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Successful Businessmanga
Mar 28, 2010

Monday might be a little sketchy for me, but until we're in the weekend I won't know. All the other times are fine for me.

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senrath
Nov 4, 2009

Look Professor, a destruct switch!


pre:
[ ] Fri, Jan 22
[ ] Sat, Jan 23

[X] Mon, Jan 26

[X] Wed, Jan 27
I have other games on Fridays and Saturdays.

Bacon In A Wok
Jan 27, 2014

gradenko_2000 posted:

I'd like to try and do a make-up session, so please let me know of your availability on the following days:

pre:
[ ] Fri, Jan 22
[ ] Sat, Jan 23

[ ] Mon, Jan 26

[ ] Wed, Jan 27
All still for our normal time of 8:00 PM EST, and then we'll still have our regular session on Thursday night, Jan 28

I am sorry I did not see the news of the potential Wednesday session before now - I could have made it.

I expect to be free for any of the sessions listed and will F5 the thread to be sure and be there once a session is set.

Bleu
Jul 19, 2006

I'll make whatever work.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Let's target Wed, Jan 27, which means we'll have back-to-back games!

Successful Businessmanga
Mar 28, 2010

Alrighty! :toot: see you then.

I'll probably be 15-20 minutes late on Thursday, I have to feed my parent's dog and run her around the block a few times while they're out of town. So feel free to start without me on that one.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Game tomorrow, folks!

Successful Businessmanga
Mar 28, 2010

See you all today!

I went back and filled in the cheat sheet correctly :v:, I forgot to reflect everyone's new hp and such. Discovered I forgot to update my max hp on Shenk's pog too, whoops!

Successful Businessmanga
Mar 28, 2010

Loot!

Hobgoblin booty: 121gp
Ambush booty: 380 gp

Shard gets a

Gambler's Suit +2 posted:

Level 6-1800gp
Enhancement: +2 AC
Rarity: Uncommon
Property: When you make at least two saving throws, you can choose to gain a +2 bonus to the first saving throw and take a -2 penalty to the second.
Power (Daily*Healing): Immediate Interrupt. An enemy hits you with an attack.
Effect: The triggering enemy rerolls the attack roll and must use the second result. If that result is a hit, the attack scores a critical hit.



Shenk takes Shard's old armor!

Repulsion Leather +1 posted:

Level 2-520gp
Enhancement: +1 AC
Rarity: Uncommon
Power (Daily): Minor Action. Whenever an enemy moves into an adjacent square, you can push that enemy 1 square as an immediate reaction. This power lasts until the end of the encounter.


Loot for the Pile

Vicious Short Sword +1 posted:

Level 2-520gp
Critical: +1d12
Enhancement: +1 attack rolls and damage rolls
Rarity: Common

Some bottles of wine? I missed what these were haha!

Successful Businessmanga fucked around with this message at 04:38 on Jan 28, 2016

Bleu
Jul 19, 2006

Sorry, y'all, I'm still trapped at work. :smith:

Successful Businessmanga
Mar 28, 2010

Bleu posted:

Sorry, y'all, I'm still trapped at work. :smith:

We just finished up :(, nothing plot important happened though! Just some hobgob combats that nearly killed me several times over!

The basics of the session.



We're still on for tomorrow too! So hopefully you can make it. :unsmith:

Successful Businessmanga fucked around with this message at 05:18 on Jan 28, 2016

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Post-session book keeping:

1. Updated map:


2. You all get to take an Extended Rest - all dailies come back, health comes back to full, full healing surges, all that jazz.
At no cost, since you've handled lots of encounters without stopping, you've discovered safe spots for resting, and particularly you've been beating encounters that are technically overtuned for the party.

3. ADP posted about loot! Thanks ADP!

Sinistral
Jan 2, 2013
Got called into work, going to have to miss tonight's session.

:(

Bleu
Jul 19, 2006

On my way, late as usual. Don't wait up for me, but I'll be there in about 40 minutes, tops?

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Bleu posted:

On my way, late as usual. Don't wait up for me, but I'll be there in about 40 minutes, tops?

We'll have to wait for you (no pressure!) because with Sinistral out I don't want to continue with just 3 people.

gradenko_2000 fucked around with this message at 02:01 on Jan 29, 2016

Bleu
Jul 19, 2006

God dammit train I don't care about your SIGNAL PROBLEMS I have to KILL THE HOBGOBLINS

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Map update:

Successful Businessmanga
Mar 28, 2010

Loot!

Golds!
380gp
121
2 gems worth 100g
270gp

Nando gets a

Phylactery of Divinity posted:

Level 6-1800gp
Head
Rarity: Common
Property: Gain a +2 item bonus to Heal and Religion checks.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Game tomorrow, folks!

Successful Businessmanga
Mar 28, 2010

Since the cathedral battle was our second encounter in a row don't forget to take an action point!

Gold: 1 gem worth 100gp
176 gp
180 gp in blood money.

Magic Items:

The group got a (Shenk is holding it)

Bag of Holding posted:


Level 5-100gp
Rarity: Uncommon
Property: This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound. Drawing an item from a bag of holding is a minor action.

out of a gross gore filled room.


Shenk picked up a pair of

Hedge Wizard's Gloves posted:

Level 4 840
Rarity: Uncommon
Power: (At-Will Arcane, Conjuration): Standard Action. As the wizard's mage hand power.
Power (At-Will Arcane,): Standard Action. As the wizard's prestidigitation power.



Off of the corpse of Kalarel's priestess after stabbing her in the spine for 30 feet away.

Successful Businessmanga fucked around with this message at 07:23 on Feb 5, 2016

Successful Businessmanga
Mar 28, 2010

Loot Tally moved forward

Successful Businessmanga fucked around with this message at 05:48 on Feb 26, 2016

Successful Businessmanga
Mar 28, 2010

Oh yeah! A brief recap for Bleu: We fought A LOT of zombies :zombie: and then moved off into a cathedral looking area with some rivers of blood draining into a giant pit where we fought one of Kalarel's Orcus priestesses and a handful of vampires and their hella ripped berserker boyfriends.

We made good use of pits again and one of the berserkers got teleported half to death. In an attempt to murder the priestess Shard nearly got washed down the pit :v:, but we managed to kill the priestess and the blood river dried up. Next session looks to be us going into the final confrontation with Kalarel!

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Game tomorrow, folks!

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Thank you all for playing through Keep on the Shadowfell with me.

You all get to level up to 4!

The relative peace and tranquility you experience is not to last though, and with time Adar calls you all back together after he notices that Kalarel's wand is now humming with activity.


"Hey, where's Shenk?"




So we're taking a two-week break, but on Thu, Feb 25, we start on:



Promotional poster:

gradenko_2000 fucked around with this message at 05:07 on Feb 12, 2016

Successful Businessmanga
Mar 28, 2010

Good game everyone! Congratulations on killing a cult of murderous squatters!

Bookkeeping


Loot this session

981 gp and Shenk picks up a

+2 magic dagger posted:

Level 6- 1,800 gp
Critical: +2d6
Enhancement: +2 attack rolls and damage rolls
Rarity: Common


More Bookkeeping!
Bacon mentioned interest in a magic dagger offhandedly at the end of session[s], since we're level 4 now Nando will probably be picking up enchantment/Transfer enchantment rituals in addition to a myriad of others I should assume, so for 25 gp he could easily get the vicious short sword enchantment swapped onto a dagger and have a backup throwing weapon.

The bag of holding can likewise pass into the group's possession.


If you make any purchases I'd like to hear them here so I can subtract it from the spreadsheet or you can go in and edit yourself!

We have a small pile of things that need to be decided on. At present we have the following just sitting around doing nothing that we can sell for 1/5th value or hold on to in case we need to arm some peasants/melt into residium for later enchantment use once we reach level 6 and can melt things down.

Shield of Protection: Sells for 136gp
Magic wand +1: Sells for 72 gp
Oathblade Longsword +1: Sells for 168gp
Symbol of battle+1: Sells for 200gp
Vicious Shortsword: Sells for 104gp might be used to make a backup weapon for Shard

Art Objects with functions
Candles that glow with darkness instead of light sell for 250gp
GPS Tabbard which shows where we've been for the last 24 hours and sells for 250gp

We can probably sell the lot but I'd like the group's input on that before I attribute the gold out to everyone. If no one peeps up I'll executive decision it and sell everything but that viscious short sword so that Shard can have a backup throwing dagger, and then I'll tag the extra cash onto everyone in the spreadsheet.

Successful Businessmanga fucked around with this message at 12:16 on Feb 12, 2016

Successful Businessmanga
Mar 28, 2010

Aaaaaaaand here's your new pal! I imagine Shenk escorts Douven Staul back to his archaeologist buddies and meets Claramond at some point while he's there.



Sheet: Claramond Gaspard
Class: Avenger (Censure of Pursuit)
Race: Wood Elf (I get to roll perception as my initiative, if you roll under my d20+15 result you get to add a +2 racial bonus to your result :v:.)
Array: Str:14 Con:13 Dex:15 Int: 10 Wis:16 Cha:8
Post Racial and Level 4 bump: Str:18 Con:13 Dex:16 Int: 10 Wis:19 Cha:8
Starting Gold(Shenk's Remaining): 1684 This assumes we sold all the magic gear except the Vicious short sword.
Equipment Swaps from Shenk:
Level 2 magic item Repulsion Leather Swapped for Robe of Eyes +1- Can't be blinded and +1 perception
Level 3 magic item Luckblade +1 Swapped for Vanguard Craghammer +1- Bonus damage on a charge the ol' craghammer is a brutal 2 weapon.
Level 4 magic item Hedge Wizard's Gloves Swapped for Holy Symbol "Icon of the Silver Flame +1"- Minor action set a dude on fire for extra damage.
Level 6 magic item Dagger +2 for Iron Armbands of Power- +2 melee damage bonus

Purchased Equipment:
Level 2 Item Neck: Badge of the Berserker 520gp- Don't draw OAs when charging

Level 4 Wondrous Item: Guardian's Whistle 840gp- Move action daily power: Close burst 10 that teleports one ally in the burst to a square adjacent to me.

A Bundle of Wolfsbane 5gp: I'm really just looking for excuses to spend all my cash haha, Lycanthropes with a fort of 17 or lower can't step adjacent to a square with wolfsbane in it.

Adventuring gear(Backpack, Belt Pouch, 50' rope, trail rations): 9gp

Flotation Bladder 2gp: Blow into it and when failing swim checks by 5 or more tread water instead of sinking.

Grappling Hook 1gp: For to grapple things with mine rope.


Gray Rain Cloak 20gp: a cloak that can be turned into a puddle consisting of 2 gallons of pure water, the cloak gets shorter as it is drunk from.

Identification Papers with Portrait 5gp: Gotta appear proper in front of the Wizard Cops :v:

Investigation gear/Inquistive's Kit 40gp: +2 to perception when searching an area for specific details.

Iron Manacles 10gp: Can shackle a helpless or incapacitated creature, until it escapes it is restrained. Acrobatics check DC to escape is a hard DC based on the creature's level. Strength check to break the manacles is DC24

Listening cone: .8gp- Grants a +2 bonus to perception to hear through doors and walls

Map case 15gp: For verisimilitude of having what she has on her portrait.

Pixie Music Box 50gp: Stops natural beasts from approaching a 20 square radius for 6 hours.

Potion of Spectral Form 50gp: Become insubstantial and gain phasing until end of next turn.

Thieves Tools 20gp: +2 to thievery checks to open doors and disarm traps.

Travel Papers .2gp: GOTTA BE REAL OFFICIAL FOR THE WIZARD COPS!

Vial Bandoleer 6gp: Don't have to dig through my backpack to get at my potions mid combat(still requires a minor action to draw.)

Woundpatch x3 90gp: Minor action to apply, next time the target uses a healing surge before the end of the encounter they heal an additional 5hp.

Remaining Gold: 0gp This assumes we sold all the magic gear except the Vicious short sword.

Background Bulletpoints:
• Born in Cormyr in the capital city of Suzail
• Youth spent fascinating over lost and ancient civilizations
• Attends schooling in Corymr and attains a degree in tomb robbingmurder archaeology historical accquisitions.
• Works freelance for many years until being approached By Sector 11 who assigns her as an aide to Douvan Stahl
• Meets Shenk on his return with Douvan Stahl and looks into the halfling's background, which is not difficult as Shenk is insistent on bragging about all of the loot the group found.
• Clara's employers intercept Adar's note to Shenk and smelling profit/goods send Clara in his place.

e: If anyone really wants one of the items Shenk had I'm happy to hand it over or trade for something of similar value so that Claramond doesn't come out behind the curve.

Successful Businessmanga fucked around with this message at 23:50 on Feb 25, 2016

senrath
Nov 4, 2009

Look Professor, a destruct switch!


I'm good with selling everything except the Vicious weapon.

Also I'm probably actually swapping out my Daily. Actually standing next to party members in a position where I'd want to use my current daily happens less than anticipated. I'd either pick up Foretaste of Death (Hit for damage, then Effect: Target can't flank or gain CA, grants CA (save ends), with Aftereffect: 10 psychic damage) or Recursive Emotions (Hit for damage, then Effect: Ongoing 5 Psychic (save ends). Whenever the target makes a save vs this an enemy I can see takes 3 (con mod) damage and an ally I can see heals the same.)

Successful Businessmanga
Mar 28, 2010

Tentatively doing the sale math on the gear brings us each an additional 215.2gp leaving the totals before any purchases are made at:

Adar: 1691gp
Balasar: 1213.20gp
Claramond: 1684gp
Nando: 1692gp
Shard: 1700.65gp + vicious shortsword that Nando can turn into a dagger maybe.
Group stash: 0gp + a bag of holding.

Not a huge difference but it should let everyone fill some item slots. Again if anyone is against selling everything/particular items just pop in and I can adjust the totals.

There's one other thing I wanted to touch on, specifically about setting up a tithe into the party slush fund for Nando and any emergency costs we might have; Nando is going to be our primary ritual dude and it isn't super fair to expect him to pay out the nose for all the rituals and component costs he'll have.

Since we're going into the mid-point of heroic I expect the amount of treasure we're going to find will probably kick up in value, if we tithe off like 5% of everything we find until we have a good coin buffer it would alleviate any money stress on Nando so he can keep up gearwise. Just for example's sake if we found 2500gp worth of stuff that'd be 125gp into the party fund and everyone would still get 475gp.

Successful Businessmanga fucked around with this message at 03:47 on Feb 13, 2016

senrath
Nov 4, 2009

Look Professor, a destruct switch!


Balasar has been updated. I sold my Dwarven Chain +1 (+104 gp) and bought Verve Scale Armor +1 (-840). This leaves Balasar with 477.2 GP. I'm assuming we're following the PHB1 rules for buying and selling, rather than the Essentials/Rules Compendium rules.

Also I ended up picking Foretaste of Death to be my level 1 Daily.

Successful Businessmanga
Mar 28, 2010

I did assume that since we're using inherent bonuses and aren't reliant on magical gear/not actually supposed to be receiving as much of it that we'd be using the 1/5th rule over the tiered prices system from the compendium.

If we'd been able to sell at compendium prices it's like another 860 odd gold to split which isn't an insane amount, but that quickly spirals out of control once we start finding more and more level 6+ items and rare items that we can sell for 15+thousand gold while having no need to spend it on the typical required neck/armor/weapon items.

It becomes a bit of a balancing issue when we're able to buy well above our weight class in the non-essential equipment slots and load up on daily item powers and properties.

senrath
Nov 4, 2009

Look Professor, a destruct switch!


That was pretty much my assumption as well. And as a benefit it cuts out the "No, you can't buy Uncommon/Rare items without a long drawn out quest" assumption that Essentials introduced and I personally dislike.

Successful Businessmanga
Mar 28, 2010

:woop: New module! New module! Gettin' excited for tonight! See y'all soon.

Just gotta restrain myself from remaking my character into something else for the next 5 hours :v:.

Successful Businessmanga fucked around with this message at 21:22 on Feb 25, 2016

Sinistral
Jan 2, 2013
Updated my sheet and bought claw gloves and a cloak of the walking wounded which leaves me with about 11 gold to my name.

No I don't have a problem leaving things to the last minute, why do you ask? :v:

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
Documenting my other houserule: Feel free to change your trained skills in-between sessions.

For whoever is going to take me up on the new recruitment:

The OP's character creation guidelines stand, with an additional:
* Start with 1692 GP
* Start with a level 3 item
* Start with a level 4 item
* Start with a level 5 item

Any other questions or clarifications, just post here or PM me!

gradenko_2000 fucked around with this message at 05:10 on Feb 26, 2016

Successful Businessmanga
Mar 28, 2010

The current loot tally!

Treasure Hoard by character.

Adar


Gold: 11gp (I was totally wrong and looking at the wrong person! Forgive my snarky comment in game :v:)

Weapon:

Architect's Staff +1 posted:

Level 5-1,000gp
Critical: +1d6
Enhancement:+1 attack rolls and damage rolls
Rarity: Uncommon
Property: Add squares equal to the enhancement bonus of this staff to the area of a zone or a wall cast with this staff.
Power (Daily): Standard Action. Reshape one existing wall effect that you cast. At least one square of the wall must remain stationary.

Armor:

Bloodcut Hide +1 posted:

Level 4-840gp
Enhancement: +1 AC
Rarity: Uncommon
Power (Healing Surge): Minor Action. While you are bloodied, use this armor to gain resist 10 to all damage until the end of your next turn.

Hands:

Claw Gloves posted:

Level 4- 840gp
Item Set: Skin of the Panther
Rarity: Uncommon
Property: When you're in beast form and an enemy grants combat advantage to you, your melee attacks deal 1d10 extra damage against that enemy.

Neck:

Cloak of the Walking Wounded posted:

Level 4-840gp
Enhancement: +1 Fortitude, Reflex, and Will
Rarity: Uncommon
Property: If you use your second wind while bloodied, you can expend two healing surges instead of one (gaining hit points from both.)

Balasar

Gold: 477.2 gp
Weapon:

Manifester Greatspear +1 posted:

Level 2-520gp
Critical: +1d6 psychic damage
Enhancement: +1 attack rolls and damage rolls
Rarity: Uncommon.

Armor:

Verve Scale +1 posted:

Level 4-840gp
Enhancement: +1 AC
Rarity: Uncommon
Property: You gain a +2 bonus to death saving throws.
Power (Daily): No Action. Use this power when you fail a saving throw. The result of that saving throw is 20 instead.

Head:

Skull Mask posted:

Level 5-1,000gp
Rarity: Uncommon
Property: Enemies who can see you take a -2 penalty to saving throws against fear effects.
Property: Gain resist 5 necrotic, and a +1 item bonus to Intimidate checks.

Arms:

Couters of Second Chances posted:

Level 5-1,000gp
Rarity: Uncommon
Power (Daily): Free Action. Use this power when you miss with a melee attack. Reroll the attack, and use the second result, even if it's lower.

Misc:

Potion of Healing posted:

Level 5-50gp
Rarity: Common
Power:(Consumable* Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hitpoints you would normally regain, you regain 10 hit points.

Nando

Gold: 1692 gp

Weapon:

Orb of Unlucky Exchanges +1 posted:

Level 3-680gp
Critical: +1d6 damage
Enhancement: +1 attack roll and damage rolls
Rarity: Uncommon
Power (Daily): Free Action. Use this power when you hit a target with an attack with this implement. One effect affect you or an ally within 5 squares of you ends. The target gains that effect with the same duration.

Armor: Darkleaf Armor +1 Cloth (Level 4)

Darkleaf Armor +1 posted:

Level 4-840gp
Enhancement +1 AC
Rarity: Uncommon
Property: Gain a +2 item bonus to AC against the first attack made against you in each encounter.

Phylactery of Divinity posted:

Level 6-1800gp
Head
Rarity: Common
Property: Gain a +2 item bonus to Heal and Religion checks.

Misc:

Potion of Healing posted:

Level 5-50gp
Rarity: Common
Power:(Consumable* Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hitpoints you would normally regain, you regain 10 hit points.

Shard

Gold: 1730.66 gp
Weapon:

Aecris Longsword +1 posted:

Level 5-1,000gp
Critical: +1d6 damage
Enhancement: +1 attack rolls and damage rolls.
Rarity: Uncommon
Power (Daily): Free Action. When you drop an undead enemy to 0 hit points, gain one healing surge.

Armor

Gambler's Suit +2 posted:

Level 6-1800gp
Enhancement: +2 AC
Rarity: Uncommon
Property: When you make at least two saving throws, you can choose to gain a +2 bonus to the first saving throw and take a -2 penalty to the second.
Power (Daily*Healing): Immediate Interrupt. An enemy hits you with an attack.
Effect: The triggering enemy rerolls the attack roll and must use the second result. If that result is a hit, the attack scores a critical hit.

Neck:

Amulet of Health +1 posted:

Level 3-680gp
Enhancement: +1 Fortitude, Reflex, and Will.
Rarity: Uncommon
Property: You gain poison resistance equal to twice the amulet's enhancement bonus.

Misc:

Potion of Healing posted:

Level 5-50gp
Rarity: Common
Power:(Consumable* Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hitpoints you would normally regain, you regain 10 hit points.

Claramond

Gold: 0gp

Weapon:

Vanguard Execution Axe+1 posted:

Level 3-680gp
Critical: +1d8 damage
Enhancement: +1 attack rolls and damage rolls
Rarity: Uncommon
Property: Deal +1d8 damage on any successful charge.
Power (Daily): Minor Action. Use this power when you make a charge attack, all allies within 10 squares of you gain a +1 bonus to attack rolls and gain your Charisma bouns as a bonus to damage rolls until the start of your next turn.

Holy Symbol:

Icon of the Silver Flame +1 posted:

Level 4-840gp
Critical: +1d6 fire and radiant damage
Enhancement: +1 attack rolls and damage rolls
Rarity: Uncommon
Power (Daily *Fire, Radiant): Free Action. Trigger: You hit an enemy with an implement power using this holy symbol. Effect: That enemy takes ongoing 5 fire and radiant damage (save ends)

Armor:

Robe of Eyes +1 posted:

Level 2-520gp
Enhancement: +1 AC
Rarity: Uncommon
Property: You cannot be blinded and gain an item bonus to Perception checks equal to the armor's enhancement bonus.

Neck:

Badge of the Berserker +1 posted:

Level 2-520gp
Enhancement: +1 Fortitude, Reflex, and Will
Rarity: Uncommon
Property: When you charge, your movement made as part of the charge doesn't provoke opportunity attacks.

Arms:

Iron Armbands of Power posted:

Level 6-1800gp
Rarity: Uncommon
Property: Gain a +2 item bonus to melee damage rolls.

Wondrous Items/Potions:

Guardian's Whistle posted:

Level 4-840gp
Utility Power (Daily *Teleportation): Move Action. Effect: Close burst 10 (one ally in the burst). The target teleports to an unoccupied square adjacent to you.
Rarity: Uncommon

Potion of Spectral Form posted:

Level 5-50gp
Power (Poison*Consumable): Minor Action. You become insubstantial and gain phasing until the end of your next turn. While insubstantial, all attacks made by you and dealt to you deal half damage except for those that deal force or psychic damage.
Rarity: Uncommon






The Pile

We should pay someone to turn this into a dagger so Shard has a backup magical throwing weapon.

Vicious Short Sword +1 posted:

Level 2-520gp
Critical: +1d12
Enhancement: +1 attack rolls and damage rolls
Rarity: Common

Misc

Bag of Holding posted:


Level 5-100gp
Rarity: Uncommon
Property: This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound. Drawing an item from a bag of holding is a minor action.

Any offensive enhancements on those items of +1 are null as we picked up our inherent +1 to attack rolls/damage rolls at 2nd level.

Any defensive bonuses on armor/neck items was invalidated by inherent bonuses now that we're level 4.

PurplieNurplie
Jan 14, 2009
Interest post in the recruitment, as well as a couple of questions:

What does the party need, rolewise, if anything?

How is the new character going to be introduced? Should we focus our efforts around the start of the Scales of War stuff, do our own thing?

EDIT: Thanks for the fast reply Gradenko, some sort of Thri-Kreen ranger will be here at some point today.

PurplieNurplie fucked around with this message at 20:24 on Feb 26, 2016

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

PurplieNurplie posted:

Interest post in the recruitment, as well as a couple of questions:

What does the party need, rolewise, if anything?

How is the new character going to be introduced? Should we focus our efforts around the start of the Scales of War stuff, do our own thing?

Our current make-up is a Druid Controller, an Ardent Leader, a Swordmage Defender, and an Avenger Striker. I think almost any other class/role would work, since we have all the bases covered.

The party does seem to be rather friendly to melee, or alternatively you could be the ranged shooter of the group.

We're pretty flexible with newcomers to the group, so feel free to go with a backstory you like - we'll just slot you in in media res

Successful Businessmanga
Mar 28, 2010

Story notes for the newest of players

Keep on the Shadowfell:
• Group is hired to find Douvan Stahl an archaeogist looking for dragon bones in the region
• Group arrives in Winterhaven and after gently acosting the locals picks up a job to take care of the local kobold problem as well as some info on the dragon boneyard.
• Kobolds are swiftly eliminated and the group picks up some plot by dealing with the Kobold's leader Irontooth who is in posession of a note pointing us toward the aforementioned Keep on the Shadowfell and the ringleader of the whole shebang Kalarel.
• We return to town and report about and are paid for our duties in wiping out the Kobold Menace and proceed to the dragon pit to find Douvan
• A crafty and clearly evil gnome attempts to trick us on our arrival and our warlord at the time picked him up and tore him in half, combat with the villains in the pit ensued.
• After rescuing Douvan we found out the occupants of the pit were carting dragon bones off to the Keep for nefarious purposes.
• After confirming the history of the keep with a local sage we made our way there to proceed in our quest for BLOOD.
• Group works tirelessly to clear the Keep of monsters (For serious we did like 14-16 encounters in a row without taking an extended rest :v:)
• The group had no qualms about murdering a precious fat goblin as he slept in his bed.
• Nor did the group have any worry about delivering all the dead goblins we'd murdered to a group of Kruthik squatting in the Keep in exchange for cash.
• We make our acquaintance with a small shrine to Bahamut and are introduced to a ghost knight who reveals he was brain whammied into serial killing the old occupants of the keep and his own family.
• We find the Knight's family inside of a mass grave and as the Kruthik were out of money at this point we refrain from feeding them the bodies and give them a proper burial outside of the evil Keep.
• Descending deeper into the keep we find a priestess of Orcus and a pile of Vampires whom we handily chewed through
• Going EVEN DEEPER we finally found Kalarel who appeared to have opened a portal to the Shadowfell and was summoning something through it, he was summarily executed.
• Kalarel being a load bearing villain the keep began to collapse, but not before we grabbed our precious maguffin, a creepy wand, and fled to safety to be lauded as heroes of the backwater town of Winterhaven!

Umberforge!
• Clara the replacement striker is wandering into Winterhaven and notices she's being followed
• Clever subterfuge(Jumping behind a market stall and then bushwhacking a dude) leads to her dragging one of her pursuers into an alleyway where he gets his skull caved most of the way in.
• After the group meets and the wand the group recovered is discussed, it has been glowing creepily, the spooky stalkers get double ambushed as we draw them into the stables and proceed to beat them half to death and turn those still alive into the constabulary.
• With the info we gathered from multiple sources we make our way to Overlook the town where all this nonsense appears to be originating
• In Overlook we start seeking out information about Modra whom we learned was the one who sent the stalkers after us and was involved in illegal weapon manufacturing in Overlook
• We take the passive approach and allow the villains to come to us by getting rooms in The Happy Beggar, once we notice the swaggering villains approaching the inn Shard fake-drunkenly stumbles out into the street whilst the rest of the group is in ambush positions.
• After combat we learn that a pair of the attackers were actually staying in the inn and with permission from the owners(Ausma and Prashant a retired paladin power couple) we search the offender's rooms to find a creepy passage that was hidden behind an area that was disguised as natural deterioration.

slydingdoor
Oct 26, 2010

Are you in or are you out?
Interest post.

e; hybrid's okay?

slydingdoor fucked around with this message at 14:23 on Feb 27, 2016

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gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

slydingdoor posted:

Interest post.

e; hybrid's okay?

Yup, that's okay.

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