For questions, comments, discussion and whatever else doesn't fit into other topics.
How are your characters coming along, y'all?
Could I get a specific list of the house rules?
They'll be posted tomorrow since I need to give them a final pass.
Q&As from PMs.
Quote<Nephrite> I have a question: Would it be possible for my character to, in addition to the Shapeshift feat, also take the Druidic Avenger class feature? I would be willing to compromise and work with less spells or even no spells at all.
Yes, you can take it if you desire. It renders you and Eb a little same-y, but I asked him and he gave the okay.
Quote<DarkFlameMaster> Does Dimension Hop (duskblade spell) exist, and if so, does it activate skirmish?
The spell exists but skirmish isn't triggered by teleportation effects.
Quote<DarkFlameMaster> PrCs generally have skill requirements
<DarkFlameMaster> Can you be more flexible with those here?
<DarkFlameMaster> Pathfinder skills are 1 per level, unlike the 3.5 level+3 for class skills.
There's been a misconception here and I need to clarify it. We're using Pathfinder skills instead of 3.5 skills. This means we use perception instead of spot/listen and so forth. This doesn't mean we adopt any other structures of it, such as a changed structure for how class skills work. The max skill levels are still 3 + level.
On a related subject that was touched on, any prerequisites that require the old skills now require the new skills. For example, a prerequisite of spot 3 ranks becomes perception 3 ranks. We'll deal with any corner cases when they come up. This likewise applies to bonuses.
For example, the changes to Dervish are: Acrobatics 3 ranks for the prerequisite, the class skill list would be Acrobatics (Dex), Craft (Int), Escape Artist (Dex), Perception (Wis), Perform (Cha) and Swim (Str), dervish dance prevents the use of Stealth and Perception and she may take 10 on Acrobatics and Perform checks thanks to movement mastery. All of those work except dervish dance stopping perception, which is a case of searching being rolled into spot/listen being awkward. I'd discard that limitation in that case.
Quote<DarkFlameMaster> Did you reconsider warshaper? Claymores are always a fun option.
Yes and yes. I still think the class isn't remotely balanced and is poorly designed for anything but druids (who it's crummy for, go figure), but I'll allow it.
---
Houserules will be up soon.
Quote from: Anastasia on March 24, 2013, 07:00:31 PM
Q&As from PMs.
Quote<Nephrite> I have a question: Would it be possible for my character to, in addition to the Shapeshift feat, also take the Druidic Avenger class feature? I would be willing to compromise and work with less spells or even no spells at all.
Yes, you can take it if you desire. It renders you and Eb a little same-y, but I asked him and he gave the okay.
---
Houserules will be up soon.
Do you need me to nix spells in that case? Just making sure I have all my ducks in a row. :)
Quote from: Nephrite on March 24, 2013, 07:07:35 PM
Quote from: Anastasia on March 24, 2013, 07:00:31 PM
Q&As from PMs.
Quote<Nephrite> I have a question: Would it be possible for my character to, in addition to the Shapeshift feat, also take the Druidic Avenger class feature? I would be willing to compromise and work with less spells or even no spells at all.
Yes, you can take it if you desire. It renders you and Eb a little same-y, but I asked him and he gave the okay.
---
Houserules will be up soon.
Do you need me to nix spells in that case? Just making sure I have all my ducks in a row. :)
The spells are fine. If this ACF turns out to be of the broken or otherwise unpalatable we'll deal with it then.
You got it, bossman.
Game start is going to be late next week if all goes well. So let me ask now: What days are good for each of you so we can figure out what are on and off days are?
If we're doing early afternoons, I'm fine on any day.
Pretty much any day works out for me.
I can commit to GMT 17:30-20:30, any day works.
And to answer the original question, my character is almost done.
Awesome to hear. I'll do sheet edits once they're all up. Likewise, I'll have more information on the exact starting date and game days tonight or tomorrow.
Okay. For now let's do Monday, Wednesday, Thursdays and Fridays from 12 30 EST to 3 30 EST. (The time bracket Cor said he's good for.) We'll begin next Friday, April 5th.
I'm assuming from the lack of comment the 5th works for everyone?
Friday the 5th works fine for me.
While I am here, questions.
Scrolls, potions, etc. Are these going to be as rare as magic items? Am I safe to buy a few as starter items?
EDIT: Am I safe to buy some magic rings to start off with?
Stunning Fist
Combat Reflexes - When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus
Flurry of Blows (Ex):
Evasion (Ex):
Do the above work/can be used while in Shapeshifted form?
Fast Movement (Ex): A druidic avenger's base land speed is faster than the norm for her race by 10 feet. This ability is identical to the barbarian ability of the same name.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table 3–10. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed.
Do the above stack, since one has a prerequisite of specific armor and one does not? Do these both work in Shapeshift form?
It's fine for me. As a reminder, I'm going on vacation in a month's time for a few weeks, but there's plenty of time to get started.
My post agrees with Cor's to a surprising extent!
Quote from: Nephrite on March 29, 2013, 02:56:05 AM
Friday the 5th works fine for me.
While I am here, questions.
Scrolls, potions, etc. Are these going to be as rare as magic items? Am I safe to buy a few as starter items?
I imagine I'll drop at least a few, but if you want a particular type on hand? Buying it wouldn't hurt.
QuoteEDIT: Am I safe to buy some magic rings to start off with?
If you can afford one, sure.
QuoteStunning Fist
Combat Reflexes - When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus
Flurry of Blows (Ex):
Evasion (Ex):
Do the above work/can be used while in Shapeshifted form?
They all work. Do bear in mind (har) that Flurry of Blows works with unarmed strikes and not natural weapons. There is a difference there.
QuoteFast Movement (Ex): A druidic avenger's base land speed is faster than the norm for her race by 10 feet. This ability is identical to the barbarian ability of the same name.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table 3–10. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed.
Do the above stack, since one has a prerequisite of specific armor and one does not? Do these both work in Shapeshift form?
[/quote]
Yes, they stack. Barbarian fast movement is an untyped bonus and monk fast movement is an enhancement bonus. This one comes up semi-often.
Just for the record, when are your vacations?
I leave the morning of the 2nd and return the evening of the 24th (May). I may have some degree of net access but no guarantees (also my times will be screwy anyway since it's... 8 hours before my time and 3 hours behind Dune's?
A two day vacation, Eb?
You're going to be on the West Coast, yeah? Relative to that, we game from 930 AM to 1230 PM EST.
Removed the extraneous 2.
Okay, I'll be doing sheet audits Monday. Shouldn't be any problems, I'm just looking to catch mistakes and math tangles.
Roughly 20/4-12/5.
Right.
We'll write Cor out for his vacation, cancel when Cor and Eb are both gone and then have Cor's PC return when he gets back. Eb's PC will follow suit once Eb gets back from vacation. So a pre-emptive no sessions from May 2nd to May 12th.
Sheet audits are a go. I'll do Eb first.
QuoteWIS, 14,
Got an extra comma there.
QuoteBubi the sparrowhawk
Looks like a straight forward scout. Walk me through how it tallies its Spot/Listen mod?
Looks good otherwise.
Cor's next since he posted next.
QuoteHit Dice 27
Should be hit points. I'd be a little scared if you have 27 hit dice already!
QuoteTumble (4) +9
Pathfinder's skills rolls tumble into acrobatics.
QuoteKnowledge/Local (1) +5
Where exactly is your K:L rank focused on? I assume the Vastwoods but I'd like to be sure.
Looks good otherwise. May the slashes be with you.
Finally Neph since he's the last one that posted.
QuoteBase attack/CMB/CMD: +4/+7/+20
Monk's AC bonus applies to CMD as well, so your CMD should be 23. No + to it either, it's a flat defensive value like AC.
QuoteSpecial Attacks:
Special Qualities:
Haven't added those yet?
Quote
2x 300 (http://www.d20srd.org/srd/spells/gustOfWind.htmScroll%20of%20Gust%20of%20Wind%5B/url)
You messed up your link. Ties into the one above it, though click it once for the 404 error. I approve.
Looks good otherwise. May the bear maulings be with you.
Quote from: Anastasia on April 02, 2013, 03:10:12 AM
Sheet audits are a go. I'll do Eb first.
QuoteWIS, 14,
Got an extra comma there.
QuoteBubi the sparrowhawk
Looks like a straight forward scout. Walk me through how it tallies its Spot/Listen mod?
Looks good otherwise.
Fixed comma issue.
Bubi's Perception is tallied as follows:
3 base skill ranks
+3 for class skill
+2 for wisdom
+8 for racial modifier
+2 for alertness
+3 for skill focus (perception)
totals 21
Quote from: Anastasia on April 02, 2013, 03:26:28 AM
Finally Neph since he's the last one that posted.
QuoteBase attack/CMB/CMD: +4/+7/+20
Monk's AC bonus applies to CMD as well, so your CMD should be 23. No + to it either, it's a flat defensive value like AC.
QuoteSpecial Attacks:
Special Qualities:
Haven't added those yet?
Quote
2x 300 (http://www.d20srd.org/srd/spells/gustOfWind.htmScroll%20of%20Gust%20of%20Wind%5B/url)
You messed up your link. Ties into the one above it, though click it once for the 404 error. I approve.
Looks good otherwise. May the bear maulings be with you.
I believe I corrected everything. Thank you for taking the time to look through it.
Sure.
Okay, we have sheets in and everyone's ready for Friday! The 10,000 dollar question is this: Do you guys want to be together already as a backstory thing or to meet in character?
(Speaking of backstories, do you have one, Cor? I forgot to mention I didn't see one on your sheet last night.)
First meeting I think. Give us something tough to bond us together!
Agreed.
Thirded. All I have in mind is a generic background, I'm afraid. I've been holding off on it in hopes of coming up with something better, but I might just end up posting it tomorrow if not.
So FFd6 is moving to Mondays. Having Tuesdays off was to keep that day free for FFd6 and is thus obsolete. Is switching to Tuesday through Fridays a problem instead of Monday and then Wednesdays through Fridays?
Quote from: Corwin on April 03, 2013, 02:19:36 PM
Thirded. All I have in mind is a generic background, I'm afraid. I've been holding off on it in hopes of coming up with something better, but I might just end up posting it tomorrow if not.
That's fine. Nothing wrong with developing more in game.
Quote from: Anastasia on April 03, 2013, 02:19:41 PM
So FFd6 is moving to Mondays. Having Tuesdays off was to keep that day free for FFd6 and is thus obsolete. Is switching to Tuesday through Fridays a problem instead of Monday and then Wednesdays through Fridays?
Shouldn't be on my end.
I'm okay with that.
T-F is fine with me.
Cool. So it shall be!
Miscellaneous shit is ahead. I'm clearing out various subjects on mind and answering a few questions from chargen. Beware rambling.
What type of classes are we likely to see?
I'm going to be avoiding using casters too much, at least to start. Bear this in mind relative to what I mention.
What fits the setting. Druids and rangers are the most common, but scouts also get some wilderness abilities. Traveling bards are a thing, going from settlement to settlement and spreading news. More or less anything else is possible but less likely. As for non-core systems and classes built around them? I'm going to use psionics at least occasionally. I'd like to stay sharp on them after learning them. Warlocks and dragonfire adepts are probably going to be in the mix. I may try something like incarnum to mix things up at some point too. Racial paragon classes should be counted on too.
What about prestige classes?
Whatever fits. Things with a foresty bend will get priority here. This won't matter right away since you're all only level 4. I'll be making any PrCs generic if it regards planar stuff (assuming they're used, which is unlikely) or religion. See below for religion.
What won't be used?
Paladins don't fit the area or style well, so I don't anticipate using them often. Wizards are likely to be rare compared to sorcerers. Hexblades, Samurai, Factotum, Marshals and Knights are generally not a good fit here and likely to be rare. It's also likely for clerics to be rarer to favored souls.
What about religion? How's that work here?
I've been busy and haven't had the time to fill these details in yet. None of you look to be particularly religious (even the druid) so I haven't worried about it too much. With less summons and generally less clericy types around, faith is a bit closer to the real world's view of it than typical D&D land. In any case serious religion isn't likely to come up much.
What about the Underdark and Drow?
This got brought up by both Cor'n'Eb. They're interested but I have fairly serious concerns. To get right to the point, I don't really like drow, get anything out of running them or generally 'get' them at all. For whatever reason they hit a dead zone for me. I generally try and avoid running things that fall in that zone, as I feel a DM that's disinterested or uncomfortable with his material can't help but do a shitty job. It's not fair to anyone for the DM to roll out a shitty product, especially those who are fans of the material. Same reason I'd never run a hard sci-fi campaign.
That being said, I'll fiddle and see if something works out with them. No guarantees but I'll look at them. It's possible I may do something Underdark-esque without them, I don't really know. I likely won't have the time to do so until our May break.
What's the content rating for this game?
Probably R for violence. I aim for maturity without trying to push things too far. Violence will be as explicit as the situation calls for, other things less so.
What about alignment?
Exists, probably isn't going to be a huge deal this game. Try and avoid going evil and try and keep your actions reasonably close to any class alignment requirements. This is in response to Balmuria 3, where alignment was a serious thing. I don't plan on using the variant extreme alignments much if at all, though they're still in houserules if they end up needed.
Oh yeah, subject change. Since I see two of you have Herbalism ranks, how much are those going be used?
NPC healers are likely to use that and bed rest versus magic. How much y'all use it is up to you and your style. Incidentally, any of you have suggestions for other uses or applications of the skill, I'm all ears. I'll probably go along with anything that isn't crazy. Speaking of, there should probably be some sort of anti-poison measure for Profession(Herbalist). Mental note to do that tomorrow.
Any other custom skills or subskills?
I may do something with a couple of craft or profession skills later. Maybe, maybe not.
Antivenom added to herbalism.
REMINDER!
This is our last session with a full party for about a month. I'll be doing something to write Cor out for next week so Gildas+Porridge can get some things done. Then when they're both gone we'll have about a week and a half to two weeks of breaktime. We'll resume with Gildas+Feather when Cor gets back until Eb returns.
Cor, I need to talk to you privately about this. I meant to earlier but I lost track of things. Details need to be worked out. Remind me tomorrow if I don't poke you.
Quote from: Anastasia on April 01, 2013, 07:45:17 PM
Right.
We'll write Cor out for his vacation, cancel when Cor and Eb are both gone and then have Cor's PC return when he gets back. Eb's PC will follow suit once Eb gets back from vacation. So a pre-emptive no sessions from May 2nd to May 12th.
Update: Eb needs more time to prepare for his vacation, so we won't be running from now until May 12th. That's about a day under three weeks.
New lore post. I was going to have this come up in your research this week. As Eb needed more time for vacation prep, I figured it would be better to seed it now rather than let it sit.
So Cor's back and we may be gaming on from Tuesday onwards. There's just two points to cover first. First of all, will you be up to gaming on Tuesday, Cor? I dunno if you need more time to recuperate and readjust after your vacation. Secondly, since Eb's away for another week+, I'm going to retcon Feather going off and have Porridge take that role instead. I'd assumed there would be a week of gaming with Eb+Neph that didn't materialize. Whoops!
Eb, are you good with resuming logs Tuesday?
ok
HEY LISTEN!!!
Should be posting some bonus material over the next day or two.
A small compensation to missing a few days in a row.
You can now imagine Navi as a fey horror. Enjoy!
Posted Myann's stats since she's been in a few battles. Of note, the predator ACF for ranger gives wild shape. She gets shapeshift instead but she doesn't know how to use that power yet. Witch is a variant sorcerer from the DMG. It's weak and in need of revision, so if I ever have to level her up, I'll be taking a few liberties. She already has a spell from Complete Scoundrel to accent that.
Attention:
The 1st arc of the game is all but done. You've done well in surviving the mystery of the fey and have reaped the rewards. Namely, it's time to level up! I was going to do this yesterday, but we didn't quite finish the eye-cleansing. Nonetheless, I'd rather do it over the weekend than shoehorn it in after Tuesday's session. Normal rules for leveling up apply, the salient ones are below for Neph's benefit and the refreshment of all.
1. Roll your hit die when I'm around to see it. I don't care what bot you use as long as you declare it before. If you roll a 1 two levels in a row you're entitled to a reroll.
2. A quick summary of your level up gains is appreciated. Post it in here. I'm not gonna bust your ass if you don't, but it's a helpful summary.
3. If you need help with anything, feel free to ask. I think this is Neph's first time leveling up in 3.5, so I'll be glad to help. Level 5 is no feat or stat point so it's fairly straightforward on that front.
Enjoy your level up and the feeling of having survived several encounters with the Fair Folk. That's better than most can claim.
Barbarian and Ranger.
+9hp, +1 bab, +11 skills (upped all but arcana and swim), Fey favoured enemy (+4), Improved Uncanny Dodge, Wild Shape (small and medium animals)
Scout//Duskblade. +5hp, +1 bab, +14 skills. Evasion, +1d6 skirmish, 1 lvl2 spell.
Myann
Witch 4 and Ranger 4
+5 HP
+1 BAB
Animal companion. She'll trade this for something homebrew in a bit. - She went with Solitary Hunting instead. Great if she fights another fey.
Bonus feats instead of ranger spells. She chose Combat Expertise. - Which she doesn't qualify for. I'll swap it out once I find something worthwhile. I just gave her blind-fight for the moment. I may change this to something shapeshift related later.
+1 0 level spell and +1 2nd level spell for Witch. She chose Virtue, Block Shot (see bonus material) and got Glitterdust from Fey Bloodline.
+1 fort/ref saves.
+1 con to 16. That gives her +4 HP and +1 fort saves.
Skills go up. Nothing special here. I'll worry about PrC skills if she's still around in a level.
Druid 5//Monk 5, +7 (3 on the die) HP, +1 BAB, 11 Skill Points. Raised all skills by one level. +1 3rd level spell, taking Speak with Plants for now. Gained Aerial Form from Druid. Gained Purity of Body from Monk.
Okay. A few points.
1. Eb and Cor, you two are still aiming for Master of Many Forms and Dervish, respectively? Neph, are you interested in a prestige class at all?
2. Make sure your HPs in the #elysium topic are accurate.
3. Neph, don't forget to add bonus spells for having a high wisdom.
4. Speaking of PrCs, if Myann gets that far, it'll probably be a PrC on her Witch side. Spellsword is a possibility for ASF issues. Haven't though about it any deeper. Unfortunately, there is no toadstool tetris PrC.
yes
I think Nature's Warrior is something that compliments my skills without stepping too much on Eb's MoMF prestige class.
I added the bonus spells onto the sheet, separate from the other skills.
[17:55] <Nephrite> This is what I've got for official questions:
[17:55] <Nephrite> Question 1: "How many seasons have you existed here?"
[17:55] <Nephrite> Question 2: "Is there a blessing here that increases your ability to grow?"
[17:55] <Nephrite> Question 3a: If there is a blessing: "From where does it come?"
[17:55] <Nephrite> Question 3b: If not, then "Is there any power here that allows nature to be plentiful?"
[17:55] <Nephrite> Question 4: "Before the human and elf came and lived here, did any others live here?"
[17:55] <Nephrite> Question 5 if enough time and if it feels power: "Do you know the names of anything that lived here before that may have caused this?"
The oldest plant is a tree on the edge of the property. It's an old, sturdy oak.
1. 138 times has the coldness come.
2. Life comes from below. Life is below far more than above.
3. From below the roots but closer than the life above.
4. Many live here. Little trees, children trees, grass, animals. Many more live below than above.
5. The tree does not have an understanding of names. No coherent answer is possible.
There's interest in building a town around the healing springs+Holset Farmstead. How much do you want to get into this? There's various systems I can use to represent town growth; this begs the question of what you want out of this.
Think about it and post.
I have no problem investing at least two weeks' worth of sessions to this particular story line. I definitely don't want us to spend our time permanently there, but I am fine helping to establish a town and do whatever else works in regards to the story.
I'd quite like a persistent base to go back to with familiar faces to build relationships with. And simcity stuff with building up a cool location is always fun.
I obviously aimed for this. I'm interested in setting up a base that we leave from and return to. Being a traveling forest hobo is starting to feel weird to me, is all.
Okay, thanks for the input. I'll have more on this as the week goes by, but for now a basic preview of my notes.
Town residents
Robert
The Missus
Children (will be named and numbered later)
Buildings
Basic farmstead
Wood and rocks over cave entrance
Noteworthy things
Entrance to caves
Healing spring
Skills available in town
Craft(Blacksmithing)+3
Handle Animal+5
Heal+5
Knowledge(Local:Vastwoods)+2
Knowledge(Nature)+2
Profession(Farmer)+8
Profession(Herbalist)+5
Profession(Chef)+8
Survival+5
So there was discussion about testing the CLW potion against the spring water. What's the plan there?
Bottle some of that, spellcraft daily and compare to the existing potion. See how long it retains potency/whether it loses any over time. After a month, try using it, depending on the results.
Are you going to be rolling spellcraft each day or taking 10?
Let's say I take 10 for now for simplicity's sake. It's +9 for me, so 19.
Okay, this goes on while you're doing your general building.
From drawing to one hour removed form the spring, the water is much stronger than the potion.
From one hour to the next dawn, the water is slightly stronger than the potion.
From then on, the water and the potion aren't greatly different in terms of restorative ability. There's no further degradation of the water after a week. While it's possible it may lose potency over a greater period of time, it would take longer than a week.
In addition, water drunk directly from the pool appears more potent than water immediately bottled from the spring. You can make K:A if you want.
Some sort of town post will be coming soon. I'm fucking around with formatting right now, hence the delay.
Gildas is going to pull Porridge and Feather off to ask them privately if they're interested in trying to find the Druids to help Myann with her condition. Since so far the haven't been told how to reverse it, it may be best to ask the Druids if it's something that actually can be undone. If it can't, then that at least saves them some time.
If you go looking for them, do you have any idea of how to find 'em?
Well, she refused it when I brought it up. But I guess we can try it anyway. As for how, maybe we can ask plants/animals in the area where the purple panther was?
Barring that, Gildas will go fly around the area they first encountered it if they don't want to actually make the trip out there.
It would also depend if you want to bring her along or go yourselves, y'all. I can also do a split party thing here if you please.
Gildas would suggest to the other two that they should at least let her know what they plan to do and let her come along if she wants.
Quick question: Y'all are planning on selling the wyvern eggs to the kobolds, right? What about the actual wyvern bodies? I know you dragged them back, but had you decided on anything to do with the corpses?
Can we salvage any poison from them? Maybe to make antidotes or vaccines or something? I dunno if anyone would even know how to do that.
Craft(Alchemy) or Craft(Poisonmaking) would be useful here, or perhaps a related profession skill. Herbalism is at best tangential here as is K:N, but you can make a check on either of them (your choice which) for more information.
Robert's picked up a tiny bit here and there and will roll.
> roll 1d20+2 Robert
* Hatbot --> "Kotono rolls 1d20+2 Robert and gets 13." [1d20=11]
He knows enough to avoid poisonous creatures unless you know how to cut out the poison and which parts are/aren't poisonous. That's it for him.
I'm all for asking over in Malaines, if the others want to. Otherwise I'll defer to their decision.
Congratulations!
The party has established a growing base of operations, connected with the locals and helped Myann overcome her fey mantle! It's time to level up! Make sure to post a summary in here. At level six you get a new feat so bear that in mind. Prestige classes start to come into play too.
Leveling Druid to 6 and Nature's Warrior to 1. HP increased by 9.
Taking Track as my Level 6 Feat.
+1 BAB, +2 Fort
Leveling all skills by 1.
For Nature's Warrior, I'm taking Claws of the Grizzly: The nature's warrior gains a +3 bonus on damage when using natural weapons.
Myann levels up!
- Witch 5 and Ranger 5. No idea on a PrC yet. I'll retrain at six if I find one and she's still around. Admittedly, it looks like she will be.
- 6 on a d8 for a total of 10 and a grand total of 42 hp.
- +1 BAB for a total of 5.
- Gains a second favored enemy and a +2 to that or her previous favored enemy. She puts the +2 into fey for +4 and chooses undead for the new one. The occasional undead encounter in the woods is enough to provoke that. Might be a bit of the fey in her too, since they don't really care for undead.
- Gains the aerial shapeshift.
- Gains 5th level witch casting! She gains another 2nd level spell charge and another 1st and 2nd level spell known. She chooses speak with animalsspore field and super mushroom. Super mushroom is copied below.
- No change to saves.
- She retrains blind fight to mighty shapeshift for her ranger 4 bonus feat. She gains a bonus metamagic feat from sorcerer 5. I'll leave this blank for now since I'm going to PrC hunt tonight.
One small step for mushroom kind, one big step towards 1-up mushrooms.
Bonus feat plus retrain blind-fight.
Super Mushroom
Transmutation
Level: Sor/Wiz 2
Components: V, S, Special
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: 1 min/level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell creates a red and white dotted mushroom that falls on the head of the target, imbuing them with growth magic. This spell functions as enlarge person except as noted here. Whenever the target next takes damage, the damage is negated and this spell ends.
Special
This spell can only be cast by a creature that has a bond to mushrooms, such as a fey mantle relating to mushrooms.
Barbarian 6/Master of Many Forms 1
Get +1 bab, +2 fort, +2 ref, 9 skill points.
Spell sense goes up to +2 even though I never remember it. I can speak in wildshape, get an extra wild shape per day and they last an extra hour, and can wild shape into humanoids. Humanoids aren't helpful in this setting though so it's not terribly useful.
Taking multiattack as my feat to make all those animals with lots of attacks more useful.
Sounds good, both of you.
Myann grabbed Still Spell. It's useful in case she needs to get a spell off without risking ASF. She also jiggered her skills to grab some K:A. She's been having to study her magic so this makes sense, plus it sets up a 1 level dip into Spellsword. That'll be all the PrCing she'll do, unless she decides to put Spellsword on her Ranger side instead. If she does that she may run the table with Spellsword. I'll figure out which works better for her over the next level.
Scout6/Dervish1
Nice hp roll for a change, still a bit behind overall. +1 bab, +2 ref, +2 will.
Grabbing Improved Skirmish, and swapping out the lvl4 scout bonus feat from Spring Attack to *Combat Expertise.
Dervish gives +1 to AC and a Dervish Dance (tm) that's pretty neat. Would you mind taking a look at it? Duration is Perform(Dance) ranks/2, but Pathfinder skills cap at HD instead of HD+3 (for class skills) so it would be nice to get an extra round out of it.
That's fine, Cor.
QuoteWhen you shapeshift into a form other than your own, you gain natural weapons (and reach with those weapons) as described below. These natural weapons gain an enhancement bonus on attack rolls and damage rolls equal to 1/4 your druid level, and at 4th level and higher they are treated as magic weapons for the purpose of overcoming damage reduction.
I forgot about this, so +1 to hit/damage for Myann's shapeshift forms. I don't know if Neph factored it in to his, but his +1 verminbane bonus is better right now anyway.
Porridge replacement stats:
Ebiris: 17, 16, 15, 14, 14, 11
Graveyard topic is up. Eb, could you move Porridge to there? Also, and I don't need an answer now, but what are y'all doing with his gear? Up to y'all to do what you feel's right, but if you keep some/all of it, let me know.
Eb, if you have an opinion here, feel free to let it be known.
Build a shrine in his honour incorporating his belongings and yearly sacrifices on Porridge day, including a ritual re-enactment of fighting the dragon.
Okay. Ysvoldae isn't going to get the full gold for her level. However, she'll get a few other perks to compensate in the style of the game. I'll post about those once I do a sheet audit. Just a heads up now.
Ysvoldae sheet audit is a go.
HP checks out.
Attack isn't done, but that's reasonable since no gear yet.
Remember that we're using variant turn undead here. That means she'd turn for 3d6 points of damage to undead (and 3d6 healing to allies) within 30ft. The DC would 15.
How'd you get favored enemy (undead) up to +6? I figure you put your level 5 boost into it for +4, but where does the other +2 come from?
Saves check out.
Could you walk me through how you got to your total stats after level+racial mods? I think I have it but I'd like to be sure.
Skills check out.
Feats check out. Since you're dealing with a heap of bonus feats, could you have a list of where they all originate somewhere?
There's not going to be much use for Auran. Elementals exist but you probably won't see many. Just a fair heads up.
What ACFs/sub levels are you using? I know you're using champion of the wild for bonus feats, and maybe elven sub levels for ranger?
Looks good otherwise, pending spells and gear. Speaking of gear, Ysvoldae will start with level 4 PC wealth, 5,400 gold. This is the same as what the others started with.
For the rest, roll 3d100 and post the results here.
Elven ranger gives +3 to favoured enemy if you choose undead, goblins, or some drow related thing, and it increases +3 when you're given the opportunity to increase it. It also mods different skills than regular favoured enemy.
rolled stats: 17, 16, 15, 14, 14, 11
Abilities: STR 17, DEX 16, CON 14, INT 11, WIS 18, CHA 14
Welp, first off strength should be 15. Dunno how that slipped by.
17 went to wis, 16 went to con (-2 for elf), 15 went to str, 14 went to dex (+2 for elf), 14 went to cha, 11 went to int.
bonus feats as follows
Point Blank Shot - Elf Domain
Track - Ranger
Rapid Shot - Ranger Combat Style
Endurance - Ranger
Manyshot - Ranger Combat Style
Precise Shot - Spell-less Ranger
I'm rejigging some skills which may see Auran excised.
[19:01] <@Ebiris> roll 3d100
[19:01] * +Hatbot --> "Ebiris rolls 3d100 and gets 130." [3d100=33, 57, 40]
Yeah, I thought something was off with those stats but I wasn't 100%.
33
Ysvoldae once found an abandoned cabin. It was raining so she used it to rest the night. That night, her trance was broken by a glowing, spectral image before her. Before she could react, it touched her forehead. After that the image faded. Whatever it did wasn't clear, but occasionally attacks just fly away from Ysvoldae. Little things miss her, as if deflected by a shield. She gains a +1 deflection bonus to armor class.
57
After having her baby, the trial toughened up Ysvoldae. She gains a +2 bonus to hit points.
40
Long days of traveling alone and surviving have made an impact on Ysvoldae. She gains a +3 competence bonus to survival checks.
Porridge: A post mortem.
So Porridge died. His story comes to an end against a dragon in its High Season, his soul going to where-ever mortal souls go in this campaign. I'd like to take some time and talk over what I thought about him and some related things. I'm not aiming for any great coherency here, but more of covering whatever I feel is relevant. Rambling and sudden topic shifts should be expected, y'all. That all said, let's get to talking about Porridge.
---
I liked Porridge a whole lot. Eb's last two PCs had been Veserya and Afina, neither of which are remotely like Porridge. The contrast was rather refreshing - a blunt, manly and no-bullshit character that didn't give much of a fuck. It was always enjoyable to see him take a licking and come up spitting defiance (and teeth) at whatever hit him. I felt it suited the setting well. You don't survive in the Vastwoods if you can't take a few licks, especially if you don't have ways of magical healing.
As an aside, y'all are fortunate to have ready healing resources. Most groups in the Vastwoods would have had a far harder time against the half-dragon horde with only natural healing plus possible herbal supplements. The dragons were a terrifying force with your resources. Imagine how nasty they would be to people who aren't as blessed as all y'all. The dragon was badass as fuck in context of the setting, but you were all able to overcome that. But I digress.
Anyway, as I was saying, Porridge was a tough bastard. A tough, manly bastard. That summarizes him rather well to me. His orc upbringing shined through until the end. It's a pity he never got to interact with orcs in a meaningful way. I was planning an orc-related arc next, but that's been shuffled back for reworking. Between Porridge dying and some spoilery factors, it doesn't really fit right now. I don't consider this a spoiler, since it's fully reasonable IC to expect to deal with orcs sooner or later.
In closer to home matters, I was planning Eltia to flirt with him coming up. I had gotten the impression Porridge wanted something there, as besides Myann it's more or less a sausage party. The Missus is married, Em is some form of jailbait and no other female characters have come by quite yet. She took a little bit of a shine to him earlier, but she wasn't in a situation to really show interest. I figured it would be a nice thing to add in the downtime after the group came back from dragonslaying. Alas.
---
Mechanically, I think Porridge worked. He needed more HP considering the abuse he took, something I was beginning to work towards. He got a small HP boost and DR 1/- against the dragon. I was a little leery of wild shape later on, as the damage output you can get from larger and nastier creatures feels like it might've broken the scale we're working with. Worries about wild shape being broken isn't new, at least. I'm so glad I usually houserule shapeshift for druids instead of wild shape. It's sooooooo much easier to deal with as a DM. But wow, I'm digressing again. I need to stop doing that or I'll never get anywhere.
So right, Porridge and wild shape. He wasn't going to be a spellslinging, wild shaped, natural spell druid terror. Wild shape alone is an incredibly potent ability and worth dedicating a build to. Tossing rage onto it is just icing.
---
As far as PC deaths go, Porridge is my favorite yet. It's hard to go wrong standing tall against a dragon. As Eb noted, it beats the hell of how Shamal died. For Neph's sake, she died to a hoard of shocker lizards. Eb misread the line describing how many there were. Something like that he thought there were only 3 and there were 13 or something. Zap. It beats Janson's demise too. While I view Janson's demise as heroic, Senaril's viciousness and how it really ruined Sylvie mars that one. For Neph's sake again, Janson was cornered by a psychotic, cannibal Sharran dryad and slain in combat. She was worse than Vastwoods fey, which should say all that needs to be said. When you're a harder case than those fucks, you know you've gone hardcore. There I go again, digressing! Dammit.
Afina sort of died. I don't view hers as a true death so I won't count it here. You could argue this one but whatever. To cut out another digression and get to the point, Porridge tops all of those. He died how he lived - facing down something huge, fighting until the end and trying to give back as good as he got. That's a good note to go out on.
Happy hunting in woods that are far less homicidal than the Vastwoods, Porridge.
I missed the 'four' that prefaced 'dozen' when Shaman died.
Also it wasn't just fighting the dragon that made it satisfying, but that the very last action he took was pushing it off of Feather. That's a heroic sacrifice!
His mom is gonna suck in comparison.
Oh right, I forgot the exact circumstances of that. I have a lot of sympathy for that death since it was pure human error that fried Shamal.
The entire last battle was satisfying for Porridge, I think. He figured out the dragon's gimmick, saved Feather and went down swinging. It's a good death no matter how you slice it.
Ysvoldae is going to be something. It's a tough legacy to live up to.
Preview: Myann's magic.
These are some of the spells I'm working on for Myann's sorcery. Some of these are going to replace spells from fey bloodline; fey power in the Vastwoods is inherently transformative so her bloodline would adapt to match her magic. These aren't final, I'm going to be reviewing them before they see use. I suspect levitating blockade and jump block will go down a level, if nothing else. Levitating blockade is borderline 2/3 RAW so I erred on the high side. Review indicates it's not really worth being higher level than levitate.
By the way, if any of you want custom material, feel free to let me know. I don't mind working something up for y'all.
Mass Blockade
Conjuration (Creation)
Level: Drd 3, Rgr 3, Sor/Wiz 3
Range: Short (30ft + 5ft 2/levels)
Effect: 1 5ft cube of wood/level
Duration: 7 rounds
This spell functions as improved blockade, except that it conjures one block per caster level. Blocks may appear stacked on one another.
Levitating Blockade
Conjuration (Creation)
Level: Drd 3, Rgr 3, Sor/Wiz 3
Range: Short (30ft + 5ft 2/levels)
Duration: 7 rounds
This spell functions as blockade, except that the block may appear anywhere within the range of the spell. This block floats and may be positioned anywhere the caster chooses. The block can support up to one ton of weight. Any more and the block falls.
Jump Block
Conjuration (Creation)
Level: Drd 4, Rgr 4, Sor/Wiz 4
Range: Short (30ft + 5ft 2/levels)
Duration: 9 rounds
This spell functions as levitating blockade. In addition, this block is extremely bouncy. If leaped on as part of a jump check, it grants a +30 bonus to that check.
Block Rain
Conjuration (Creation)
Level: Drd 4, Rgr 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Short (30ft + 5ft 2/levels)
Effect: Rain of 5ft cubes of wood in a 20ft radius
Duration: Instantaneous
Saving Throw: Ref partial
Spell Resistance: No
This spell conjures a rain of cubes of wood, much like a blockade spell. Creatures within the radius of this spell suffer 10d6 points of damage and are knocked prone. A successful Reflex save halves the damage and negates being knocked prone.
Fire Mushroom
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, Special
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: 1 min/level (D)
Saving Throw: None
Spell Resistance: No
For the duration of this spell, the target can emit orbs of fire as a standard action. These orbs require a ranged touch attack and have a range of 50ft. A successful hit deals 4d6 points of fire damage. Whenever the target next takes damage, the damage is negated and this spell ends.
If the target is under the effects of the Super Mushroom and Fire Mushroom spells at the same time, he loses the benefits of this spell first.
Special
This spell can only be cast by a creature that has a bond to mushrooms, such as a fey mantle relating to mushrooms.
Speaking of custom spells, I was considering a few for Gildas that might fit the theme of his "Get in the middle of the enemies and take hits (or avoid them, as his case has been...)" mentality.
Something that gives temporary HP and also maybe a bonus to AC while the temporary HP persists would be neat and unique, I think.
Is there any way to boost Animalistic Power up a level and make its enhancement bonuses stack on top of shapeshifting? I know Druids get that one at 2 anyway, but it's pretty useless to me in its current form. Not that I need EVERY SPELL EVER RARRR to work in Shapeshift, I'm just trying to find things to supplement it without breaking other things. I'd be fine with making an original spell that maybe combines Bull's Strength and Barkskin that also functions in shapeshift.
Quote from: Nephrite on September 30, 2013, 03:58:20 PM
Speaking of custom spells, I was considering a few for Gildas that might fit the theme of his "Get in the middle of the enemies and take hits (or avoid them, as his case has been...)" mentality.
Something that gives temporary HP and also maybe a bonus to AC while the temporary HP persists would be neat and unique, I think.
A combo AC booster and temp HP is probably beyond 3rd level spells. One or the other is certainly possible, but both is generally beyond the scope of that spell level. Past that I'd need to sit down and do some homework to figure out what comes close to that.
QuoteIs there any way to boost Animalistic Power up a level and make its enhancement bonuses stack on top of shapeshifting? I know Druids get that one at 2 anyway, but it's pretty useless to me in its current form. Not that I need EVERY SPELL EVER RARRR to work in Shapeshift, I'm just trying to find things to supplement it without breaking other things. I'd be fine with making an original spell that maybe combines Bull's Strength and Barkskin that also functions in shapeshift.
To stack with shapeshifting, you'd need to change the bonus type. Spells with stat bonuses that aren't enhancement are rare on the ground - stacking those to get super-high stats is a concern. I'd look at it another way. Instead of that, look into spells that boost your attack rolls, damage rolls and AC. For instance, popping a divine favor would be +2 to hit/damage at your level for a minute and would work in shapeshift since it's a luck bonus. It's not a druid spell, but the point is that there's more than one way to do what you want.
So let me do some homework and come up with some things that get the results you want. I need to bone up on the druid spell list to do that. I'm being fairly creative and loose with spell effects this game, so I'll cook something or another up.
Part 1. These are three takes on the first spell idea. The first is a baseline. It's probably a bit weak for a 4th level spell, D&D values temp HP higher than you'd think. The next two trade factors in exchange for lowering it to third level. Let me know what y'all think of these and if you like any of them, Gildas. We can work from there. The flavor's generic on purpose, that can be modified last.
If y'all think I'm under-gunning these, say so.
Baseline spell.
Nature's Energy
Abjuration
Level: Drd 4
Components: V, S, DF
Range: Touch
Target: Living creature touched
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No
When you touch a living creature and invoke this spell, you fill them with nature's unchecked vitality. The creature's skin becomes bark-like, giving them an enhancement bonus to natural armor. This is identical to barkskin. In addition, the energies involved fill them with a surge of vitality. The creature gains 1d10 temporary hit points, +1 per caster level (maximum +10). For example, a seventh level caster would grant 1d10+7 temporary hit points with this spell. Any remaining temporary hit points vanish when the spell's duration expires.
This one is a short term spell. It's only good for a single battle.
Nature's Energy
Abjuration
Level: Drd 3
Components: V, S, DF
Range: Touch
Target: Living creature touched
Duration: 1 rd/level
Saving Throw: None
Spell Resistance: No
When you touch a living creature and invoke this spell, you fill them with nature's unchecked vitality. The creature's skin becomes bark-like, giving them an enhancement bonus to natural armor. This is identical to barkskin. In addition, the energies involved fill them with a surge of vitality. The creature gains 1d10 temporary hit points, +1 per caster level (maximum +10). For example, a seventh level caster would grant 1d10+7 temporary hit points with this spell. Any remaining temporary hit points vanish when the spell's duration expires.
A Myann style version.
Nature's Energy
Abjuration
Level: Drd 3
Components: V, S, DF
Range: Touch
Target: Living creature touched
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No
When you touch a living creature and invoke this spell, you fill them with nature's unchecked vitality. The creature's skin becomes bark-like, giving them an enhancement bonus to natural armor. This is identical to barkskin. In addition, the energies involved fill them with a surge of vitality. The creature gains 1d10 temporary hit points, +1 per caster level (maximum +10). For example, a seventh level caster would grant 1d10+7 temporary hit points with this spell. Any remaining temporary hit points vanish when the spell's duration expires.
When the temporary hit points from this spell are expended, the spell ends.
I mean I think they're fine, it's just hard for me to see me using them for myself but they'd probably help the others out a lot.
Fair enough. Do you want to use any of them?
I would probably use the level 3 version.
Which level 3 version?
Oh, derp. The 10m/level one.
Right. Add it to your sheet for reference.
New character stats: 18, 17, 16, 15, 10, 9
random d100s: 70, 10, 65
70
John was born under the starsign of the rabbit. He gains a +1 bonus to saves.
10
One day, John got terrible food poisoning. It nearly killed him! He endured and hung on, and bad food has never bothered him as much now. He gains a +2 bonus to saving throws against poison.
65
John's misadventures in magic have give him another odd trick. He can cast resistance once per day as a spell-like ability. His caster level equals his hit dice.
I'll retrain my weapon focus from scimitars to bastards swords like we talked about, Dune?
Sure thing, done.
DST is ending soon. Eb and Cor, when does this happen for y'all and how does it impact when you get in to game?
Oct 24th. Clocks go an hour back.
Oct 27th, clock goes back so I'd arrive an hour early by comparison.
Or an hour late if you've already gone back before me!
Right. The week of the 28th through the 31st is going to be a bit of a mess, since Eb and Cor will both be in an hour late. Eb gets home early enough that he'll make the normal time, but Cor probably won't. We'll just do the best we can with it and may try to run over our normal time to compensate. Fortunately it's only for one week.
To continue the custom spells a little bit, I was wondering if there were spells that would function for shapeshift that also stack on top of the Strength and Natural Armor bonuses.
Retraining prior to level up!
Swapping Deflect Arrows for Combat Reflexes
Swapping out Water Devotion for Wild Talent
Swapping sleight of hand skill for concentration
Druid to 7, Monk to 6.
HP goes to 63
Saves all go up by +1 from the Monk side of things.
Retraining Improved Initiative into Improved Natural Attacks for Unarmed strikes.
Taking Improved Trip from the 6th level free feat.
BAB goes up by... 1, I think?
I gain a 4th level spell!
Myann levels up!
- Dragonslayer 1 and Ranger 6.
- 6 on a d10 for 10 hit points total and a grand total of 52 hit points.
- BAB rises to +6. Myann gains a second iterative attack.
- Gains aura of courage. Handy in case fear shows up.
- Gains a +1 bonus to damage rolls against dragons. Useful in case another dragon shows up.
- Myann gains 6th level witch spellcasting. She gains 1 2nd level spell charge and 3 3rd level spell charges. She gains a new cantrip and a new 3rd level spell. She selects dancing lights and fire mushroom.
- +1 to all saves.
- Myann invests several ranks into appraise. I'm also treating it as a class skill for dragonslayers. This is partially a personal preference and partially because the class skill list gets torn up by Pathfinder. I admit I'm cheating a bit here, but I figure y'all are tired of hauling gear to appraisers by now.
- Myann retrains weapon focus into dodge. She selects iron will with her 6th level feat. This means +1 AC and +2 will saves.
- Myann's Still Spell feat is lost. In exchange, she gains the following: Fey Eyes (Su) Myann constantly sees invisible creatures, as if by a see invisibility spell with a caster level equal to her hit dice.
Pretty good level for her.
Fire Mushroom
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, Special
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target: One creature
Duration: 1 min/level (D)
Saving Throw: None
Spell Resistance: No
For the duration of this spell, the target can emit orbs of fire as a standard action. These orbs require a ranged touch attack and have a range of 50ft. A successful hit deals 4d6 points of fire damage. Whenever the target of this spell next takes damage, the damage is negated and this spell ends.
If the target is under the effects of the Super Mushroom and Fire Mushroom spells at the same time, he loses the benefits of this spell first.
Special
This spell can only be cast by a creature that has a bond to mushrooms, such as a fey mantle relating to mushrooms.
Okay level, but the gains are mostly boringly mechanical. +1 to skirmish ac, bab, fort and ref. +5ft to speed. A bit longer duration on the dance since I forgot to calculate the class skill bonus last level. That's about it.
9hp, +2 ref/will, psionics, which is just casting inertial barrier all day erry day. Gonna take a while to warm this shit up.
Wait, what?
Isn't inertial barrier a 4th level power?
Inertial armour, rather. I do the same thing with divine power and divine favour.
Oh. That makes good sense for you.
Do me a favor and do an audit on my sheet please. I'm pretty sure I've got the HP right, but I'm honestly not sure if I ever totaled it up correctly from the beginning.
Sure. I'll do that and your spell question (higher up/last page, mental note) tonight-ish.
Make that this evening since I crashed super early.
Neph wanted a sheet audit so here we go.
- Running the numbers, your HP seems off by one. I came up with 62, not 63. Is there a +1 bonus I'm missing somewhere? If not, it's probably a minor math error.
- Your movement speed is wrong. Monk 6 grants the next increment of fast movement, up +20. This stacks with the other +10 you got for a total of +30 to movement. Remember that monk's speed bonuses apply to all modes of movement.
- Add improved trip or improved disarm for your level 6 monk bonus feat, unless you traded it out and I missed that.
- Add slow fall from monk.
- Saves check out, as do attack rolls and armor class.
- You haven't updated your spells yet, either. Really, it looks like your sheet isn't finished leveling, so get that done.
I believe everything is updated.
Whoops, forgot Myann's fey bloodline spell. She gains Mass Blockade as her 3rd level fey bloodline spell.
Mass Blockade
Conjuration (Creation)
Level: Drd 3, Rgr 3, Sor/Wiz 3
Range: Short (30ft + 5ft 2/levels)
Effect: 1 5ft cube of wood/level
Duration: 7 rounds
This spell functions as improved blockade, except that it conjures one block per caster level. Blocks may appear stacked on one another.
Could someone tally up all the treasures the party has to sell or otherwise sort from the last adventures?
From the bureau of miscellaneous shit: If you wonder why there hasn't been much in the way of bonus flavor articles lately, you can blame this job. This job and creative writing don't mix for whatever reasons. I can do stat blocks, treasure hordes and everything else. Yet creative writing has had a big block since I started this job.
Just tossing this out there.
Neph wanted a custom spell, so here he goes. He did the work on this and I polished it up. Neph, you can treat this as the final version and memorize/add it to sheet as you desire. Comments welcome. Another spell's coming shortly.
Nature's Grasp
Conjuration (Creation)
Level: Drd 4, Rgr 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 10 ft/level
Target: Living creature within range
Duration: 1 min/level
Saving Throw: Ref negates; see text
Spell Resistance: No
You create a swirling mass of energy around a subject. Any creature that attempts a melee attack against the subject must pass a reflex save or else be entangled by a sudden growth of vines. These vines wrap around the creature and cling to them, keeping them entangled. The vines can be escaped by a DC 23 Strength check or a DC 23 Escape Artist check. Alternately, another character can free the subject by dealing 10 points of slashing or fire damage to the vines.
Creatures that use reach weapons are not at risk of being entangled by this spell.
Spell the second.
Winter's Bite
Transmutation [Cold]
Level: Drd 3
Components: V, S, DF
Casting Time: One standard action
Range: Touch
Target: Living creature touched
Duration: 1 min/level
Saving Throw: None
Spell Resistance: No
You infuse a creature with the power of cold. Each successful hit with natural or unarmed weapons do an additional 1d8 points of cold damage. This damage stacks with any other cold damage from the creature's natural or unarmed attacks.
rogue 8/psionic fist 2
+1 dex, +9 hp, +1 bab, +1 ref/will, improved uncanny dodge, 4 more power points and 1 more power known. Offensive prescience chosen as that power.
Myann reaches level 7.
- Witch 6 and Ranger 7. Rather than making a PrC or PrC fishing, I'll fill in things through custom spells and a few swaps/alterations. The fey mantle things offers flexibility like that.
- 3 on a d8 for a total of 8 hp and a grand total of 67 hp.
- +1 BAB for a total of 7.
- Gains Flyby Attack in aerial form.
- Gains Woodland Stride. Useful in this game with thorns, bushes and all sorts of owwies.
- Myann gains 7th level Witch casting. She gains 1 2nd level spell charge and 1 3rd level spell charge, as well as a new 1st, 2nd and 3rd level spell. Placeholder on the spells for now, I'll do these tonight.
- Saves do not change.
- Skills go up as normal, save for climb.
Okay level pending spells. Those will really define it since it's a slow level otherwise. Also note to self, do something with her familiar or trade it this level.
Myann's spells are as follows:
1: Appraising Touch. +10 to appraisals, useful for figuring out what loot you get. She backed into that party role, so devoting a 1st level spell to it is reasonable.
2: Levitating Blockade. Make a floating block on demand, will probably be useful somewhere or another.
3: Cure Serious Wounds. Because the party needs more healing when battles go bad.
Druid 8/Battle Shifter 1
+1 BAB, up to 8.
+1 Con to 18, so I gained a boat ton of backwards hitpoints.
Ferocious Slayer form, which is a little slower (by 10) and doesn't get Mobility for AoOs, but has +8 Natural Armor and some other nice things. No feat changes or skill changes, other than gaining a point in everything like always. Also remembered to put my skill level at +1 for Wisdom-related ones since I was still using a +3 modifier there. Oops!
+2 fort and +2 will, up to a pretty hefty 14 and 10 respectively.
Per Dune's permission, retraining Power Attack for Two-Weapon Fighting. +BAB, +saves, point into dex. Spring Attack from dervish, and a second dance. Not a bad level.
Just a note for the future, if the characters have any IC downtime, I would like to cast http://dndtools.eu/spells/planar-handbook--79/lay-of-the-land--2176/ if possible.
Oh, my unarmed damage also goes up to 1d10 because psionic fist progresses that.
Noted, Eb.
Neph, you should note Lay of the Land was reprinted and changed up in Spell Compendium. That version is the last printed so it has priority over previous versions. Review that one real quick before you start casting.
Yep, the newer version is fine, too.
Right. I'm not going to rehash things you already know. Speaking of, making up a verbal or actual map of what you know in the Vastwoods would be a good idea. A project for one day.
---
Most of the area around the farm is exactly what you'd expect. You know the large majority of streams, notable terrain features and the like. Interestingly, it notes the fairy circles you know. They show in your mind's eye, seeming to burble and bubble with information. You catch flashes of indistinct things before the spell expires - Lady Valisha and another figure, akin to a pine tree with a sword in hand, a quiet grove with several tombstones overgrown with vines, the ground shaking as something emerges that comes towards you and finally mushrooms. So many mushrooms.
In addition to that, there's a strange disturbance. You can't pin it down with the spell except for 'south' and 'east', but it's a...mountain? An inconstant, moving mountain.
A planning note: While tomorrow and maybe the day after will be split-room things around the farm, having plans for later in the week is a good idea. There's various things you can pursue if you wish, as well as several potential things from Neph's spell in the previous post. If you have a couple of things or more to do, posting a list here would help me plan everything out.
Gildas would be very curious about getting to the bottom of the quiet grove with the mushrooms and would probably ask Myann about it.
He would also like to head towards the mysterious mountain at some point. He'd cast another Lay of the Land as they got closer.
Actually, question first. The way our weapons get improved through use, is that an accepted fact of the setting that people know about? If so is there an aspect of diminishing returns?
Since I have a hyperspecialised undead fighting staff, John might try and get a new masterwork staff to improve in another direction. But if diminishing returns aren't a thing then there's no need.
Past that I have nothing.
Doing Cor a favor real quick since he's in a weird computer situation.
<Feather> roll 1d20+14 belt
* Hatbot --> "Feather rolls 1d20+14 belt and gets 27." [1d20=13]
<Feather> roll 1d20+14 backpack Hat
* Hatbot --> "Feather rolls 1d20+14 backpack Hat and gets 21." [1d20=7]
I'll reply to this with results shortly.
Quote from: Nephrite on January 19, 2014, 04:52:26 PM
Gildas would be very curious about getting to the bottom of the quiet grove with the mushrooms and would probably ask Myann about it.
He would also like to head towards the mysterious mountain at some point. He'd cast another Lay of the Land as they got closer.
Duly noted on both of those. Anything else?
Quote from: Ebiris on January 19, 2014, 04:57:08 PM
Actually, question first. The way our weapons get improved through use, is that an accepted fact of the setting that people know about? If so is there an aspect of diminishing returns?
Since I have a hyperspecialised undead fighting staff, John might try and get a new masterwork staff to improve in another direction. But if diminishing returns aren't a thing then there's no need.
Past that I have nothing.
Do you have any ranks in K:A or anything potentially relevant to this?
If you're asking OOC I'll answer you differently, but this looks like an IC question.
6 ranks in K:A for a score of 5.
(if you want me to roll I'll take 10 for 15)
It's known to happen. John can also tell that you're gaining an awfully lot of magic and power fast, as most things take longer to gain these powers.
I should probably add something OOC to this. As for caps and limits, I'm not worrying about them here. I deeply doubt that this campaign will deal with epic, plus normal item creation isn't happening. So getting a +10 or higher total weapon/armor won't be held against you. Considering other magical items are thin on the ground, having overpowered weapons/armor isn't concerning me at all.
Okay, I'll just stick with headbasher.
"The belt ensures the creature that wears it is fanatically loyal to Ardaman of Bluespire."
Do the PCs have any idea who that is?
K:A or K:D is acceptable here. So is K:L(Underground) or the like, but I'm fairly sure none of you have that.
Myann retrains a rank of appraise (not needed with appraising touch) into a rank of profession(cook). She seems to do that a lot on the road. Incidentally, I figure being able to summon/create exactly the right mushrooms on demand is good for a circumstance bonus to most of her checks. As long as you aren't sick of mushrooms, anyway.
I have knowledge local but I never specified an area.
Go ahead and choose one. What sounds good to you? Vastwoods is the most logical, but you could get a bit more exotic if you can justify it.
I never actually saw the point in subdividing it further than it already is but okay, I'll go with whatever's on the more developed direction just outside the Vastwoods since that's where John actually came from.
Dune, could you confirm my 2d8 damage is correct for my unarmed damage in my shapeshift forms? And if there's any change in it for the size differences?
I would like to know what possible languages the kobolds could teach, beyond Dwarven and Kobold...ian?
EDIT: I'm not sure what other languages we've run into down there.
I'm ignoring languages you can learn from someone on the farm, such as elven or sylvan.
Dwarven, kobold, draconic, halfling. More exotic languages would require knowing of them and doing some asking around. Most kobolds know kobold and a smattering of common and draconic. The kobold John brought up today speaks kobold and dwarven fluently, draconic almost fluently and fragmented common.
Then, if possible, I would like to learn Kobold, Draconic and Dwarven for the time being. Will I need to re-allocate skill points to do so, or do I need to wait for the next level?
Y'all are at home and at rest, so some retraining is possible. However, you can't learn that fast, so you'd need some IC downtime.
Keep it in mind for the next time the party has some time to pass.
Sure, no problem.
Before and during planting season John will likely spend quality time with Missy-Anne. Or Em in an ideal world.
Now would be a great time to start on Gildas' language studies, if that's possible.
He's also going to cast http://dndtools.eu/spells/players-handbook-v35--6/plant-growth--2852/ to cover the Holstet's farmland, if the energy from the green stones doesn't already convey this particular spell onto the area.
He would also be interested in purchasing some gemstones from the kobolds while they're cheap.
EDIT: He would also like to start researching who Ardaman of Bluespire is.
EDIT2: As an addendum to Ardaman, he would also like to actually start collecting knowledge and books to have a repository right there at home so they don't have to keep running off to other places to get information.
Myann's todo list:
Mushroom things. She has some various things she wants to try. This is largely off screen and leaves her available if needed. She'd also like to sit down and talk to Feather about a few things IC.
Quote from: Ebiris on February 20, 2014, 04:03:32 PM
Before and during planting season John will likely spend quality time with Missy-Anne. Or Em in an ideal world.
Duly noted, we'll cover that Monday.
Quote from: Nephrite on February 20, 2014, 04:03:52 PMNow would be a great time to start on Gildas' language studies, if that's possible.
Doable. As long as Cor doesn't propose something that requires going off (since he hasn't posted yet), assume you can do this and rejigger the skill points appropriately.
QuoteHe's also going to cast http://dndtools.eu/spells/players-handbook-v35--6/plant-growth--2852/ to cover the Holstet's farmland, if the energy from the green stones doesn't already convey this particular spell onto the area.
Okay. We'll need to do this IC, probably Monday or Tuesday pending other scenes.
QuoteHe would also be interested in purchasing some gemstones from the kobolds while they're cheap.
> [19:23] <@Kotono> "Oh, those go-getters are still at it?" The Shaman asks, slamming the butt of his staff on the ground, "Speaking of trade," he says, "Rumor has it that the iron mines of the Steelhead clan had too many holy explosions and is down. I know that iron is trading at about 150% of its normal value. Raw precious metals are down to 50% right now, though it isn't impacting skillfully made jewelry and
> [19:23] <@Kotono> decorations. The demand for salt's also much higher, it's selling for 200% of normal value."
This is what's high/low right now. In other words, iron's trading at a 50% markup, while precious metals are 50% down. Salt's also at double normal value. It doesn't mention gemstones being up or down, so you can assume that trend has passed.
QuoteEDIT: He would also like to start researching who Ardaman of Bluespire is.
EDIT2: As an addendum to Ardaman, he would also like to actually start collecting knowledge and books to have a repository right there at home so they don't have to keep running off to other places to get information.
Sure. As noted when it came up in here, start with a K:A or K:D check. If you lack those, you can ask someone who does have ranks in those skills to see if they know anything. As for books, talking about the friendly neighborhood trading kobolds is a good start there, though you could certainly look further afield if you like.
Ah, I got gems confused with precious metals. Either way, he's interested in buying some while it's cheap!
As for the other, I think Feather is the only one of us who does.
Okay. Do you have any preference on metals? How much money do you have to invest into this?
2038 gold, assuming that the kobold payments go to the farm's upkeep rather than the heroes, and that we have not sold anything to the kobolds yet.
Okay, you get the following.
Gold ore, nuggets, dust and other unrefined gold: 1238 gold
Silver nuggets, ore and other unrefined silver: 500 gold
Platinum, mithral and other small bits of rare metals: 300 gold
Due to the weight of the metals involved, you'd need to keep these at home. Traveling with them handy isn't viable. Go ahead and add them to your sheet.
I want a short scene. Do we know anyone who can make jewelry? Kobolds are fine.
Quote
She'd also like to sit down and talk to Feather about a few things IC.
Sure.
Trading-wise, I don't think we have iron or salt in any real quantities? A shame.
Re: Iron and salt.
Yeah, you don't have much handy. What the farm does have is essential and not for sale.
There's a kobold jeweler you can catch up to, sure.
Should I assume the value of those items to simply be double what I paid for it, or would having someone appraise it all to get a clearer idea of the value be a good investment of time?
If so, if Myann would be so kind. :)
> roll 1d20+20 (+10 appraising touch) Hatbot since I forgot to call a bot
* Hatbot --> "Kotono rolls 1d20+20 (+10 appraising touch) Hatbot since I forgot to call a bot and gets 34." [1d20=14]
Roughly double. It should be a good investment, and if you wait until precious metals are selling high? You could make more cash yet.
> roll 1d20+10 Hatbot Myann's K:A
* Hatbot --> "Kotono rolls 1d20+10 Hatbot Myann's K:A and gets 27." [1d20=17]
The name rings the faintest bell to Myann. A wizard of one of the underground races - probably dwarven but it could be a kobold or something more exotic. She thinks. It's also quite old.
Sounds like something Gildas needs to ask the Kobolds then!
Level up, rogue 9/psionic fist 3
+7hp, +1 bab , +1 fort, +10 speed, +4 power points, 2nd level power (hustle), +1d6 sneak attack, and a bunch of skill points. Improved initiative for my feat.
Myann reaches level 8!
- Witch 7 and Ranger 8.
- 5 on a d8 for 10 hp and a grand total of 77 hp.
- +1 BAB for a total of +8.
- Gains swift tracker from ranger 8. It's okay.
- Myann gains 8th level witch casting. She gains a new cantrip and 4th level spell known, as well as her bonus spell for fey bloodline. She also gains another third level charge and 3 4th level spell charges. She selects mending (useful for household chores) and block rain. She gains leaf mushroom for her fey bloodline bonus spell.
- Myann gains the ferocious slayer form. This form gives her melee damage an uptick as well as having good defenses.
- Myann's enhancement bonus to her shapeshift form's weapon rises to +2.
- +1 fort and ref saves. One more level until evasion. One more level.
- +1 Constitution to 19.
- Skills go up as normal.
Nice level. She got a lot of useful options.
Gildas reaches level 9!
Druid 9/Monk 6/Nature's Warrior 1/Battle Shifter 2
3 on a d10 for a total of 8, 96 HP now.
+1 BAB to 9
9th Level Druid casting, so a 5th level spell. I'll think on this one.
+1 Fort and Ref saves
Putting some skill points into Craft (Alchemy) and then other more notable skills afterwards.
Feat for this level is http://dndtools.eu/feats/sandstorm--85/pharaohs-fist--2155/
Rolled 3 on a d10, +1 BAB, +1 Fort, +1 Ref. +1d6 skirmish.
Two Weapon Fighting. Dervish Cleave.
Switched the Disable Device that doesn't fit me like we discussed, Dune. I broke it up halfway into diplo and perform/flute.
Fixed that missing bonus feat you caught.
Incidentally, you can change power critical over to scimitars if you'd like. You got improved critical for scimitars instead of bastard sword, so it's only fair.
Note to self: Show the short-hand book to Forgar.
[20:39] <@Kotono> OOC: Okay, we're over so we'll pause here. Next time we'll finish up wrapup for the shrikes and head back. I'll try to shorten the logistics as much as possible, but try and have an idea of how you'll get water-damagable items up to the surface. Transport up back to your layer can be done (slowlyish) by Myann and Gildas in bird form, if nothing else.
A reminder. Just try and have some idea ready so we don't flounder around when it comes up in game. The quicker we get unavoidable but essential logistical problems solved, the sooner we get to more adventurous things.
Is any of it damaged by water? It's all metal and gemstones from what I see, except from the animalbane club which is still magic so should be okay.
What about all those scrolls you got from Forgar's shop?
Does Gil's fairy backpack block water?
Let's say yes. That'll work for it then.
Gildas would like to bring back the seeds of all the different type of gem fruits.
Right. This can be done offscreen and goes without incident.
Okay, re Forgar projects. What exactly do you want here? Go ahead and list it so I can work with it.
A robot that operates a mill, a robot that helps with harvest, a guard robot. Probably in that order? It'd help to figure out our options.
Rather than a robot that works a mill, a mill that works itself would probably be cheaper and more efficient.
Yes, and a harvesting robot would be better as a combine and not a humanoid. I was going for roles rather than appearance, so whichever is doable is fine with me.
Gildas has a few spells that may help out with this sort of thing, if Forgar would need any help.
http://dndtools.eu/spells/sandstorm--85/transmute-sand-to-stone--3181/
http://dndtools.eu/spells/players-handbook-v35--6/transmute-mud-to-rock--2888/
http://dndtools.eu/spells/underdark--34/stone-metamorphosis--3518/
Minor housekeeping things Gildas will want to do when there's enough downtime to do them:
http://dndtools.eu/spells/stormwrack--87/flowsight--3340/ -- Cast this spell at the healing spring and see where it takes him.
http://dndtools.eu/spells/players-handbook-v35--6/true-seeing--2520/ -- He would like to cast this spell on three things: The cursed Sword from the Circle, the green rocks below the spring, and with Myann present, if she agrees to it.
http://dndtools.eu/spells/players-handbook-v35--6/commune-with-nature--2480/ -- He will cast this and ask three things: Powerful unnatural creatures, any minerals that might be especially uncommon, and plants that are likewise uncommon to the area.
Gildas would also like to spend some time with the Fairy's Backpack to see if there's anything he can do to improve its functionality.
EDIT: ONE MORE THING! He wants to check on his Kobold tutor and see if he's discovered anything about Ardaman of Bluespire.
Quote from: Nephrite on April 17, 2014, 03:48:18 PM
Gildas has a few spells that may help out with this sort of thing, if Forgar would need any help.
http://dndtools.eu/spells/sandstorm--85/transmute-sand-to-stone--3181/
http://dndtools.eu/spells/players-handbook-v35--6/transmute-mud-to-rock--2888/
http://dndtools.eu/spells/underdark--34/stone-metamorphosis--3518/
They probably will. More about this in a bit, since Forgar needs some windup time to get his shit in order.
Quote from: Nephrite on April 19, 2014, 08:06:13 PM
Minor housekeeping things Gildas will want to do when there's enough downtime to do them:
http://dndtools.eu/spells/stormwrack--87/flowsight--3340/ -- Cast this spell at the healing spring and see where it takes him.
It takes him down the path he's familiar with. Unfortunately, the 60ft area of effect means this doesn't cover anything interesting or new to him. It's worth noting that the waters of the spring glow brightly under flowsight, however.
Quotehttp://dndtools.eu/spells/players-handbook-v35--6/true-seeing--2520/ -- He would like to cast this spell on three things: The cursed Sword from the Circle, the green rocks below the spring, and with Myann present, if she agrees to it.
Note that each casting takes 250 gold. However, as stated previously, Myann can defray the mushroom powder part of the price, bringing it down to 175 gold per casting. Is this okay with you, and if so, does it modify your plans? She's fine with letting you true see her (once she ascertained it wasn't anything like x-ray vision).
Quotehttp://dndtools.eu/spells/players-handbook-v35--6/commune-with-nature--2480/ -- He will cast this and ask three things: Powerful unnatural creatures, any minerals that might be especially uncommon, and plants that are likewise uncommon to the area.
What time of the day/night do you cast this spell at?
QuoteGildas would also like to spend some time with the Fairy's Backpack to see if there's anything he can do to improve its functionality.
Make a new spellcraft check on it with the +2 from Forgar's lab.
http://dndtools.eu/spells/dragons-of-faerun--26/revelation--1099/ -- I meant to link this spell, not true seeing, as Gildas can't cast True Seeing just yet.
He'll cast the spell at... let's say approximately mid-afternoon.
[19:22] <Nephrite> roll 1d20+16+2 Fairy's Backpack stuff
[19:22] * Hatbot --> "Nephrite rolls 1d20+16+2 Fairy's Backpack stuff and gets 33." [1d20=15]
Quote from: Nephrite on April 19, 2014, 08:23:37 PM
http://dndtools.eu/spells/dragons-of-faerun--26/revelation--1099/ -- I meant to link this spell, not true seeing, as Gildas can't cast True Seeing just yet.
Okay, deduct 150 gold in loot. That'll cover the expenses.
The cursed Sword from the Circle: Gildas can see that the blood comes from wounds in the blade itself. You don't have time to study them before spell's short duration expires.
The green rocks below the spring: Nothing new here.
Myann: Make a Will save. If you have any bonuses against fey, they apply to this save.
We'll cover the other stuff after the save.
[19:31] <Nephrite> roll 1d20+11 (+4 Resist Nature's Lure) (+2 if mind affecting)
[19:31] * Hatbot --> "Nephrite rolls 1d20+11 (+4 Resist Nature's Lure) (+2 if mind affecting) and gets 25." [1d20=14]
Somehow I put my Will down as 11 there, but it's 12. So it's 1 higher, if that matters.
MUSHROOMS.
Mushrooms everywhere. Tangles and bunches and fields and skies and worlds and people all full of mushrooms and they are mushrooms and the colors don't stop won't stop can't stop because they connect to everything and they're around him in him by him atop him next to him so much and and and and and and and and and and...
Gildas marshals his will to throw his vision into perspective. For a split second before the spell collapses in a burst of blue mushrooms, you can see Myann. Mushrooms cling to her head, constantly whispering into her ears. Mushrooms cling to those mushrooms, and mushrooms cling to those and on and on in an endless cycle as far as Gildas can see.
When the spell collapses, so does Gildas. His head screams in agony as a migraine presses into his skull. It's like John's staff is using his head as a drum. Gildas takes 2 points of Intelligence damage. Don't worry about marking it off, since you're in downtime I presume you can heal it or let it pass without incident.
On the plus side, you feel like you have a bit more of a grasp of that. Perhaps it wouldn't be so bad if you tried again.
Oh heck, what's one more shot into the mushroom world going to hurt but his sanity? He'll try again.
Myann will give you a questioning look but shrug. Deduct the 50 gold in loot and then make another save, same as the previous.
[19:50] <Nephrite> roll 1d20+12 (+4 Resist Nature's Lure) (+2 if mind affecting)
[19:50] * Hatbot --> "Nephrite rolls 1d20+12 (+4 Resist Nature's Lure) (+2 if mind affecting) and gets 22." [1d20=10]
EDIT: And for whatever it's worth, Myann should be able to see the same thing. Although maybe she already does. Who knows!
MUSHROOMS.
The mushrooms weave around Myann like a gown that stretches out farther and farther and farther than you can see. They talk to her, cajole her, plead with her, whisper to her, gossip to her, read to her, preach to her. It's like watching an endless procession of petitioners to a king. The mushrooms, despite being featureless fungi, look on at her with awe, love and all consuming devotion. You feel as if you can see the mantl-
Pain shatters the spell. The greater smoothness of it ends in abrupt pain, another migraine firing up. The spell lingers a moment anyway, and you can see...see...you can't quite make something out. It hurts your mind as you fall to your knees.
You suffer another 2 points of Int damage. I presume it's taken care of like the previous batch.
Gildas is going to try one more time, but this time, when he casts the spell he wants to shapeshift into his vermin form. He has a feeling that since fungi and mushrooms generally live in the same habitat as vermin, the increased understanding from the form may help with this.
Okay. Mark off another 50 gold and make another save.
Also, what's the exact form you take on in your vermin shape?
Spiders.
EDIT: More to the point, similar spiders to the crystal ones they met long ago.
[20:00] <Nephrite> roll 1d20+12 (+4 Resist Nature's Lure) (+2 if mind affecting) (+5 more for mind-affecting from the vermin form if it applies)
[20:00] * Hatbot --> "Nephrite rolls 1d20+12 (+4 Resist Nature's Lure) (+2 if mind affecting) (+5 more for mind-affecting from the vermin form if it applies) and gets 16." [1d20=4]
MUSHROOMS.
You...mushrooms...mushrooms...mushrooms...mushrooms! MUSHROOMS! Your spider form convulses with laughter. It's so clear now! MUSHROOMS! Like this, with his mind screaming in pain, Gildas races into the embrace of oblivion.
Gildas awakens in his human form a few minutes later. He apparently collapsed into hysterical laughter and reverted. Somehow, the world seems...clearer. There's a secondary post in loot coming up, so hold off on replying to this until you see that.
While he's certainly curious to try again, perhaps for now that's enough.
Okay. Then the results for commune with nature and the fairy backpack.
QuoteHe will cast this and ask three things: Powerful unnatural creatures, any minerals that might be especially uncommon, and plants that are likewise uncommon to the area.
Unnatural creatures: Besides Smiley, there's nothing within the 9 mile radius. He counts, as golems are inherently unnatural.
Uncommon minerals: Besides the green rocks (which your spell calls birthstone), there's a small deposit of mithral about 5 miles to the east.
Uncommon plants: Besides anything you're aware of, nothing registers here. It's worth noting that a lot of odd plants call a forest home, so take this one with a grain of salt.
Fairy Backpack
Nothing new or worldshattering here.
There may or may not be a flavor post this weekend. I'm aiming to, but shit may happen.
Won't be, had all sorts of things come up. I'll try for an extra while Iddy's on vacation, since my evenings will be free that week.
Gildas is going to look for Heso and see if he's found anything about Ardaman.
He'd also check into books and if any prices have swung anywhere like before with precious metals.
Quick hit: Y'all are fine and don't need to do anything. The edit to houserules is minor and fixing an old mistake.
Details are in the paste spoiler [spoiler]
<Ebiris> (Funny story, my old automatic formula added an extra ten points to CMD. Whoops. Expect a lot of these fixes.) <- isn't that deliberate to put it in line with ac?
* Kotono returns.
> Run that by me again. Head's foggy, I'd laid down for a few minutes and dozed.
<Ebiris> AC is 10 plus dex/armour/etc. CMD is 10 plus bab/str/dex/etc
> I'll take fuck, I dunno, since I fell dead asleep and my brain's in some sort of jellied substance. Lemme go look through houserule changes, since this is the houserule version from B3's houserules"
> CMB = Base attack bonus + Strength modifier + special size modifier + temporary attack bonuses (haste, charge, heroism, knowledge devotion, arcane strike, smite and any other bonuses to hit)
> CMD = Base attack bonus + Strength modifier + special size modifier + Dexterity modifier + miscellaneous modifiers (circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC)
> (I only woke up since my shoulder's sore from last night's work shift. Owwww.)
<Ebiris> There's a 10 at the start!
<Ebiris> http://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuvers
<Ebiris> It doesn't really matter for what you're doing in the Balmuria topic but since it could impact future NPCs/monsters I figured I should comment.
> Gimme a sec to do some logdiving.
> B2's where we started it and I don't see anything in odds'n'ends or houserules that clarifies the point. Just says we take it. At some point in B3 that was added. Lemme do a bit of searching.
> http://www.soulriders.net/forum/index.php/topic,101729.msg1028230/topicseen.html#msg1028230
> I think this addresses it.
> Lemme read.
<Ebiris> Well, it also actually affects my PCs, since I've given everyone an unearned +10 cmd if that's what we're doing.
> What I think happened is that 10 was in some point early, was dropped and wasn't fully dropped or something.
> Lemme check vastwoods PCs realq uick.
<Ebiris> CMD: 10+12+3+3ex+1feat+1dervish=30
<Ebiris> Cor's adding the 10 at the start.
<Ebiris> Figure Gildas is too but he doesn't have the math there. Figure looks right.
> It does.
> So I have no idea offhand.
<Ebiris> So's Myann.
<Ebiris> Maybe we should write that post off as an error by Cor and carry on as we all apparently have been doing with the 10+ there?
> She was the botched formula, I suspect.
> Works for me.
> I'll do some houserule editing for Vastwoods in a sec.
> Then edit some posts.
> You're right, don't need to change anything.
In addition to the kobold stuff, Gildas will look through his own books for anything that might have something to do with the fire sea. He'll also take a second look if he purchases any books from the kobolds.
Quote from: Nephrite on April 30, 2014, 04:04:21 PM
Gildas is going to look for Heso and see if he's found anything about Ardaman.
He'd also check into books and if any prices have swung anywhere like before with precious metals.
Ardaman of Bluespire was a dwarven spellcaster of some sort. Details are sketchy, but he lived a long time ago and is likely long dead. He wasn't local to the area, either, but he was pretty good with making magical items.
Quote from: Nephrite on May 02, 2014, 04:29:28 PM
In addition to the kobold stuff, Gildas will look through his own books for anything that might have something to do with the fire sea. He'll also take a second look if he purchases any books from the kobolds.
What knowledge skills do you have?
Just Nature.
Make a check on it in #dunes and post it here.
[11:24] * Ko-NitoriisGeeseHoward is now known as Kotono
[12:44] <Nephrite> roll 1d20+14+2
[12:44] * Hatbot --> "Nephrite rolls 1d20+14+2 and gets 18." [1d20=2]
Gildas spends a few days hitting the books. He doesn't find much beyond a few references to great lakes of lava far below. Sketchy things, nothing he can really hang his knowledge hat on. What little is there suggests that it's just a vague and relatively unknown subject to people of this layer. The books from the shrikes help more - it matter of fact mentions seas of lava several times, but mostly with warnings to stay several hundred feet away. The heat burns creatures who aren't adapted to it right into cinders.
In other words, lava is hot and smart people stay away from it. Unless you're fireproof, then whatever.
Do the kobolds have any means of enchanting some of the stone cloth to make some kind of magical cloak with it?
Between Forgar and the kobolds they can work something out, yes.
Then Gildas would request they make some sort of enchanted cloak that could be used to increase his armor or general ability to dodge blows or other things.
In other words, something to increase AC that would otherwise also work with his shapeshifts. This is the item he'd probably use his Clasp on.
This'll take time and money. Time's free, so how much money do you have to throw at it?
Probably somewhere in the neighborhood of 5000 gold. I could go higher if that would change anything much.
Sounds good. They'll get to work, go ahead and deduct 2k gold for now. They'll speak up if they need more.
Okay.
Myann reaches level 9.
- Ranger 9 and Witch 8.
- 5 on a d8 for a total of 10 hp and a grand total of 90 hp.
- BAB up to +9.
- Spells go up, which I'll deal with after work tonight.
- Myann gets evasion. YAAAAAAAAAAAAAAAAAAAAY!!!!!!!!!!!
- +1 Will saves. It helps.
- Skills go up as normal, with a few extra points shuffled to profession(cook).
- Steadfast Determination as her level 9 feat. +3 to Will saves is handy.
She got evasion so it was a good level. Steadfast determination also really boosts her Will save. The rest depends on how her spells go.
Changing Power Critical's target from bastard sword to scimitars. One more instance of Dervish Dance, +5ft speed, +1 BAB, +1 AC.
Level 10!
Druid 10, Battle Shifter 3
10 on a d10 for 15 extra health, 114 total HP now.
+1 BAB to 10
+1 Reflex Saves
Wild Boost II and Heightened Senses, which allows for low-light vision & scent when shapeshifted.
Improved Critical (Bite) and Improved Critical (Claw) feats from getting to level 10 for the Shapeshift talents.
Monstrous Vermin gets Mobility from levels, which will be helpful at some point, I'm sure.
Skills go up in a smattering of different things.
Rogue 10/psionic fist 4
+1 bab, +1 ref/will, crippling strike, 18 pp, strength of my enemy
And skills.
Push Myann stuff back to this weekend, since it'll take some doing on my end.
Let's get Myann's spells done.
First of all, she gets a new 3rd and 4th level spell charge. For spells known, she gets a new 2nd, 3rd and 4th level spell. She selects close wounds, jump block and restoration.
Jump Block
Conjuration (Creation)
Level: Drd 3, Rgr 3, Sor/Wiz 3
Range: Short (30ft + 5ft 2/levels)
Duration: 7 rounds
This spell functions as levitating blockade. In addition, this block is extremely bouncy. If leaped on as part of a jump check, it grants a +30 bonus to that check.
Two more potential custom spells with an ice theme. I have no idea if the damage/duration/whatever is appropriate.
Infusion of the Frozen North
Transmutation [Cold]
Level: Cleric 5, Sorcerer 5, Wizard 5, Druid 5, Ranger 5
Components: V, S,
Casting Time: 1 standard action
Range: Touch
Target: One weapon
Duration: 1 round/level
Saving Throw: Fortitude negates (object, harmless)
Spell Resistance: Yes (harmless, object)
This spell adds bonus cold damage to a weapon, either naural or manufactured. In addition to whatever damage the weapon normally does, it now does an extra 2d6 cold damage on a successful hit. If the hit is a critical, it does <math>, if the critical is 3x, it does <math> and if 4x, <math>.
Ice Block Shot
Conjuration (Creation)
Level: Drd 5, Rgr 5, Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (60ft + 5ft/level)
Effect: 1 10ft cube of ice
Duration: Instantaneous
Saving Throw: Ref partial; see text
Spell Resistance: No
This spell conjures a huge block of ice, much like a blockade spell. This block of ice appears and can be fired at a target as a free action at any point after its creation. If the block hits a target, it does 1d6 cold damage per caster level (Max 15d6) and must make a Reflex save or be knocked prone. After the block strikes a target, it shatters and leaves an area of 10 ft around the impact point slippery, requiring a DC 20 Acrobatics check to move into or out of the area or else the subject falls prone.
Infusion of the Frozen North
Transmutation [Cold]
Level: Clr 5, Drd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One weapon
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell adds bonus cold damage to a weapon, either naural or manufactured. In addition to whatever damage the weapon normally does, it now does an extra 2d6 cold damage on a successful hit. If the hit is a critical, it does 1d10 extra cold damage, if the critical is 3x, it does 2d10 extra cold damage and if 4x, 3d10 extra cold damage.
Ice Block Shot
Conjuration (Creation) [Cold]
Level: Drd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (60ft + 5ft/level)
Effect: 1 10ft cube of ice
Duration: Instantaneous
Saving Throw: Ref partial; see text
Spell Resistance: No
This spell conjures a huge block of ice, much like a blockade spell but made of ice. This block of ice appears and is fired at at a creature within range, this requires a ranged touch attack roll. If the block hits a target, it does 1d6 cold damage per caster level (Max 15d6) and the target must make a Reflex save or be knocked prone. After the block strikes a target, it shatters and leaves a 10ft area around the impact point slippery, requiring a DC 20 Acrobatics check to move into or out of the area or else the subject falls prone.
The changes to the first spell were mostly stylistic. It's basically a grow up version of a weapon of energy, without the choice but with more base damage. The second spell had some reorganization to make it work. I also dropped the 5th level ranger casting from both, as that's epic casting for a ranger and outside the scope of this game.
This look good for you, Neph?
That's fine and dandy.
Gildas is going to cast Lay of the Land in the morning, since the party is camped out at the moment.
There's no rivers above ground. You can sense belowground rivers - for whatever reason this segment of the Sidhe realm likes underground rivers, apparently.
21 miles west/northwest: Dannan Tathan. The home of Lady Valisha and her court.
47 miles south: Grailholm. A small city dedicated to nymphs.
18 miles south: Nameless lake. Filled with strange creatures of water, like John's previous summoned water elemental.
21 miles west: Lake Dravia. Home to the Endless Sisters.
4 miles east: Fairy Circle.
49 miles west: Fairy Circle.
19 miles southwest: Fairy Circle.
At the earliest opportunity John will retrain improved initiative for water devotion.
Whenever I can, I'd happily retrain the two weapon pounce into better TWF.
HEY LISTEN!
I'd like to do a few more flavor posts for this game. You know, some things during the last arc. Are there any things y'all would like expanded on?
Maybe some on the paths we might not have taken? Off the top of my head, Crystal Spiders since that might've led us somewhere (maybe they're like the ants?). Maybe something on vampires, since we did sort of run across a really good-natured one...
Incidentally, Vasili's back. You may want to look into that.
Oh good, I can go bother him about things!
Yes, you can go bother him about things now. Yay!
Bonus Material: Missed plot hooks.
Vastwoods was full of plot hooks for the main story's plot. You ended up on the Sidhe path with Myann as a loyal ally and Feather's wife. But what if other paths were chosen? What were they? I'll elaborate a few, as much as I can without spoilers.
Mayor Redmond and SUPER MAGITECH!
Back in Carnath Falls, the party visited Mayor Redmond. He was an intellectual of sorts and clearly ahead of the curve. If you'd stuck around him longer or shown a lot more interest in him, it would have lead to a series of adventures around magi-tech. You know how various Sidhe things have shown science exists in the Vastwoods (Myann's penicillin, a human kingdom figuring out pasteurization way early)? This path would have explored those in more detail. It's like El and the Stratum would have played into this. The planned endgame was to tie it into the Stratum route. The upshot was the party building a bunch of magitech warships to go pick a fight with the Stratum.
Esona's troubleshooters
If you'd solved the spider problem for Esona, she'd have offered you money and a job. If you'd accepted, you'd have ended up as her personal trouble shooters. This would lead you into conflict with the undead that plagued Riverside and ultimately Johann. At the same time, you'd get involved in Riverside's problems and Esona's own issues. You would've been the fulcrum to Riverside's success or failure, and possibly Esona surviving or having a breakdown. There wasn't enough here for a full endgame arc, so this one would have probably comboed with another arc.
Sidhe Courtiers
So imagine if the party hadn't lost the wolf eyes or embraced the power they gave. Ultimately (and with or without Myann), the party ends up more and more like typical Sidhe. As such, they strike out to find their place in the fey realms. This was the Sidhe politics route. The flavor would be intense and not to everyone's tastes, but conversely Myann would lose her special snowflake status in this one, as the entire party is Sidhe-touched. Depending on how it goes, it could curve towards the route you're on now or something else entirely.
Orc troubles
This one was scrapped when Porridge died. It was next up after the white dragon's rampage and would've dealt with orcish politics. The orcs of the Vastwoods are a strange splinter group that aren't normal orcs. Dealing with the political hoo-hah of 'civilized' orcs with more brains than average would've followed. This is one of the few routes that may have led out of the Vastwoods, as the rest of the orcs start coming for a reckoning with their strangely errant brothers. Could Porridge and the party deal with this? Could anything be done in an atmosphere of machismo?
It's been a day to think it over. Figure out what y'all want to do and post it here, each of you. It doesn't need to be done by Monday if it's a timecrunch, but sooner the better. Include any and everything, be inclusive. We can always narrow down later. Feel free to post ideas to be developed.
Gildas will want to try and figure the Cursed sword from the Circle out again, and will take it to Vasili to have him help out if possible.
He'd like to get anymore books to help out with the current situation, ones that might help add to their knowledge on what to do.
He'll also check in on his cloak!
He'd also suggest the party use the book to try and enact them reaching the... whatever it is that controls the mantles and just see what happens. It might give them insight into what they need to do.
Gildas will also go to The Circle to return the arrow and ask if maybe they know any sane fey. Hey, maybe the Dreamer is a sane fey and that's why they keep it there.
He would also suggest that the party go to that invisible mountain he saw some weeks ago.
Quote from: Nephrite on May 31, 2014, 06:36:30 PM
Gildas will want to try and figure the Cursed sword from the Circle out again, and will take it to Vasili to have him help out if possible.
Needs to be done IC. We'll cover that soon.
QuoteHe'd like to get anymore books to help out with the current situation, ones that might help add to their knowledge on what to do.
This can be done OOC. Where are you going to look for them? The kobolds or anywhere more exotic?
QuoteHe'll also check in on his cloak!
Can be done OOC. I'll post about this shortly (or tomorrow if I fall asleep, work was a dog).
QuoteHe'd also suggest the party use the book to try and enact them reaching the... whatever it is that controls the mantles and just see what happens. It might give them insight into what they need to do.
Duly noted, something the PCs would need to do IC.
QuoteGildas will also go to The Circle to return the arrow and ask if maybe they know any sane fey. Hey, maybe the Dreamer is a sane fey and that's why they keep it there.
Noted. IC.
QuoteHe would also suggest that the party go to that invisible mountain he saw some weeks ago.
Do me a favor and dig up any info on it you got IC (in logs or in posts) and link me to them? Thanks. I forgot to record precisely what you were told there.
Addendum: Link me to the info on the cloak as well, really tired and not seeing it in my notes.
Here's what I've got:
For the books: Kobolds, Malaines if they don't have any more. Gildas can probably make it back to Mayor Redford with some Treeportation (GET IT?!)... I think it'd just be faster for him to fly really fast, but whatever!
On the cloak:
Sounds good. They'll get to work, go ahead and deduct 2k gold for now. They'll speak up if they need more.
On the mountain:
From the Lay of the Land a few weeks ago:
In addition to that, there's a strange disturbance. You can't pin it down with the spell except for 'south' and 'east', but it's a...mountain? An inconstant, moving mountain.
[19:11] <Gildas> His eyes widen, then he shakes his head. "One final question. Do any of you know of the... moving mountain to the southeast?"
[19:13] <@Kotono> The Dreamer's voice comes, along with a deep lethargy that nearly fells Gildas. "There is a mountain drifting along...a place of dreams and fancy, where the dreams of power crystallize. It has no bearings on anyone's lives, seek it only to find power and if you do not hold your lives too tightly."
Mountain sounds fun. I don't really care about using the book because it just makes stuff up.
John doesn't really have any goals of his own. He's pretty passive that way.
Feather's pretty much accomplished all he wanted to. There's the undying skeleton as a loose end, but that's really it.
He'll be fine with doing most things, but probably not with going to Stratum.
A fluff post of Myann's rules to the Pixies would be pretty entertaining.
A list of mantles describing their effects on the owner's appearance from prettiest to nastiest would be neat too.
First one's easy to do.
Second will be a thing since there's an incredible variety of mantles. How the appearance comes out isn't related to a specific mantle as much as dumb luck and the base type of the fey involved.
d100
1-80: Major mutations. The mutations are more disturbing and unchecked with lower rolls.
81-95: Minor mutations. The mutations are relatively minor or do not overly disrupt the fey's appearance. Splashuzu's mom is in this category.
96-99: Internal mutations. All the mutations are inside so any visible changes are minimal. This doesn't prohibit certain things, such as having more than one body or abnormal bodily functions (such as spinning web or producing honey).
100: Sidhe's choice. Most Sidhe choose heavy mutations by nature.
Plus the same type of fey with the same mantle will manifest it somewhat differently. Note that Myann didn't use this table, as her situation is abnormal.
I wouldn't mind seeing some of the abilities of Hunter and Seeker, since those two kind of got punked offscreen.
I need to swap out Animalistic Power when we have the time for it. See Invis or Spider Climb work instead?
Either is fine.
Quote from: Nephrite on June 05, 2014, 04:17:20 PM
I wouldn't mind seeing some of the abilities of Hunter and Seeker, since those two kind of got punked offscreen.
Hunter was a supercharged ranger/wizard gestalt. The most likely ability to be gained are these.
Deadly Blow (Ex)
Whenever you deal melee damage to one of your favored enemies, they must make a Fortitude save (DC 10 + 1/2 hit dice + Strength modifier) or suffer a notable injury. The exact injury varies, but is generally debilitating. Examples are broken bones, concussions, bleeding wounds and so forth. Each successful hit threatens a notable injury, there's no limit to the number of times a round you can inflict one.
Mindsap (Ex)
You deal 1 point of Intelligence damage with each successful ranged attack. If attacking a favored enemy, add your favored enemy bonus to this Intelligence damage.
Seeker was a tracker. He had true seeing, blindsight and a few other goodies. Getting various perception boosters like that was to be expected. See invisibility, blindsense/sight or getting a big bonus to perception checks were all possible.
Speaking of bonuses?
Revelation had a few. She could've given out insight bonuses to attack or armor class, or a +4 bonus to one ability score. Since Myann and her mantle got it, it turned into a +2 enhancement bonus to everyone's ability scores. This is probably better overall in your particular situation.
Nightfall could have given see in darkness or some spell-likes around darkness.
Speaking of Myann's mantle, it's probably a good time to explain how stronger mantles work.
The basics of a mantle is generally understood as a connection to a concept and everything about it. For example, Myann is aware of mushrooms all around the world and is constantly bombarded with information about them. She can create and command mushrooms, as well as communicate with them. She's immune to their poison and the mushrooms love her.
As mentioned by the Enforcer, a fully developed mantle is akin to a demigod (and to be clear here, his words, not that it means they're actual demigods in a mechanical or spiritual sense). Why's that? As you may have noticed, Myann's mantle abilities are rising at a startling rate and accomplishing things that strain any connection to mushrooms. The most obvious is taking the power overflow from the death of Revelation and empowering the entire party. At it's fullest, a mantle is capable of marshaling the full power of everything it connects to the Sidhe.
While one, one hundred or a thousand mushrooms can't do much, imagine the totality of mushrooms contributing their power to something. Imagine any mantle like that, let alone a fearsome one like the fey-type mantles or something like dragon, sun, winter or anything else that's potently primal. This is a hell of a lot of power, and while the exact potency varies from mantle to mantle as not all concepts are created equal, the fact is that it's a stupendous amount of resources to draw on.
This is the power that helped win the war against the aberrations, and it's also the power the Fellowship was afraid of. While a singular Sidhe may be capable of using this power wisely, there's no chance that all of them will be. Myann's starting to grasp that firsthand and is frankly afraid of her powers. She's said as much IC during the flying castle dungeon.
Food for thought.
Does the Nobility mantle basically amplify the power of a mantle that already exists, in that case?
The fey-typed mantles work slightly differently, especially the ones dealing with nobility or royalty. There's some details here I'd rather not go into.
This is just a post about adding Gildas' collection of books to the ones in the castle, to perhaps see if there's anything we can get from that.
Obviously Gildas' collection is a little bit smaller than the one in the castle, but I didn't think we'd find them when I started having him collect them!
EDIT:
Gildas will also find out about the gem fruit trees.
He will also finally actually give that pepper and garlic to Myann, since he honestly forgot amdist all the hubbub.
He also would see if Vasili could help figure the Cursed sword out, since while the Circle might be gone, he still promised he'd get it figured out, and he's a stubborn person.
With his higher int John takes max ranks in psicraft.
With her int increased, Myann gets in on that fancy learning stuff and selects spellcraft.
Quote from: Nephrite on June 12, 2014, 03:45:41 PM
This is just a post about adding Gildas' collection of books to the ones in the castle, to perhaps see if there's anything we can get from that.
Obviously Gildas' collection is a little bit smaller than the one in the castle, but I didn't think we'd find them when I started having him collect them!
You now have a full library. This does a few things.
1. You can succeed on untrained knowledge checks with a DC higher than 10, so long as you can check your library.
2. If you have the library to reference and time to kill, you can roll a knowledge check twice and take the better result.
3. You can translate most any language with time and effort at the library.
QuoteGildas will also find out about the gem fruit trees.
Long story short from Robert:
They just don't thrive here. All the magic gets them going, but they die before growing much. Near as he can tell with all his ranks in profession (farmer), the local climate's just not right for them. All your fancy book learnin' and knowledge might be able to tell more, if you care to make an K:N check based on that and studying the dead trees.
QuoteHe will also finally actually give that pepper and garlic to Myann, since he honestly forgot amdist all the hubbub.
Myann gives you a hug in thanks (and mushrooms, of course).
QuoteHe also would see if Vasili could help figure the Cursed sword out, since while the Circle might be gone, he still promised he'd get it figured out, and he's a stubborn person.
Vasili says he can deal with it - it's actually a blood curse and that comes naturally to a vampire. It'll take time and some money for reagents - 1,500 gold worth. Alternately, he can probably figure out the intended way to break the curse.
Gildas will ask Vasili to see if he can figure out the intended way to break it. If he needs the money either way, Gildas will hand it over or see if perhaps the castle has the reagents somewhere?
I'll do a K:N role later closer to game time in regards to the trees.
Oh yeah! Whatever happened to the dragon's blood that Myann had the mushrooms absorb? I forgot all about it.
Quote from: Nephrite on June 13, 2014, 10:09:11 AM
Gildas will ask Vasili to see if he can figure out the intended way to break it. If he needs the money either way, Gildas will hand it over or see if perhaps the castle has the reagents somewhere?
> roll 1d20+15 Vasili vs sword
* Hatbot --> "Space_Cat rolls 1d20+15 Vasili vs sword and gets 27." [1d20=12]
The sword's curse can be broken in a few ways. The simplest way is to have it be held by newborn life. This method is fairly obfuscated and requires a ritual to go along with it, so Vasili isn't surprised it wasn't known. It almost feels like a back door set into the curse for reasons unknown.
QuoteOh yeah! Whatever happened to the dragon's blood that Myann had the mushrooms absorb? I forgot all about it.
Myann had a large mushroom store it a ways away from the farm. You know, she forgot about it too-oh crap. Oh my. Myann says you all may need to see this.
Is newborn life specific to a certain age range? Would Porridge the baby work, for example?
For all that yes, Gildas would have to tell the Missus "no really, this is perfectly safe for your baby to hold, our friend the vampire said so."
Vasili thinks you'd need younger, but Porridge would be worth a shot.
All right. Gildas will ask and try in that case once there's time to do so.
Note to self: Have either Vasili or Forgar to look into the golem underground.
Eb, whenever you have a sec this weekend, could you fix John's topic HP? He still has that negative level he overcame while resting.
No session today, so I'll write a little bit instead.
As you may have noticed, mushrooms in general seem happier as Myann gains power. Why is that, anyway? It's worth noting that mantles are a two way street. A fully sane fey can have some influence on her mantle's subjects. Myann, despite her issues, has reasons to be happy. This bleeds into the mushrooms and how they interact with her.
Moreover, the mushrooms are on some level cognizant of the fact that Myann's actions are giving them a bigger, more important place in the world. Imagine how happy the mushrooms will be if her mantle is used to fix the mantle system, for example. The concept of mushrooms and fungi would become integral to the world itself. Mushrooms are unintelligent, despite her mantle anthropomorphizing them somewhat, but they do have a natural instinct to spread. A Sidhe that makes them so much more important in the world makes them happy because of that.
I don't think it's a particular spoiler to say that something like the Mushroom Kingdom would happen if Myann's mantle was used in that way. Yeah, there's some freakish mushroom shit attached to it, but it's also a bright, sunny and happy realm. So it wouldn't be all bad, probably.
Have a mushroom. Or a courre mantle. Isn't that a terrifying thought?
Courre mantle makes every fey a cute little fairy.
Even the milfy nymphs, vicious little redcaps, and grandiose hoary hunters.
Terrifying. Especially since the strongest courre I can think of, and likely the leader by default, is Marie.
As you all know, Vastwoods is in its last arc. Within a few months we'll reach the end of this game. When that happens, I'll take some downtime (perhaps around a month or so, could be more or less depending on timing; if this coincides with the start of football season this will probably skew a bit longer) to relax and prep our next game. What I'd like out of all of you now is to start really thinking about what games and themes interest you.
When Vastwoods does end, I'll be asking all of you for a writeup of anything that interests you. So take some time, consider and figure it out.
Disclaimers
1. These are suggestions and aren't binding. Some of them will likely not do it for me. That's expected. I may not use one or any of them, but that's okay too. At worst, the ones I don't like help me by showing me what I don't want to run.
2. Suggestions will be modified as I see fit. This one should be obvious.
3. Keep suggestions reasonably open. I don't mind you hyping them up a bit, but try not to turn them into full on pitches. This is meant to serve as inspirational fodder for me and give you all a chance to chime in.
4. Keep gaming suggestions R-rated at most. Vastwoods has been a bit lighter on content than past games (PG 13 vs R, horror elements aside), so there's a bit of upwards wiggle room.
5. Please no concepts that would revolve around school, teenagers or the like. If you must be a teenager, at least be an 18 year old that's finished high school or the local equivalent.
Feel free to post any questions here.
Edit: Quick note. As said before, this game won't be in the Vastwoods world. I may well come back to this world one day, but it won't be back to back games in it.
Can a suggestion just be "Epic Vastwoods?"
I'm mostly kidding on that, but semi-serious.
EDIT: Aw :(
Like epic 3.5 rules? If you want to do something along those lines, just mention you're interested in epic level gameplay.
No, I just meant "take Vastwoods to the Epic level," but since you want something else I'll do some thinking. I'll also have to convince myself to not just play a Druid again...
Quote from: Nephrite on July 01, 2014, 05:07:43 PM
No, I just meant "take Vastwoods to the Epic level," but since you want something else I'll do some thinking. I'll also have to convince myself to not just play a Druid again...
Ooooh, okay.
To clarify: I'd like to come back to the Vastwoods at some point. I'd like to explore whatever sort of world results from your mantle quest. Just not right away. It's also not a world well suited for epic level gameplay, as I built on a fundamentally non-epic chassis. This isn't impossible to fix, and could be with new game prep, but it is an impediment. We'll see about that whenever we return to this world.
We have a city/country we like. Undead/dragons are on the march and/or an usurper/warlod has taken power.
Something kinda like the first Balmuria was at the start just kinda upped in scale, unless you really want to do the reawakening magic bit again.
Or.
A new continent/plane has been discovered and you're among the first colonists. Carve out a life on the frontier and discover hidden secrets of this undiscovered land!
Or mesh the ideas together!
https://www.youtube.com/watch?v=GVqw0A5CwUw
Yeah I'd totally play Warriors of the Eternal Sun.
Eb? I appreciate your ideas but the point was to take time to formulate them and give them to me after Vastwoods finishes. <_<
I will comment on a few things, though.
QuoteSomething kinda like the first Balmuria was at the start just kinda upped in scale, unless you really want to do the reawakening magic bit again.
Eh. Probably not. It was fun, but if I want to retreat B1's ground, I'd make another push to pick up B1r.
The rest of it's fine and food for thought, but the reawakening magic bits hit too close to home to that.
Sorry about today's highly abrupt departure. We had some vicious thunderstorms roll in.
Bonus Material: The skeleton's weapons.
For the skeleton, its weapons were +1 and nothing else. If you managed to get them from it (hi disarm, hi Myann's wall of force scroll, hi other shenanigans) (not that sunder wasn't a good option, it was and probably the easiest, don't get me wrong, just saying) (really just saying), they'd be the following for you.
Scimitar+1. Increases Feather's skirmish damage by 1d6 when wielded.
Scimitar+1. Increases Feather's movement speed by 10ft when wielded.
Quarterstaff+1. Grants 5 bonus power points per day.
Quarterstaff+1. Increases John's sneak attack damage by 1d6 when wielded.
Leather Wraps+1. Increases Gildas's effective monk level by 5 to determine unarmed strike damage when worn.
Leather Wraps+1. Grants a +1 to the save DCs of Gildas's spells when worn.
Longsword+1. Myann's presence (within 100ft) functions as inspire courage to mushrooms. This is equal to a bard of her level and can affect mindless mushrooms.
Longsword+1. Increases Myann's favored enemy bonuses by 2 when wielded.
Not bad, though I'm not really in a mood to change my weapons. And there are only so many I can wield. A +3 scimitar than increases dervish dance is way better than another +1d6!
Pretty much. They're nice options, but y'all already have good weapons.
Sticked the allies topic. It's basically Myann's character sheet in topic form, so I may as well have it handy.
We have not been very good at befriending people in this game :(
A bit of that, but mostly me keeping the NPC list short after B3. I'm over that, but it's late enough in the game that I don't want to toss new ones up.
Bonus Material:
Mutation [Life]
Prerequisite: Con 15, one other mantle
Benefit: You are immune to transmutations and effects that would alter your form, except those you wish to affect you. You may choose for only parts of these effects to affect you as you wish. The benefits you gain from this vary; for example, allowing a flesh to stone spell to only affect your hands may grant you a slam attack. Any changes do not negatively impact your abilities or life, even if they would normally cause difficulties, such as turning your heart to ice. When using alter self on another creature, you may likewise refine it to produce specific effects and changes.
Spell-Like Abilities: At will-alter self. 3/day-alter self with a range of touch and a target of creature touched.
Reincarnation [Life]
Prerequisite: Cha 15
Benefit: If you are slain, you may choose to forgo your death curse. If you do, you immediately reincarnate in 1d4 minutes. Your new form is chosen randomly from the table below. You are automatically aware of any reincarnations and past lives of creatures you see.
Spell-Like Abilities: At will-reincarnate. 3/day-reincarnate with a Will save to negate, targets a living creature and forces a reincarnation.
+9hp, +1d6 sneak attack, bonus psionic feat (practiced manifester), +2d8 unarmed strike, 3rd level power (greater concealing amorpha), and skills. Using Hubert's book to take Damp Power and Time Hop
+10 HP, +1 BAB, Fort and Will. 1 6th level spell.
Dune: The only Battle Form that's really of any use is the Shifting Swarm one, which I know was kind of headache-y before. Could you look at it this weekend so we can figure something out for it?
I would like to upgrade the following item for use with the new Clasp, even though they technically work with shapeshift anyway.
Stone claws: Grant Gildas's unarmed attacks the flaming property. (worn)
If I can't upgrade them somehow, then I don't mind trying to find a completely new item to use.
I'm also curious if the Synergy mentioned in the SRD exists, and if so, if I could get 5 points in Knowledge: Arcana in order to boost Spellcraft by 2 more points.
In addition to that, I would love to finally get that Bloody Sword curse fixed, so if that opportunity presents itself back at the farm then Gildas would definitely take advantage of it.
Further! Gildas would, if time permits, talk to Vasili because he would like to see if he can get in contact with the three Fellowship members that are left (leaning Enforcer) because Gildas would very much like to talk to them. He would emphasize he's not interested in fighting with them if that's possible.
Quote from: Ebiris on July 17, 2014, 03:53:11 PM
+9hp, +1d6 sneak attack, bonus psionic feat (practiced manifester), +2d8 unarmed strike, 3rd level power (greater concealing amorpha), and skills. Using Hubert's book to take Damp Power and Time Hop
Amorpha's a good investment. Damp Power's fine, though I run with the ruling that a maximized effect trumps it (see here: http://www.wizards.com/default.asp?x=dnd/ask/20070618a) in the event this comes up in game. Time Hop's fine too, seems straightforward enough. You really went for a defensive loadout. Out of curiosity, are you planning anything special with these powers?
Quote from: Nephrite on July 17, 2014, 04:58:30 PMDune: The only Battle Form that's really of any use is the Shifting Swarm one, which I know was kind of headache-y before. Could you look at it this weekend so we can figure something out for it?
That's fine. Grab me Sunday if possible.
QuoteI would like to upgrade the following item for use with the new Clasp, even though they technically work with shapeshift anyway.
Stone claws: Grant Gildas's unarmed attacks the flaming property. (worn)
If I can't upgrade them somehow, then I don't mind trying to find a completely new item to use.
Okay, I'll post about that tomorrow. If I don't, bug me Sunday.
QuoteI'm also curious if the Synergy mentioned in the SRD exists, and if so, if I could get 5 points in Knowledge: Arcana in order to boost Spellcraft by 2 more points.
Informally they do. I don't bother using them myself, as they're too nit-picking even if I think they make a lot of sense. I don't care if y'all wanna use them, feel free.
QuoteIn addition to that, I would love to finally get that Bloody Sword curse fixed, so if that opportunity presents itself back at the farm then Gildas would definitely take advantage of it.
Further! Gildas would, if time permits, talk to Vasili because he would like to see if he can get in contact with the three Fellowship members that are left (leaning Enforcer) because Gildas would very much like to talk to them. He would emphasize he's not interested in fighting with them if that's possible.
Okay, we'll see how that goes then.
Incidentally, and this is really just for my own reference than anything else, I don't care for Damp Power. From a design standpoint I question how a min-damage ability as as 2nd level immediate action makes sense. In the Vastwoods it's no problem, defensive measures like the mushroom spells mean that boat has long since left. I don't think it stacks up reasonably to 2nd level powers otherwise or the various defensive options open there.
In most other campaigns, I don't think it would balance reasonably. In this one it balances just fine.
I wanted to put this down in case I need to make a ruling on Damp Power in a later game.
Greater concealing amorpha is mostly so I can sneak attack reliably without relying on flanking.
Damp power is kinda useful and time hop is really just for fun.
Quote from: Ebiris on July 17, 2014, 05:12:31 PM
Greater concealing amorpha is mostly so I can sneak attack reliably without relying on flanking.
Damp power is kinda useful and time hop is really just for fun.
That makes a lot of sense, okay.
Okay, unofficial timeline.
Now-End of August: The last arc of Vastwoods. We need to be finished by...August 28th, though we can go a few more days past that if needed.
September: Down month. I plot and plan a new game, while Cor's gone for most of it. September's also my least productive month anyway, so this being a down month makes a lot of sense.
Early October: New game prep/start.
IF YOU'RE GOING TO HAVE -ANY- PROBLEMS WITH AUGUST, TELL ME ASAP.
None.
Levelup-wise, Psychic Warrior 1/Dervish 6
+2 to init, +1 to all saves and BAB
Bonus fighter feat from PW goes to GTWF. Exciting!
I went for the Empty Mind you recommended the previous time for the lvl1 psychic power.
I don't foresee any issues with August.
Myann reaches level 10.
- Witch 9 and Ranger 10.
- 1 on a d8 for a total of 7 and a grand total of 154 hp.
- +1 BAB for a total of +10.
- She gets improved critical bite/claw in ferocious slayer form. Nifty.
- Myann gets a new favored enemy. She selects dragons. In addition, she raises her bonus against fey to +6.
- I forgot to give Myann her bonus feat at level 8 for taking the spell-less ranger variant. Whoops! Let's fix that now. She selects improved favored enemy.
- Myann gains level 10 witch spellcasting. She gains the following spells known: 1 cantrip and 1 5th level spell (plus the fey bloodline one). She gains another 4th level spell per day and 3 5th level spells per day. Myann selects resistance for the 0 level spell. Her 2 5th level spells are TBA in another post.
- +1 fort/ref saves.
- Skills go up as normal.
Decent level. I'll know more once I get spells sorted.
I was going to say I'd use my skillpoints to get Knowledge: Arcana in order to get the +2 to Spellcraft, but since that isn't a Druid class skill I can't!
Dune: Could I pick up some more languages to understand all the books we have in our castle?
What languages do you know?
Common, Druidic, Elven, Orcish, Sylvan, Draonic, Dwarven, Kobold
Myann grabs True Seeing and Seeming (Fey Bloodline) as her spells. These are both placeholders, customized spells will come soon. I just haven't had any inspiration or willpower to deal with them this weekend.
It's highly unlikely either spell will see play.
Quote from: Nephrite on July 18, 2014, 12:36:19 PM
Common, Druidic, Elven, Orcish, Sylvan, Draonic, Dwarven, Kobold
Possibly, but you'd need to find a teacher.
Then Gildas will ask Vasili if he's willing to do so.
Also, do I need to do any posting on my other odds and ends?
Dune, would there be any time for anyone to upgrade the Burning Claws as we work on the Magic Submarine or is that basically consuming Forgar's time?
Quote from: Nephrite on July 21, 2014, 11:18:14 AM
Then Gildas will ask Vasili if he's willing to do so.
Also, do I need to do any posting on my other odds and ends?
He's willing, bring it up if you have some time in town. You probably will.
Quote from: Nephrite on July 24, 2014, 11:25:10 AM
Dune, would there be any time for anyone to upgrade the Burning Claws as we work on the Magic Submarine or is that basically consuming Forgar's time?
That's taking up his time.
HEY LISTEN!
So the end of Vastwoods is coming up. If any of you have things you want to do before/after the final mantle quest, get them in order and post. Obviously, things after the final quest depend on how that shakes out. It shouldn't be anything too adventurery or combat heavy, as this is meant to be a chance to wrap up loose character ends.
Feel free to post these lists here.
-Upgrade the Burning Claws, possibly with Vasili's assistance.
-I assume Gildas could probably do this himself if he can find the correct books, which will most likely lead to Vasili teaching him the languages he's missing.
-Get the Sword Uncursed and give it to Kral.
-Also, Gildas would like to talk to Kral about the foundation of The Circle. He has some ideas, but would like confirmation.
-He'd like to talk to Enforcer or the other two Fellowship members if they're willing. Not about anything specific really, but he'd like to hear more about them since he doesn't really know very much. This is also something he might ask Vasili's assistance for.
-Oh yeah! He'd go investigate that golem and the barrier that are underground too.
The first three sound good. The last isn't worth much of anything. I'll spoil this since I don't want to spend end-game time on a lark - it just connects to previous paths you could've taken (including some destroyed when the kobold boom happened) and was the intended path to that shrine by the purple lake. It can be opened on the other side and is little more than a boss room barrier. It prevents anyone from going forward until the guardian is defeated. It's a fight you'd shred now without any difficulty or danger.
There's a few minor treasures you missed, but a good deal of the entire thing was sealed off or collapsed by that kobold boom.
Fair enough! I had a feeling that's probably where it went.
Yeah, it wasn't too hard to figure out since he gave you the quest in the first place.
Gildas takes the two treasures and also the herbs from the herb room including his sedative. -- I never bothered to check as to what all of this actually entailed. Is any of it of any use or value?
Gildas also takes some obscure plants! -- This one too. We can just plant them and see what happens someday.
Here are a few treasures we can probably sell off if we feel like it since they're really of no use to us, unless the cloak is better than I think it is.
Ankh of the Second Life
This ankh increases the wearer's channel energy damage by 1d6. If used by an undead creature, it grants them fast healing 2.
The lance is a wood lance+1. In the hands of a creature made of wood, it functions as a lance+2, keen.
[16:16] <Nephrite> roll 3#1d20+25 for the three spears too because I never actually identified them
[16:16] <Serith> Nephrite roll for Serith < 40, 32, 45 >
[16:11] <Nephrite> roll 1d20+25 for the kobold cloak we never identified
[16:11] <Serith> Nephrite roll for Serith < 26 > [d20=1]
[16:12] <Ko-DireBearsequal2Hannas> Congratulations, your dire bear from is 2 Hannas tall. So it is ruled.
[16:12] <Ko-DireBearsequal2Hannas> Now work.
[16:12] * Ko-DireBearsequal2Hannas is now known as Kowork
[16:12] <Nephrite> roll 1d20+25+2 using Forgar's doodliedoo thing because c'mon Serith
[16:12] <Serith> Nephrite roll for Serith < 35 > [d20=8]
Also, follow-up question, would the scrolls from Forgar's shop sell for half price or full price of the listed SRD numbers?
Quote from: Nephrite on July 24, 2014, 05:20:59 PM
Gildas takes the two treasures and also the herbs from the herb room including his sedative. -- I never bothered to check as to what all of this actually entailed. Is any of it of any use or value?
Nothing noteworthy.
QuoteGildas also takes some obscure plants! -- This one too. We can just plant them and see what happens someday.
Noted. Mention this in the post game and we'll cover it.
Quote[16:16] <Nephrite> roll 3#1d20+25 for the three spears too because I never actually identified them
[16:16] <Serith> Nephrite roll for Serith < 40, 32, 45 >
[16:11] <Nephrite> roll 1d20+25 for the kobold cloak we never identified
[16:11] <Serith> Nephrite roll for Serith < 26 > [d20=1]
[16:12] <Ko-DireBearsequal2Hannas> Congratulations, your dire bear from is 2 Hannas tall. So it is ruled.
[16:12] <Ko-DireBearsequal2Hannas> Now work.
[16:12] * Ko-DireBearsequal2Hannas is now known as Kowork
[16:12] <Nephrite> roll 1d20+25+2 using Forgar's doodliedoo thing because c'mon Serith
[16:12] <Serith> Nephrite roll for Serith < 35 > [d20=8]
Also, follow-up question, would the scrolls from Forgar's shop sell for half price or full price of the listed SRD numbers?
They'd sell for whatever you could get for them, realistically. I'm not worrying about SRD standard prices much this game. If you're talking about buying them -from- Forgar, normal price-ish. Ask if you have ones you're interested in.
As for the identification shenanigans, port that over to loot.
I wanted to sell them to see if I could come up with the 3,000 gold needed for the upgrade to the Claws.
EDIT: Them being the Ankh, the spears, the herbs, etc, and the scrolls too.
Quick reminder: Have those new game suggestions ready for when Vastwoods ends. I'll be asking for them and hoping for lots of interesting fodder.
A few bits of random material.
1. I treat you all as 13-14th level characters for designing challenges. The bonus dungeon had so many boosts that you're way stronger than you should be. Should be obvious, especially in hit points.
2. The Devil's Mask fight today was a bonus boss. You unlocked it by clearing the bonus dungeon and using the Ourulgia against the Devil's Mask. He wasn't the hardest fight ever, but it was a little extra brawl.
Crossposting this in case anyone missed it.
> As far as removing mantles go, John would already know the answer. Could be done, but wouldn't stop new mantles from going out. It's possible powerful Sidhe would also regain mantles over time, too. Extremely powerful ones might even be able to resist if they're old enough, since the connection would be so well established. That might be a scant handful at best, though.
Since it can't happen now, let me elaborate how plan Tangles would have worked out.
On hooking her up to the system, there were three choices. I'd roll a d3 to see which happened.
1. The forced connection rouses the natural function of the mantle system. It overcomes the anomaly in her through sheer power and 'fixes' her. This is what happened with the release of energy today, same principal.
2. She's incompatible and the clashing energies would tear her apart. She'd be toast but it wouldn't risk destroying the mantle system. A horrible tragedy, but one that isn't a game over.
3. You manage to impose her akin to an actual mantle to the system. From here, there's three possibilities.
a. Only fey are effected. All fey become like Tangles, albeit with mantle powers. Not a bad result at all.
b. All living, intelligent creatures are affected. Basically, all the world becomes pixies with mantles. It's a thing.
c. The entire world is affected. Reality is directly changed in a way where the concept of pixies is dominant. Everyone is a pixie, everything is based around them and life matches in an innocent sort of way. It's not a bad ending, but it's a radical change in reality.
Quote from: Anastasia on August 11, 2014, 05:06:03 PMc. The entire world is affected. Reality is directly changed in a way where the concept of pixies is dominant. Everyone is a pixie, everything is based around them and life matches in an innocent sort of way. It's not a bad ending, but it's a radical change in reality.
Rules of pixie reality:
1. Everything is the size of a pixie, with the world adjusted to match. It's a word of pixies living in giant trees, mushroom houses (not entirely Myann's fault here), pixies riding dragonfly horses and so on.
2. The world naturally provides the food pixies need. There is some agriculture for luxury foods and goods, but this is optional.
3. Most people are stuck in an innocent, happy version of late childhood. That sense of discovery and fascination with life never fades away.
4. The world settles into a pleasant, 4-season pattern regardless of geography. Forests and plains dominant, with only a few mountains. More extreme terrains don't occur. There are smallish inland seas, but no true oceans. This results in a huge upswing in inhabitable landmass. Weather patterns cooperate despite how much this change would screw everything up.
5. All pixies can cast dimension door at will. This is instinctively used when a pixie is in any danger of being trapped. Imprisonment is impossible barring extremely rare circumstances. A pixie imprisoned for more than a few weeks will likely die.
6. The Stratum has kittens as everyone up there has a giant WTF. The changes don't reach up there, as what they have with Unison is able to sit the mantle system down and tell it no. What they'll do is anyone's guess.
7. Sexual reproduction ceases to occur. New pixies are born in blossoming flowers. The birth rate is regulated by the mantle system. Some pixies form families and adopt pixies born near them, while others form communal structures. It varies.
8. Gildas is the world's first and only bear pixie. How this works is a mystery best left to the sages.
To be honest, this world would be like something out of a child's cartoon. It's not a bad end at all, so long as you don't mind throwing away maturity and adult perspectives on life.
Quote from: Anastasia on August 12, 2014, 11:44:49 AM
8. Gildas is the world's first and only bear pixie. How this works is a mystery best left to the sages.
I'm almost sad it will never come to pass. Almost.
Quote from: Nephrite on August 12, 2014, 12:07:34 PM
Quote from: Anastasia on August 12, 2014, 11:44:49 AM
8. Gildas is the world's first and only bear pixie. How this works is a mystery best left to the sages.
I'm almost sad it will never come to pass. Almost.
A six inch tall, snarling bundle of cute bear maiming. What's not to be sad about?
Oh and Neph, you saw Cor's post in downtime/away today, right? We're back on today.
Si.
Awesome, glad you did. So we game today.
Congratulations, you did it! The fey mantles are fixed and the world is safe!
What I'd like from each of you is a list of anything you'd like to wrap up next week. Extremely minor things may be handled here if they aren't worthy of a scene. Come next Thursday or Monday (depending on how scheduling and pace works), we'll do a concluding scene to wrap the game up. If you don't have anything you want to do as wrap up, say so.
John will gently (as gently as someone with no ranks in diplomacy can anyway) break up with Missy-Anne, I suppose.
He's not going to hit up Em/Lesea/Imaginary Maiden #5 immediately afterwards, so just leave what happens after that open.
Figure that's about it for him.
I'd like to start something with getting ahead of potential future problems. So that means having Myann assert control over her court of local fey, and probably visits to that old king. And maybe Piney and Lady Valisha? Ideally, get something going with working together in mind, before either local fey or humans decide to just snap and start any fights. Plus, it'd be nice to have an oral/recorded history going so there's at least a chance people won't make the same mistakes in the future (different ones are okay).
Stratum-wise, I think it would be neat if we just heard how things are going there, from Myann or Ribby or even that dragon. Whichever works. If it sounds like there's potential for trouble, we could always end the game by preparing for the next great adventure rather than as 'and then they settled down'.
Let's say hi to Vasili, too, and see if the damned skeleton got killed or something. Even if not, Vasili's the chillest vampire ever and a pal.
Not really forcing my opinions on the others.
Gildas wants to have Vasili help him Uncurse the sword from the Circle and give it to Kral as a gift, effectively to try and repay him and the others for their help. He'd also like to ask Kral about the history of the Circle and just what the FUCK the panther, fish and other things actually were and if they were effectively the same as Gildas and the others -- in sofar as they were all journeying together and happened across a mantle that they happened to get power from.
He would like to try and find The Enforcer and the other Fellowship members and talk to them if they're willing. He just wants to know more about them and what forced them to come to their conclusion. He really would like to be friends with them if they're willing to do so.
He wants to go back to the Stormgate with Myann to see what's changed up there. He'd also like to visit the fey realm (maybe with Myann again, if she wants to go) and visit Broadpyne, Valisha and the King. He wants to see if anything seems different there and if the fairy circles still function normally. The latter sounds like it might coincide with what Cor was suggesting.
He'd also like to try and find the Dreamer just to see what may have changed for her, which is probably something he can do while... dream...ing?
If I think of anything else I will add it here.
Quote from: Ebiris on August 12, 2014, 03:48:56 PM
John will gently (as gently as someone with no ranks in diplomacy can anyway) break up with Missy-Anne, I suppose.
He's not going to hit up Em/Lesea/Imaginary Maiden #5 immediately afterwards, so just leave what happens after that open.
Figure that's about it for him.
Okay, fair enough. We'll cover that Monday or Tuesday.
Quote from: Corwin on August 12, 2014, 03:50:58 PMI'd like to start something with getting ahead of potential future problems. So that means having Myann assert control over her court of local fey, and probably visits to that old king. And maybe Piney and Lady Valisha? Ideally, get something going with working together in mind, before either local fey or humans decide to just snap and start any fights. Plus, it'd be nice to have an oral/recorded history going so there's at least a chance people won't make the same mistakes in the future (different ones are okay).
Okay, fair enough. We'll touch on it - a lot of it's stuff that doesn't need to be seen IC, since she has a royal mantle. Most fey are going to shut up and do what she says without a second thought anyway.
QuoteStratum-wise, I think it would be neat if we just heard how things are going there, from Myann or Ribby or even that dragon. Whichever works. If it sounds like there's potential for trouble, we could always end the game by preparing for the next great adventure rather than as 'and then they settled down'.
Fair enough and the Stratum could be a fun point to start a new game from, too. Good idea.
QuoteLet's say hi to Vasili, too, and see if the damned skeleton got killed or something. Even if not, Vasili's the chillest vampire ever and a pal.
Not really forcing my opinions on the others.
Sure, he's around, remember.
I'll deal with you early week, since these'll take a few days.
Quote from: Nephrite on August 12, 2014, 03:52:36 PMGildas wants to have Vasili help him Uncurse the sword from the Circle and give it to Kral as a gift, effectively to try and repay him and the others for their help. He'd also like to ask Kral about the history of the Circle and just what the FUCK the panther, fish and other things actually were and if they were effectively the same as Gildas and the others -- in sofar as they were all journeying together and happened across a mantle that they happened to get power from.
Okay, should be able to knock that out without difficulty.
QuoteHe would like to try and find The Enforcer and the other Fellowship members and talk to them if they're willing. He just wants to know more about them and what forced them to come to their conclusion. He really would like to be friends with them if they're willing to do so.
Could do that, but it's almost certainly beyond the scope of the post game. They aren't around locally, so finding them would be a great adventure of its own.
QuoteHe wants to go back to the Stormgate with Myann to see what's changed up there. He'd also like to visit the fey realm (maybe with Myann again, if she wants to go) and visit Broadpyne, Valisha and the King. He wants to see if anything seems different there and if the fairy circles still function normally. The latter sounds like it might coincide with what Cor was suggesting.
I'll weave something there together with you three, sure.
QuoteHe'd also like to try and find the Dreamer just to see what may have changed for her, which is probably something he can do while... dream...ing?
Sure, we can try some of that.
QuoteIf I think of anything else I will add it here.
Just make a new post so I don't miss the edit.
[/quote]
As we're sorting the above out, I now open the floor for questions about the game, gaming world and whatever else related to it you please. I reserve the right to not answer a question, mostly if it'll be covered in post game events anyway, or may be something I feel is best kept mysterious.
Would going down instead of up at the dream mountain have been harder or easier, and would the rewards have been greater or lesser to match?
How close did we come to failing? And did we miss any of the subgoals?
When we first met Vasili, Gildas failed a will save against him. Do you have any idea what that was for?
How was Gildas supposed to get his arm repaired if we hadn't come across Forgar?
What was Esona's deal, anyway? She seemed like she had a hate-boner for Fey.
We met the Ex-King of the Fairies and met Prince Broadpyne. Is there an actual King/Queen right now (besides Myann)?
Quote from: Ebiris on August 12, 2014, 04:09:59 PM
Would going down instead of up at the dream mountain have been harder or easier, and would the rewards have been greater or lesser to match?
You'd have gotten a bit more treasure and fought a few more things. By brute forcing a lock, you skipped that area. It was meant to be the starting section. The dungeon was fairly linear all told, mostly due to the size and the factors involved.
Quote from: Corwin on August 12, 2014, 04:11:24 PM
How close did we come to failing? And did we miss any of the subgoals?
You mean with the mantle system or something else?
Quote from: Anastasia on August 12, 2014, 04:12:43 PM
You mean with the mantle system or something else?
The mantle system, with both our roll-based changes.
Quote from: Nephrite on August 12, 2014, 04:11:48 PM
When we first met Vasili, Gildas failed a will save against him. Do you have any idea what that was for?
To be honest, I don't recall, and my notes aren't being helpful here. I'll come back to this if I can dig up more info later.
QuoteHow was Gildas supposed to get his arm repaired if we hadn't come across Forgar?
Burn it out via lava, as was suggested in the first place. Forgar was a lucky break.
QuoteWhat was Esona's deal, anyway? She seemed like she had a hate-boner for Fey.
She was a hardass, mostly. She was trying to a job done in bad circumstances and not quite measuring up to it. She misplayed a few things, including (arguably) the party early on. Things didn't work out for her at all.
QuoteWe met the Ex-King of the Fairies and met Prince Broadpyne. Is there an actual King/Queen right now (besides Myann)?
The fey courts are regional, just like nations. The Kings and Queens are aloof, since they're routinely bored of lesser fey. They tend to be ancient with terrifyingly powerful mantle combinations, so warped and twisted that they're each unique creatures. While they don't reach the sheer power of a sane fey, they're still quite potent should they be roused to conflict.
King Applepine and Queen Lasriva. Prince Broadpyne was named by his father, if you couldn't guess.
Quote from: Corwin on August 12, 2014, 04:14:42 PM
Quote from: Anastasia on August 12, 2014, 04:12:43 PM
You mean with the mantle system or something else?
The mantle system, with both our roll-based changes.
You came within one more failure of blowing it up on that close all. Otherwise, you all succeeded. Usually not by much, but you pulled it off.
Failure would have been death and a bad end, and probably the destruction of the layer you were on and a few above and below. The Stratum would've survived with heavy damage. Playing with controlled super-nuclear fusion is dangerous.
How do the fey procreate? I don't know that that ever really came up and if it did I probably missed it.
As normal creatures, with whatever modifications their mantles would imply. It's best not to think too much of it.
So Myann isn't going to suddenly barf out a mushroom baby? Good to know.
Quote from: Nephrite on August 12, 2014, 04:44:25 PM
So Myann isn't going to suddenly barf out a mushroom baby? Good to know.
Not gonna happen, no.
Thanks for that.
Kids inherit mantles?
Quote from: Corwin on August 12, 2014, 04:59:17 PM
Thanks for that.
Kids inherit mantles?
They'll be born as fey and be assigned mantles in time. This came up when Myann was struggling with her own.
The parent's mantles influence the odds of getting related mantles, but it's not 100%.
Was Prince Broadpyne the highest-ranking fey in our territory, barring the Ex-King?
What was his mantle, anyway? Just "trees" and royalty?
Quote from: Nephrite on August 12, 2014, 05:50:34 PM
Was Prince Broadpyne the highest-ranking fey in our territory, barring the Ex-King?
What was his mantle, anyway? Just "trees" and royalty?
King Applepine and Queen Lasriva outrank him, but aren't inclined to interfere with you for a variety of personal reasons.
Trees, Flesh and Royalty. Flesh...well, you saw the faces.
We were probably too boring and inconsequential initially and now they're just like "well damn, let's not bother them."
Maybe they'll come visit on Myann and Feather's anniversary and bring apple pies.
Quote from: Nephrite on August 12, 2014, 10:40:53 PM
We were probably too boring and inconsequential initially and now they're just like "well damn, let's not bother them."
Maybe they'll come visit on Myann and Feather's anniversary and bring apple pies.
Perhaps they will. That's actually quite possible. Scary, no?
I have another question that is kind of weird -- but kind of not. If the mantle system were to assign a mantle to the group, would it have actually chosen the same ones?
For example, if we assume Myann had never been cursed, but somehow the Mantle system picked her up, would her "fate" have been mushrooms, or is that impossible to know? Well, I realize it's impossible because it never happened, but you know what I mean, I hope.
Quote from: Nephrite on August 12, 2014, 11:09:00 PM
I have another question that is kind of weird -- but kind of not. If the mantle system were to assign a mantle to the group, would it have actually chosen the same ones?
For example, if we assume Myann had never been cursed, but somehow the Mantle system picked her up, would her "fate" have been mushrooms, or is that impossible to know? Well, I realize it's impossible because it never happened, but you know what I mean, I hope.
The system takes a few things into account.
1. Natural compatibility. Some people are just better suited for some mantles than others. This also covers the children of Sidhe, as they tend to have some of the traits that made their parents fitting for their own mantles.
2. Circumstances. While a minor role, circumstances can impact what mantle is given. Certain mantles - mostly royalty and extremely rare/powerful ones - are regulated by the system so they aren't given out often. Likewise, a creature with a circumstantial affinity when the system chooses a mantle might influence that choice.
3. Dumb luck. The system (barring direct guidance, such as the PCs controlling which mantle is chosen) has a small but noticeable margin of error. Sometimes this means a fey gets a different mantle.
In Myann's case, she's naturally suited to mushrooms. Her body's conditions are more favorable than average to fungi. She wouldn't always get a mushroom mantle, but she'd favor it statistically.
Of course, you all can bypass that by going to the system and choosing what mantle a creature gets on connection.
Also, since this touches on it, likely mantles for each PC.
Feather: Wolf.
Gildas: Bear and a mantle related to life. Life itself or something similar, it would depend.
John: Ant.
Due to the abnormal energy the party's been saturated with, they'd have an elevated chance of getting a mushroom mantle. Except the system generally won't hand that one out with Myann right there, as it's a rarer mantle. Mushroom's a hell of a broad category, somewhat akin to mammal, metal or other encompassing categories. Compare and contrast with more focused mantles like wolf or bear.
You could force that with the system if you wanted. You'd advance rapidly and develop a second mantle within a few months, as you're already well saturated with mushroom energies.
Also, regarding Tangles. She normally wouldn't be slated for any mantle, as she was an anomaly. She got gold because of the coin thing Myann's royalty mantle does. It was the only effect there that wasn't a rare mantle, as both royalty and mushrooms weren't going to be given to her.
In the event Tangles somehow got a mantle without that influencing things, she'd probably get a common, generic one.
Would the party know which mantles were actually "stronger" now, since they've seen the core of the system? I would assume something like Dragon, Sun or Distance probably rank much higher than Bird or something?
I also thought of something else I would like to do, go see the Sidhe Scholar.
Quote from: Nephrite on August 13, 2014, 08:50:23 AM
Would the party know which mantles were actually "stronger" now, since they've seen the core of the system? I would assume something like Dragon, Sun or Distance probably rank much higher than Bird or something?
Strength is essentially two fold.
1. Scope. The more the mantle oversees, the more powerful it is considered. Myann's mantle oversees an entire biological kingdom, so it would be equal to a mantle that oversees all plants or all animals. (As an aside, animals wouldn't cover intelligent creatures in Vastwoods. While I'm largely using modern scientific definitions for ease of use, the abundance of different sentient creatures requires a different touch.)
2. Relative importance/power. You're right about the second part. This is all relative and case by case, but some mantles represent things that are simply stronger.
Quote from: Nephrite on August 13, 2014, 10:20:51 AM
I also thought of something else I would like to do, go see the Sidhe Scholar.
Okay, noted.
Fairy Fairness
An axe made of cold iron and anathema to the Fair Folk. Said to be able to negate the curses of the fairies, as well as shatter the magic they wield. Last seen two centuries ago in the possession of Sir Clespal of Pelor, who vanished on a mission to liberate a village from a fairy's machinations.
Was this Axe made by the same person (or persons) that made Oru...Oruru... Orugl... the Fairy Knife?
Quote from: Nephrite on August 13, 2014, 11:27:38 AM
Fairy Fairness
An axe made of cold iron and anathema to the Fair Folk. Said to be able to negate the curses of the fairies, as well as shatter the magic they wield. Last seen two centuries ago in the possession of Sir Clespal of Pelor, who vanished on a mission to liberate a village from a fairy's machinations.
Was this Axe made by the same person (or persons) that made Oru...Oruru... Orugl... the Fairy Knife?
Ourulgia.
No, it wasn't. It was made by a sorcerer who got the wrong end of a deal with a Sidhe. He poured all his rage, betrayal and frustration into Fairy Fairness. Turns out it worked out aces.
The fey made a lot of enemies throughout the years, so this shouldn't surprise anyone.
Was Ourulgia made in a similar vein, or was it more of a focused creation? How'd it even end up in that sealed off place, anyway?
Quote from: Nephrite on August 13, 2014, 12:40:12 PM
Was Ourulgia made in a similar vein, or was it more of a focused creation? How'd it even end up in that sealed off place, anyway?
Far more focused. It ended up there 'cause the dwarves there got it, wanted it as a contingency weapon and didn't want the spiritmen raising hell about them having it.
So what would've happened if Myann's mushroom mantle was used to redefine the mantle system?
First of all, there's a 50/50 chance it would kill her. It would be a fort save with the DC adjusted so that it's a coinflip.
That said, you'd essentially end up with the Mushroom Kingdom from Mario. It would be a happy, bright world of mushroom men, whimsical adventure and happy lives. Death would have no dominion there, as extra lives would be an actual thing. No more losing friends. The layers would adjust and change to fit this vision. Likewise, since even a happy story needs opposition, Myann's mantle would choose something fun and innocent to use as an 'enemy' - Ally, the stuffed turtle toy Feather got for her.
It's pretty nice if you don't mind being part fungi.
A question for all of you.
If this game had gone to a higher level, what were you going to do with your build? What feats, classes, spells and so on were you interested in? Pure curiosity.
I'd probably go back to monk now that I have greater concealing amorpha and take that until I get perfect flurry. Stick with rogue on the other side. Didn't really have anything further in mind to aim for.
Quote from: Ebiris on August 13, 2014, 02:28:48 PM
I'd probably go back to monk now that I have greater concealing amorpha and take that until I get perfect flurry. Stick with rogue on the other side. Didn't really have anything further in mind to aim for.
Fair enough. That+invis is an incredibly potent defensive array. If that didn't work, you could also go into War Mind or a similar PrC for some added psionic boosts, too.
I would've kept leveling Druid and the Battle Shifter PrC until it was capped out with fun things like shapeshifting into dragons and other nonsense. After that I probably would've tried to find something else to further enhance the shapeshifting abilities.
I wanted to get the latter Dervish abilities. Ah well. I really wanted to use TWF with the Dervish dance, so at least the Fighter dip got me those for the ending.
Exploring the Psychic Warrior side is a definite possibility. It's the first time I really touched psionics, so it could've been a decent chance to brush up on them. Possibly a berserker dip if it made sense in-game at some point.
See about a second mantle to match Myann later on. Not really looking for power, but it's versatile and neat so why not?
Quote from: Nephrite on August 13, 2014, 02:52:43 PM
I would've kept leveling Druid and the Battle Shifter PrC until it was capped out with fun things like shapeshifting into dragons and other nonsense. After that I probably would've tried to find something else to further enhance the shapeshifting abilities.
Sounds about what I figured. I'm not sure there's a lot out there, but you could probably have dug up something or another.
Quote from: Corwin on August 13, 2014, 03:00:18 PM
I wanted to get the latter Dervish abilities. Ah well. I really wanted to use TWF with the Dervish dance, so at least the Fighter dip got me those for the ending.
Exploring the Psychic Warrior side is a definite possibility. It's the first time I really touched psionics, so it could've been a decent chance to brush up on them. Possibly a berserker dip if it made sense in-game at some point.
See about a second mantle to match Myann later on. Not really looking for power, but it's versatile and neat so why not?
/me nods. I wanted to see more dervish as well, but I think you proved how handy dervish dance was already. That+skirmish produced when you needed them to.
Yeah, I made a point to try and intro all of you to psionics this campaign. Just a little bit to see how you like them. Happened for you right at the end of the game, so wasn't much more than a taste.
Yeah. I'm not sure what second mantle you'd get, assuming you didn't use the mantle system to choose it yourself. That's farther down the road, though. It's fun and useful, so long as it doesn't drive you looney toons.
Isn't it obvious? The plumber mantle.
Quote from: Corwin on August 13, 2014, 03:07:00 PM
Isn't it obvious? The plumber mantle.
Hahhahahahahahahhahahaha.
I don't think there's such a mantle. Yet.
Quote from: Anastasia on August 13, 2014, 03:02:00 PM
Quote from: Nephrite on August 13, 2014, 02:52:43 PM
I would've kept leveling Druid and the Battle Shifter PrC until it was capped out with fun things like shapeshifting into dragons and other nonsense. After that I probably would've tried to find something else to further enhance the shapeshifting abilities.
Sounds about what I figured. I'm not sure there's a lot out there, but you could probably have dug up something or another.
My level 12 Feat was going to be Frozen Shapeshift, so I probably would've taken a sort of ice-themed somethingorother or just made it up as we went along.
Quote from: Nephrite on August 13, 2014, 03:11:39 PM
Quote from: Anastasia on August 13, 2014, 03:02:00 PM
Quote from: Nephrite on August 13, 2014, 02:52:43 PM
I would've kept leveling Druid and the Battle Shifter PrC until it was capped out with fun things like shapeshifting into dragons and other nonsense. After that I probably would've tried to find something else to further enhance the shapeshifting abilities.
Sounds about what I figured. I'm not sure there's a lot out there, but you could probably have dug up something or another.
My level 12 Feat was going to be Frozen Shapeshift, so I probably would've taken a sort of ice-themed somethingorother or just made it up as we went along.
That makes sense. What about spells and the like? Had you decided on any?
Probably would've stuck with utility spells and specialized in more custom ones for ice bonuses.
Quote from: Nephrite on August 13, 2014, 03:53:53 PM
Probably would've stuck with utility spells and specialized in more custom ones for ice bonuses.
Figures. You have a flair for those, I think, more than just direct damage spells. That and healing, but healing's always important.
Also, what level range interests y'all for the coming game?
It honestly depends, for me. If this is a world we can grow in and affect as we become more powerful, it's more fun to start small and build up. From the 3-5 range, easily.
If it's intended as a shorter, self-contained adventure, say Vastwoods-style, 10-15 would be cool.
I figure 5 and upwards depending on what suits the scale of the plot?
Quote from: Corwin on August 13, 2014, 06:44:45 PM
It honestly depends, for me. If this is a world we can grow in and affect as we become more powerful, it's more fun to start small and build up. From the 3-5 range, easily.
If it's intended as a shorter, self-contained adventure, say Vastwoods-style, 10-15 would be cool.
It'll probably be longer unless everyone wants a short game. That's your call to speak up if so.
Quote from: Ebiris on August 13, 2014, 06:53:45 PM
I figure 5 and upwards depending on what suits the scale of the plot?
To be announced but probably fairly long. I'm just looking for general preferences here.
Also, are there any particular classes/material y'all are interested in?
Depending on setting and party balance I'd probably go for an intellectual psion or a scary barbarian.
Oh, something I meant to raise, but you know how you have Knowledge (Local) subdivided so you have to tag it to a specific location? Can you change that?
It just feels really lame that someone with knowledge (nobility) can talk about the baroness of lesser nowhere, the duke of elvendom, the queen of the desert dominion, and the duchess of desire on the seventh plane of the abyss with equal aplomb, but someone lumbered with knowledge (local) (elftown) can't identify a human or know who the biggest ale-brewer in dwarftown is.
Relevant if I go with the intellectual psion.
Quote from: Ebiris on August 13, 2014, 08:06:04 PM
Oh, something I meant to raise, but you know how you have Knowledge (Local) subdivided so you have to tag it to a specific location? Can you change that?
It just feels really lame that someone with knowledge (nobility) can talk about the baroness of lesser nowhere, the duke of elvendom, the queen of the desert dominion, and the duchess of desire on the seventh plane of the abyss with equal aplomb, but someone lumbered with knowledge (local) (elftown) can't identify a human or know who the biggest ale-brewer in dwarftown is.
Relevant if I go with the intellectual psion.
Yeah, I'll toss some houserule or another at it. I more or less agree.
I'll figure out something concrete down the line.
Whatever level range is fine with me, but I'm with Cor, in that if it's longer (since it sounds like it will be) that we start around where we did for Vastwoods and go from there.
I don't know enough about material to make any comments on that.
Class-wise, I was leaning towards Paladin/Bard as a combo, so I'd probably need to do some research on those.
If that steps on toes, then maybe something like Knight.
Quote from: Nephrite on August 13, 2014, 08:22:49 PM
Whatever level range is fine with me, but I'm with Cor, in that if it's longer (since it sounds like it will be) that we start around where we did for Vastwoods and go from there.
I don't know enough about material to make any comments on that.
Class-wise, I was leaning towards Paladin/Bard as a combo, so I'd probably need to do some research on those.
If that steps on toes, then maybe something like Knight.
Right. I talked to you about paladin/bard before. I'd recommend the paladin of freedom variant and CG alignment. That lets you get your alignment issues in a row, rather than try to work two alignment-incompatible classes together. Paladin of freedom can be found here: http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinofFreedomClassFeatures A few notes to further elaborate how this works.
1. You get an aura of resolve instead of an aura of courage. It's about a reasonably equal trade barring campaign specific circumstances.
2. Paladins of freedom are also affected by the houserules I run for paladins. They are: Charisma for spellcasting instead of Wisdom, K:P as a class skill and paladins can multiclass and then return to paladin freely. These are all gains.
3. Paladin of freedom qualifies for any non-core paladin spellcasting options, except for those that have the lawful descriptor.
4. Speaking of, you'll have two sets of spellcasting. Paladin spellcasting may be redundant depending on how you develop your bard side. If so, you may find it worthwhile to trade away the spellcasting. I'd recommend the Holy Warrior ACF from Complete Champion if so.
If you have some other way of working out paladin/bard, feel free to disregard all that.
As for Knight, it has some issues. I've put in a few houserules to prop it up, but it's really a surprisingly weak class. Especially since it came later in 3.5's lifespan. It's not that big a deal if it's part of a good gestalt, but heads up.
Sure, I'll start doing some reading on that combo.
You'll run into some economy of action issues, depending on what you want to be doing. Between fighting, smiting, casting and bardsong, you'll have a lot to do and only a round's actions to do it. So think carefully what you want out of the combo.
What went right and wrong this game, volume one.
What went right: Fey.
When I began designing Vastwoods fey, I wanted a few things. I desired alien fey that were both demented and disturbing, yet not something that can easily be solved with force of arms. In spite of all of that, I wanted them to be understandable. That's a tall order that the Vastwoods fey knocked out of the park.
Every encounter with the fey was a good one. The PCs had to deal with them in ways that didn't involve rolling for initiative, yet there was still danger and a need for good gameplay. There were strong visceral reactions whenever a Sidhe was seen in all their twisted glory. The party had to learn about them, figure out how to avoid being mulched and ultimately forging their own niche in a world with them. The fact that this lead to the Sidhe path for the endgame was neat.
What went wrong: Posting monster stats
Go back out to the post list for this board. See that perils of the Vastwoods topic, all forgotten and dusty? Yeah, I meant to do a lot more with that this game. With all the custom material I used along with other things, I was often running monsters by notes instead of full stats. So there was rarely anything worthwhile to post. This one's basically on me being lazy with writing out all the various customized bits for the campaign setting.
I may go and try and post what I do have that's remotely presentable.
Posting some miscellaneous stuff. This is a list of mushroom messages from Myann's mantle.
Myann's voice sounds in your mind!
Now would you like some mushrooms?
Mushrooms are important. You should have some.
Please take some mushrooms.
Toadstools are beautiful. Eat them.
It would make me happy if you treasure these mushrooms I'm giving you.
Let the fungus grow in you.
Today we will all love these mushrooms.
We are all mushrooms.
You are a mushroom.
Please eat the mushrooms.
The fungi are your friends so you should love them.
Build a home for all the mushrooms you have.
In the vastwoods topic for some reason. Posting this here since why not?
Inspiring
An inspiring weapon is charged with the creative energy of a factotum. Whenever the factotum spends inspiration points, an inspiring weapon deals an extra 1d6 points of damage for one round.
Inspiring
An inspiring weapon is charged with the creative energy of a factotum. Whenever the factotum threatens a critical hit, the factotum may spend two points of inspiration to automatically confirm the critical hit. If the weapon's critical hit factor is x3 or x4, it costs three points of inspiration and four points of inspiration, respectively.
Inspiring
An inspiring weapon is charged with the creative energy of a factotum. Whenever the factotum successfully drops an enemy in combat, they recover one point of inspiration. Inspiration gained in this way cannot exceed the factotum's starting inspiration.
A rejected lore update. It just wasn't interesting or going anywhere productive. The italics in it are messed up, but oh well.
Mantle Recordings
A transcription of information and ideas provided to Myann by her mantle over one hour's time.
Entries in italics are images. Myann does her best to describe them.
There are 49,301 mushrooms in this area. They are waiting for you.
Obtain all the mushrooms.
Are you hungry? Mushrooms will help.
A rotting wooden coffin sitting in the forest. It is overgrown with flat, wide mushrooms. These mushrooms eat corpses and grow from them. The mushrooms here desire for me to visit and to allow them to grow on my body.
A fire-gutted city. Here sickly, gray mushrooms grow in great strands like vines, hanging across the charred buildings. Occasionally the vines have been fastened into nooses, from which broken-necked skeletons hang.
Love the mushrooms and the mushrooms will love you.
Boil Nethen Mushrooms for 3 hours with half as much horse hair to make a cure for infection and pus.
I love you, Miss. Eat us. Eat us. Eat us. Eat us. Eat us.
Call us. Make the pigs more like mushrooms.
Shiny yellow and blue, give it to you from me.
A field full of fire mushrooms, stretching as far as the eye can see. They're all looking at you with loving, needy eyes.
Fungi are everywhere. Find us all.
There was mentioned a tombstone in the fey realm once a while back. I can't remember what it was, but I think Valisha or someone told Gildas it was a testament to a "fool" or something. Do you have any notes on what that was?
Quote from: Nephrite on August 14, 2014, 01:47:23 PM
There was mentioned a tombstone in the fey realm once a while back. I can't remember what it was, but I think Valisha or someone told Gildas it was a testament to a "fool" or something. Do you have any notes on what that was?
Someone went to the fey realms to pick a fight, so much so they had to kill him. Hence the tombstone - a small bit of respect curled up in a final insult. It does take balls to go to the fey world and start shit.
Unused treasure lot. This one's sort of a troll.
32,375 copper pieces
25 masterwork backpacks - 50 gold each
An unused, extremely minor treasure cache.
Leather pouch with 3 gold, 8 silver and 18 copper.
Light mace
3 tindertwigs
Unremarkable unused treasure lot.
375 gold
Scroll of Hold Animal - 150 gold
Potion of Cure Light Wounds - 50 gold
Agendas. Note if I missed anything or you want to add anything.
John, since you have the least, if you want to tag along on any of the trip out things, feel free to say so.
John
- Break up with Missy-Anne.
Feather
- Myann asserting control over local fey.
- Get info on the Stratum (probably last scene).
- Visit Vasili.
Gildas
- Uncurse that danged sword.
- Find the remaining fellowship (beyond the scope of the game, will be discussed IC).
- Stormgate visit + fey visit (ties into Feather's trip, will be combined).
- Try and visit the Dreamer in his dreams.
- Visit the Sidhe Scholar.
All
- One final scene to tie things together. This will be Thursday or next Monday, depending on how this week goes.
In combination with the sword, I'd like to have some time with Kral about the history of the Circle, if possible.
The skeleton ties in with Vasili. I wanted to visit the cool fey king, so while not explicitly listed for me it can be joint with the other fey visits/stuff.
Quote from: Nephrite on August 15, 2014, 08:38:45 AM
In combination with the sword, I'd like to have some time with Kral about the history of the Circle, if possible.
Sure. We'll sit down and do that at some point.
Quote from: Corwin on August 15, 2014, 09:50:48 AM
The skeleton ties in with Vasili. I wanted to visit the cool fey king, so while not explicitly listed for me it can be joint with the other fey visits/stuff.
Sure, so noted.
Yeah I'll back everyone up with the fey stuff.
Quote from: Ebiris on August 15, 2014, 11:52:18 AM
Yeah I'll back everyone up with the fey stuff.
Coooool.
We'll do fey stuff Tuesday. Monday will be dedicated to knocking out solo things.
Nevermind.
This is purely informal and -really- a rough draft, but here's an idea I have for an extra advancement system next game. Feats are used as placeholders, with the requirements being likewise placeholders. Let me know what you think.
Advancement Tracks
Each character chooses (1-3, not sure yet) advancement tracks and follows them. When they fulfill conditions on it, they gain extra bonuses for doing so. An example track is listed below.
Track of the Warrior
Condition 1: Battle Competency
Requirements
- Land 10 successful hits.
- Be missed by opponents 10 times.
- Defeat 10 opponents in battle.
Reward
Choose one of the following. The reward you choose will determine your path ahead.
Gain Weapon Focus (any single weapon) as a bonus feat.
Gain Dodge as a bonus feat.
Gain Cleave as a bonus feat.
Condition 2: Showing Mastery
Requirements
Weapon Focus Path: Kill 30 enemies with a weapon you have weapon focus with.
Dodge Path: Dodge 30 enemy attacks.
Cleave Path: Successfully cleave 30 times.
Reward
Weapon Focus Path: Gain Weapon Specialization in the weapon you have weapon focus in.
Dodge Path: Gain Mobility.
Cleave Path: Gain Great Cleave.
Sounds reasonable.
Quote from: Ebiris on August 16, 2014, 10:47:56 AM
Sounds reasonable.
Good. It's beta and will take some time to work out, but once I do it should be zero upkeep on my end. That's one of the big goals, since keeping track of all sorts of little things was a lot of DM effort.
I'm with Eb.
Quote from: Corwin on August 16, 2014, 12:04:47 PM
I'm with Eb.
Fantastic. What about you, Neph? Any opinion here on if this is a productive angle to work?
I think it's fine. Will there be hidden bonuses behind these more visible ones?
New question:
If Johann had succeeded (was that even actually possible?) what would've happened? Would the actual mantle system have registered a new type of mantle somehow, or would it have been independent?
This one might require a trip to the mantle system, but is it possible to "create" a mantle there? One that hasn't previously existed?
Quote from: Nephrite on August 16, 2014, 01:07:53 PM
I think it's fine. Will there be hidden bonuses behind these more visible ones?
Probably not. I may do occasional fiat bonuses in place of treasure, but not nearly as many as the Vastwoods.
Quote from: Nephrite on August 16, 2014, 10:27:55 PM
New question:
If Johann had succeeded (was that even actually possible?) what would've happened? Would the actual mantle system have registered a new type of mantle somehow, or would it have been independent?
Yes, Johann could have succeeded. He'd figured out enough to draw on the energies of undeath to fuel a single mantle. It wouldn't have the sheer kick of the mantle system and was really several hacks crammed together, but it would've worked. It would have been an independent mantle and an absolute nightmare as he would have had control over all of undeath. He could command them and turn creatures to the walking dead freely.
If he'd killed the party, the next game might've been about stopping him. Heroes sent to clear out a Vastwoods reduced to a bastion of the living dead, save for occasional fey outposts. They likely would have been allies of circumstance, since no one likes the undead. Except Johann.
QuoteThis one might require a trip to the mantle system, but is it possible to "create" a mantle there? One that hasn't previously existed?
There's generally no need to, as it's capable of assigning 'new' mantles if the natural world changes enough to warrant it. The system's through in that regard, as the fey who built it knew what was up.
Depending on how things go, we have 2-3 sessions left. Last call for anything you want to squeeze in.
Nope, besides the trip to the Stormgate, I think I've covered everything.
A few random notes from my stat tracking. These weren't updated for the bonus dungeon, which used a different advancement scheme. There's probably mistakes in here due to checking things in loot and not updating.
Let's list them here.
Fire resistance. Needs new number+1 for boost. 2=fire res 1, 3=fire res 2 and so on. Resets each increment. Full damage is 2, successful save is 1. Requires taking damage to register. At 5, go up to 6 and gain heat res+improved heat res.
Gildas 3/3
John 2/1
Feather 3/3
Competence bonus to reflex saves
Requires evasion. Needs 5 evasions for a +1 competence bonus, 10 for +2 and so on.
Gildas, 7, 2
Feather, 8, 3
John, 4, 2
Myann, 0, 1
Bonus feats for crits
More successful critical hits unlocks various bonus feats. 5 crits equals power critical and 10 equals improved critical. They're gained with the character's favored weapon type.
Porridge 2
Feather 14 (add in weapon chosen here)
Gildas 5
Myann 1
John 1
Stunning fist boosts
Number of stunning fist hits. Save is 1, no save is 2.
Gildas: 0 (+2)
John: 5 (+1)
Block shot hits. 25 gives weapon focus(ranged spell) or whatever it is, 50 gives a bonus spell.
Myann: 50
Feather dodges. 10 gives a +1 dodge bonus to AC. 20 gives +2 and so on.
Feather: 3 (+2)
Spellcraft checks 5 equals a +1 competence bonus, +5 for each additional.
Feather: 2
Tumble checks same as above
John: 2
Feather: 1
---
Weapon used to kill undead (10=undead bane special property, 30=Fiercebane undead, 50=+1 enhancement bonus boost. 100=intelligent weapon)
John: 41 (staff) 8 (unarmed)
Feather: 16 (sword), 9 (unarmed), 1 (bow), 4 (scimitar), 3 (greatsword)
Myann: 28 (spell), 14 (sword)
Gildas: 50
----
Lizard kills. 20 equals a +1 competence bonus to damage rolls against shocker lizards, 40 +2 and so on.
Feather: 25
Gildas: 20
John: 36
Myann: 11
Myann's final resource summary. Posted here for posterity.
Myann 12/12 c, 14/14 1st, 14/14 2nd, 14/14 3rd, 12/12 4th, 6/6 5th, 154/154
Edit: Party HP from topic added too.
Feather: 151/151, Gildas: 179/179, John: 160/160
In the Vastwoods world, what was the difference between pixies, fairies, Dryads and so on? Were they basically the ranks of the fey realm?
Quote from: Nephrite on August 21, 2014, 11:20:51 AM
In the Vastwoods world, what was the difference between pixies, fairies, Dryads and so on? Were they basically the ranks of the fey realm?
This was discussed in one of the lore books, so let me quote that.
QuoteTo understand the broad differences between each member of the Fair Folk, you must comprehend the following fact. Each Fair Folk is, beneath everything else, one of several known types. The complications come in that each type has unfathomable variety. This is because every Fair Folk, regardless of what type they are, takes on secondary aspects. These aspects are shared between the Fair Folk and manifest differently between each one. These aspects are known as mantles in Sylvan and will be referred to such from hereon.
These are the base creatures from the SRD or other sources.They're altered by the mantle system to be their own thing. Every pixie you met is a SRD standard pixie beneath the changes their mantles made to them.
Okay, so if in SRD a Dryad is stronger than a pixie, it may still be stronger in the Vastwoods naturally, but if the Dryad gets a weaker mantle, the Pixie probably ends up being stronger?
Also, Knight Fairwind, I believe, was the only person we found who was ever titled in such a way. Were there other roles within the courts, or was he special because of what he was before?
Oh yeah, whatever happened to the guy with the roses for eyes? I forget if he stayed with the Circle or wandered off on his own. I hope he wasn't there when the Fellowship stopped in.
Quote from: Nephrite on August 21, 2014, 11:47:27 AM
Okay, so if in SRD a Dryad is stronger than a pixie, it may still be stronger in the Vastwoods naturally, but if the Dryad gets a weaker mantle, the Pixie probably ends up being stronger?
Yes, that could be. Also, sometimes there's creatures with advanced hit dice and other things that influence how powerful they are. Beyond nobility and royalty, which were mantle provided, most Sidhe didn't harp on rank too much. That's why, as it tends to be a bit blurry unless one of those two mantles is in play.
QuoteAlso, Knight Fairwind, I believe, was the only person we found who was ever titled in such a way. Were there other roles within the courts, or was he special because of what he was before?
Yes. Courts vary on the Sidhe who run them. Roles vary from court to court. He wasn't particularly special due to his previous life.
QuoteOh yeah, whatever happened to the guy with the roses for eyes? I forget if he stayed with the Circle or wandered off on his own. I hope he wasn't there when the Fellowship stopped in.
He wasn't. Kral has an idea of where he is, but to be honest, he forgot about him with what happened.