take advantage of that and start earlier + play for longer?

I could start as early as Noon PST.

Please post your availability so we can work something out.

I've talked to quadz and hana, but is anyone else playing/not playing?

I would appreciate some feedback, people!
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Post Post #743 (isolation #197) » Thu Sep 10, 2015 4:59 pm

Post by FakeGod »

ok we are starting noon pst

please don't forget thanks
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Post Post #744 (isolation #198) » Fri Sep 11, 2015 9:46 am

Post by FakeGod »

man today's been a long day

I am very looking forward to tomorrow's session

remember that it's starting 3 hours earlier than the usual time
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Post Post #745 (isolation #199) » Fri Sep 11, 2015 9:47 am

Post by FakeGod »

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