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Post Post #3000 (ISO) » Sun Jun 19, 2016 11:10 am

Post by FakeGod »

I'm writing up a summary Who.

Thog died.
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Post Post #3001 (ISO) » Sun Jun 19, 2016 11:13 am

Post by ConManMick »

RIP Thog
Lived by the sword, died valiantly defending his party members and securing an escape.
Thog will be remembered by the Holz family for generations to come.
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Post Post #3002 (ISO) » Sun Jun 19, 2016 11:32 am

Post by FakeGod »

Summary

The train arrived in Thundercrag. The town is located inside the mountain. The outer area containing the train station looks devastated. Conductor orders his guards to scavenge fuel from the wreckage, and asks the PCs to investigate the town. Corinne Laplace requests to join them, since she has a map of the town, and because she does not believe it to be very safe in the train.

Party walks in and is attacked by shrapnel gun wielding ogres and townspeople who have gone mad. As the townspeople are killed, they leave behind this yellow cloud of spores. Ogres are wearing gas masks to prevent being affected by these spores. Corinne warns the PCs to avoid the spores, and then she marks out 4 areas on the map most likely to contain survivors from the town.

As the PCs progress towards the marked points, they find survivors and learn that couple days ago, the town was overwhelmed with a large yellow cloud of spores. Soon, townsfolk began to go crazy and start murdering those who have not succumbed. Some people managed to hide themselves, but most people are dead or infected now. In addition, a number of non humans, ogres and goatmen, has been seen among insane townsfolk. The insane people seem to follow their orders.

As PCs rescue the last of the survivors, Lukas hear a large group of people coming their way. Soon, doors all around the town open and a massive horde of infected appear. PCs get into defendable chokes and hold them off. Lukas manage to make it back to the building other survivors are holed up in. Moriko's fireballs, Anias's legion of sentinels, and Saag prove highly effective against holding their positions.

Things go bad as goatmen shapers arrive. They have ability to open up passages in the walls, making the rooms unsafe. Anias and a survivor is overwhelmed as Saag races to the left side to cut the goatmen off. Saag takes some damage but takes them down. At top side, survivors retreat into a small room and lock the door, but an ogre rips the door down, and they fire into the chamber, dealing heavy damage to most people inside. As things get even more desperate, a giant goatman smashes through the south walls and join in the fight. He has a massive aura of spores around him, making it difficult to approach him.

Anias turns himself invisible and begins making his way north, but gets infected with spores. He casts whelm on himself to knock himself out, but fails. He soon succumbs to the voices in the head and attacks Saag, but Saag knocks him unconscious and continue northward.

Moriko falls unconscious, gets healed by Lukas, then barely makes the next shrapnel blast before using up her last fireball to take out the concentrated force of infected villagers and the ogres. The fireball wipes them out cleanly. Unfortunately, the NPCs, Hana and Lukas are trapped inside the building surrounded by many feet of spore clouds. Outside, Thog wades into combat against the giant goatman.

Moriko dim hops Father Eustus out the walls before running out. Moriko fails her fort save against the spores. Corinne and Lukas also rushes out and make their saves. Battle rages between the giant goatman and Thog, but Thog is on verge of going down. Goatman gets hit by Moriko with a ray of enfeeblement, but then proceeds to crit Thog into the ground. Thog resists dying with mad foam rager, and asks Lukas for healing. Unfortunately, Moriko succumbs to the effects of the spores and fires magic missiles at Thog, reducing his hp pool even further. Lukas heals Thog with a cure critical wounds, but it wasn't enough. As the mad foam rager ran out, Thog managed to take out the giant goatman. Killing the giant goatman removed the mind affecting effect over Anias and Moriko. Everyone begin to run for the train as more infected were on their way.

Outside, the train was under attack by the infected. Conductor took a quick vote, whether to leave the adventurers behind or not. Conductor, engineers, guards, Harif family, the banker, and Chris all voted to leave. GuyInFreezer and Elizabeth voted to stay. Train takes off without the PCs, but GIF burns 3 dimension doors to teleport those left behind onto the train.
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Post Post #3003 (ISO) » Sun Jun 19, 2016 12:56 pm

Post by FakeGod »

that was pretty difficult fight

how would you guys rate its difficulty level compared to some of the past encounters
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Post Post #3004 (ISO) » Sun Jun 19, 2016 1:11 pm

Post by FakeGod »

If I had to rank all the major encounters from most difficult to least difficult:

Witch's Cove
Thundercrag
Lunar Keep Underground
(last encounter for Lunar Island campaign)
Damian Mansion
Tuhin's Invasion
(last encounter for Las Verisa campaign)
Tomb Spider
Victoria's Ball & Izzy Ambush at Lighthouse
Desert Bandit's Hideout
Morhg/Dragon's Chamber
(last encounter for sewer campaign)
Vintell's Tomb
(last encounter for desert campaign)
vs. St Harriet
Cassius's Prison
Gerard's Inn

Various other encounters
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Post Post #3005 (ISO) » Sun Jun 19, 2016 4:26 pm

Post by Who »

I read the logs.

Conman. Max concentration. Devote every rank you have to it.

Also, how many charges does the wand have left?
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Post Post #3006 (ISO) » Sun Jun 19, 2016 6:47 pm

Post by FakeGod »

Waaait.

GIF isn't a conjurer. He doesn't even have 3 dim doors.
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Post Post #3007 (ISO) » Sun Jun 19, 2016 7:21 pm

Post by Brian Skies »

I imagine he cast haste on Saag or something so he could catch up to the train.
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Post Post #3008 (ISO) » Sun Jun 19, 2016 7:28 pm

Post by ConManMick »

Minor details, FG
"As everyone knows there is a special guardian angel for drunkards and lovers"
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Post Post #3009 (ISO) » Sun Jun 19, 2016 7:31 pm

Post by FakeGod »

GIF can dim door, fly back, and dim door again

there
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Post Post #3010 (ISO) » Sun Jun 19, 2016 8:14 pm

Post by Who »

Casters, what are your opinions on sharing spells?

Spell Storing is a good weapon enchantment if the casters are okay with it. I'm looking at what items to get (End of an act is coming up soon), Spell Storing seems like the best weapon enchantment, assuming casters are okay with sharing spells. (Otherwise, it's an awful weapon enchantment, obviously). (FG decided to ditch CL requirements so GIF can craft it despite it being CL12 to craft)

Other things we should get:
Items of permanent protection from evil. (Anti-possession)
Better stat boosters (Currently we're all at +2 other than GIF who's at +3)
Better weapons (Currently we have +1)
Better armor (Better/magic armor for the non-squishes, magic items which work as armor for the squishes who don't wear armor) (Currently we have 2 sets of +1 Full Plate, 1 mundane mw fullplate, no armor items for the mages.)
Save boosters for the squishes (Non-squishes have fine fort, don't need ref, and needing will for something other than prot from evil is rare enough that we have other priorities. Squishes have bad fort and need ref)
Bag of holding (Carrying stuff, shoving random NPCs into while we save them)
Skill boosters? Anyone have any skills they think are important enough to merit an item to boost it?
Scrolls of random useful spells (Versatility is key. Scrolls are versatility)
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Post Post #3011 (ISO) » Sun Jun 19, 2016 9:39 pm

Post by Hanasawa »

Alright, speaking for myself, I've said this many times and I'll say it again, I'm happy to share my spells with anyone. I have a lot of slots a day and it really doesn't phase me. +4 is what I need for a Cha boost so I can sell my stone and then some other stuff.

If I were to get useful scrolls for spells that I wouldn't put in my known spells but still would want to cast it would be...

Hold Portal, Knock, Neutralize Poison, Alarm, Nystul’s Magic Aura, Remove Curse, Calm Emotions, Restoration, Remove Disease, Silence, Invisibility Purge and Remove Blindness/Deafness

All of them are in no particular order of both usefulness and alphabetically. They all have their some use for NPCs/PCs depending.
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Post Post #3012 (ISO) » Mon Jun 20, 2016 12:36 am

Post by FakeGod »

Players, we will be playing this Sunday at usual time.

We will be concluding the Act 2, and I believe it will be a shorter session than usual. (probably just 2 hours long)

Please let me know your availabilities.
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Post Post #3013 (ISO) » Mon Jun 20, 2016 2:02 am

Post by ConManMick »

I think I can put spells that are personal on you guys
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Post Post #3014 (ISO) » Mon Jun 20, 2016 2:07 am

Post by FakeGod »

personal spells have to be put on yourself
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Post Post #3015 (ISO) » Mon Jun 20, 2016 7:07 am

Post by ConManMick »

what about Imbue with spell ability?
Also, I found this:
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Post Post #3016 (ISO) » Mon Jun 20, 2016 7:51 am

Post by Who »

Oh that could be useful.

Unfortunately I think the restrictions make it not abusable. Also most of us are too unwise.

The only spell I can think of where that would help by transferring a personal spell would be Lore of the Gods (Complete Champion). You give that to someone with a lot of ranks in knowledge, they keep trying a check until they get a good result.

Also have you looked at books other than PHB? There are some neat cleric spells, particularly in Complete Champion.

Edit: Divine Magician opens up tons of options (Not for Lukas, but for that spell in general). Also even without it divine insight is useful to give to other people.
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Post Post #3017 (ISO) » Mon Jun 20, 2016 9:13 am

Post by FakeGod »

DMs wearing hoods is so cliche
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Post Post #3018 (ISO) » Mon Jun 20, 2016 9:16 am

Post by FakeGod »

In post 3015, ConManMick wrote:what about Imbue with spell ability?
You can only use it on people with at least 9 wisdom.

Only PC with at least 9 wisdom is Lukas.

Everyone apparently subscribed to Who's School of Optimization and dumped their Wis.
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Post Post #3019 (ISO) » Mon Jun 20, 2016 9:31 am

Post by lilith2013 »

I'll be here next week, if I'm still welcome. FG, would you be kind enough to help me catch up Stewart?
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Post Post #3020 (ISO) » Mon Jun 20, 2016 10:00 am

Post by FakeGod »

Sure.

I think it would be best if you leveled up Stewart to lv 7.

Make the following changes on your character sheet:

Level is now 7.
Experience is now 21000.
HP is now 50.
Base saves are now +5, +2, +2.
Base Attack Bonus is now +7/+2. (you can attack twice per turn if you do not move, or limit yourself to a single 5-foot step)
You can now Smite evil 2/day, instead of 1.
You can now remove disease 1/week.
You get 1 1st spell per day, instead of 0.
You get 6 skill points. Spend them as you wish. Unless you want to ride a horse, in which case put them all on ride skill.
You get a feat. Before you pick a feat let me ask you if you want to ride a horse around, because......

Paladins are able to summon a special horse as a full round action. The horse lasts 2 hrs/lv, so 14 hrs total. Every time you summon it, it appears in full health, but if it dies, then you can't summon it again for 30 days or until you level up. You can dismiss your horse as a free action if it look like it might die or something. Your horse has 45 hp and AC of 18, with speed of 50 ft.

Choosing the ability to summon your special horse means that you can't use Charging smite. I would swap out your travel devotion feat for mounted combat feat, and pick up Ride-By Attack feat.

You get +1 to attack rolls when you are mounted, and if you charge while mounted and you're using a lance, it deals double damage. (so pick up a lance! masterwork lance costs 310g)
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Post Post #3021 (ISO) » Mon Jun 20, 2016 10:02 am

Post by FakeGod »

And fix roll20 macros.

Any questions?
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Post Post #3022 (ISO) » Mon Jun 20, 2016 10:20 am

Post by lilith2013 »

Eh I don't really want a horse? I'll do this when I get to a computer.
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Post Post #3023 (ISO) » Mon Jun 20, 2016 10:58 am

Post by FakeGod »

Alright, in that case keep the Charging Smite, keep Travel Devotion feat, and take a divine feat. (like Divine Might or Divine Vigor)
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Post Post #3024 (ISO) » Mon Jun 20, 2016 4:24 pm

Post by FakeGod »

You can activate Travel Devotion once per day as a swift action. It lasts for 1 minute (which is 10 rounds) and while it lasts you can move as a swift action every round, which means you can do things like double move and attack, triple move, move and full attack, and so on.

You can get your Travel Devotion daily use back if you expend two of your turn undead attempts.

Hmm, it actually looks like Travel Devotion will be a significant drain on your turn undead attempts, and perhaps you should avoid taking a divine feat. (divine feats use turn undead attempts as fuel)

You can always just take Weapon Focus (Greatsword) for +1 attack roll in that case, or some other feat.
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