Let's see... Story Reward + Lemure puts Ornald to 15th. So... (1d8)[8].
Hmm... what to do for my 15th level feat...
As for the rest:
1) Campaign seems to be going well.
2) We've got Earth, Fire, Death, and Life. Air & Water are the remaining options. I think Air, maybe.
3) Well, I'm actually somewhat interested in doing some item crafting. I've been wanting to upgrade my equipment for a while now. When was the last time we liquidated loot?
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
Last edited by Jack_Simth : 01-09-2012 at 08:35 PM.
It looks like you've got just the school. We pretty much split the budget five ways, and everyone made their own with their portion... and Madila put in a bunch of her own funds, to boot. My Contribution, assuming the link is still alive
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
Double dangit. I just got word that I need to come in for part of Saturday morning, to oversee a hardware upgrade at work. Probably going to be there from 9 til noon, so I can't play this week.
Okay, I'm attempting to consolidate the various maps into one, so I figure I'll use the extra time to make sure I can finish. Got a few questions/issues I'd like to work out, though.
* Jack's, yours is fairly straightforward.
* Magotter, do you still want to do the whole school thing even though we no longer use Muku/Deego?
* Galiard, I can view the 3D model you posted, but it has no sort of scale, so I'm having some trouble determining the size of things. Also, yours contains some of the same items as Jacks (armory, barracks, etc). Should I combine those parts?
* Null, I never did get anything from you. Should I just assume at this point that you don't really want to bother?
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Terrible avatars throughout the ages! (All by me.)
Double dangit. I just got word that I need to come in for part of Saturday morning, to oversee a hardware upgrade at work. Probably going to be there from 9 til noon, so I can't play this week.
Okay, I'm attempting to consolidate the various maps into one, so I figure I'll use the extra time to make sure I can finish. Got a few questions/issues I'd like to work out, though.
* Jack's, yours is fairly straightforward.
* Magotter, do you still want to do the whole school thing even though we no longer use Muku/Deego?
* Galiard, I can view the 3D model you posted, but it has no sort of scale, so I'm having some trouble determining the size of things. Also, yours contains some of the same items as Jacks (armory, barracks, etc). Should I combine those parts?
* Null, I never did get anything from you. Should I just assume at this point that you don't really want to bother?
blah
I think when I got fed up with all of the calculations, I had a nice bedroom, kitchen, small dining hall, office, and smithy with servants for those things. Can I just throw all the money at you to fit those things in with a minimum of headache?
I think when I got fed up with all of the calculations, I had a nice bedroom, kitchen, small dining hall, office, and smithy with servants for those things. Can I just throw all the money at you to fit those things in with a minimum of headache?
Sure, that will be fine.
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Terrible avatars throughout the ages! (All by me.)
mmmkay, here we go:
1) Going good! I like the intrigue and plot stuff as much as the fighty-bashy, and i encourage more of the former.
2) let's go for air. hopefully the Earth Key will help
3) I don't see why we can't do both at once? After all, Oipho's got an academy library to search. That and I think I can solve the conundrum
Incidentally, I do still want to use the stronghold stuff, despite deego no longer being around (in hindsight, I sohulda just respec'd deego; I like oipho and his build, but i still haven't found my groove with how to RP him, while I could play out Deego's personality much better.)
Either way, here are my notes on the subject:
To start, this is the finished version of Deego's Academy (which, yes, i still wish to use.) The only thing unlabeled are the 3rd and 4th floors, which are classrooms and the headmaster's rooftop garden home thingie. Note that Galli's Martial Arts Elementary School Thingie fits nicely onto the first floor.
Spoiler
Floor 1:
Floor 2:
Floor 3:
Floor 4:
The next bit is the draft for Galli's Basement. This was going to get redrawn, but was basically supposed to be the town's emergency shelter should anything go awry again. It was fully stocked with most magical protections, but ill have to post the notes for it. There's some overlap, because I had originally put it across 4 images to screenshot it. I'll be happy to redraw this, if needed.
Spoiler
Third is Muku's treefort / Orphinarium. This is where Madilla, Muku, and Deego were going to have rooms, as well as work in tandem with Galli's academy to give basic-level education to the town populace (Drakon, Galli, and I had originally intended that Each portion could teach youngsters basic class levels: Wiz/Sor at my Academy, Monk/Fghtr at Galli's, and Druid/Rngr at Muku's place.)
Spoiler
Lastly, I had made a basic overall design for Dagger Square. This Shows off the Academy (in the north), the Tree (Center), and Ornald's thingie (SW). Also, I factored in some onus cash to set up an area for an open market in the SE, and had notes for allowing merchants and vendors to set up stalls where they could sell wares for a small fee (or no fee if they wanted to take the crappy stalls on the far end near the wall). All proceeds would go to the town's coffers. Lastly, there was going to be a small forest to the NW and a public lake to the NE, both open for hunting and fishing in small amounts.
Spoiler
As for Null's stuff, there's enough room at the Academy to house him comfortably, unless he is still insistant on making a seperate sorcerous academy, as he professed. Failing that, I dunno what Ornald has planned, but might wanna try there.
Same level as your current character. If the old character is more than halfway to the next level, start at halfway. Otherwise start at the minimum for that level. That way you don't go down more than half a level.
32 point buy.
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Terrible avatars throughout the ages! (All by me.)
Character for review, for something different for a change. Distinct paladin flair, devout worshiper of Bahaumut, presumably died during a battle and held onto life from her devotion.
Character for review, for something different for a change. Distinct paladin flair, devout worshiper of Bahaumut, presumably died during a battle and held onto life from her devotion.
Looks pretty good, I'll have to take a closer look later.
When did you want to introduce him? Maybe finish up this adventure with Rilath, then have the new character show up at the beginning of the search for the Key of Air?
Quote:
Originally Posted by Jack_Simth
Blech! Finally! My internet connection is back up. Will likely take me a little while to get caught up on events...
Ah, wonder why you were missing. Null ended up being there after all, so it was no biggie, we had as many people as I expected.
Basically we're doing a sort of mini-adventure right now, back at Dagger Rock. The party returns home to find their stronghold almost complete, but the workers are refusing to finish Deego's academy, as they think it is haunted. Things go missing, people suffer blackouts inside, weird animals keep showing up, voices can be heard whispering, etc. Also, Deego's spellbook had gone missing, leaving him at reduced strength.
PCs enter to explore, and find weird stuff everywhere. A dining hall looks more like a mud-filled swamp, and the mud turns out to be a pair of Mud Golems, who attack. The kitchen is full of plants, being tended by something invisible which flees when they enter. Upstairs they find wild animals dwelling in dorm rooms, and recover the spellbook from a sleeping bear. That's as far as we got.
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Terrible avatars throughout the ages! (All by me.)
Ah, wonder why you were missing. Null ended up being there after all, so it was no biggie, we had as many people as I expected.
Cool. We had a big storm - net down, then power down, then net down some more - over a very big chunk of the area; most of the city was shut down.
Incidentally, I made a silly mistake while changing batteries in my flashlight today, and now I'm typing with one hand for a little while. This will probably slow down my character considerably.
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
Mmmmkay, so as I am switching back to Deego, I've gotten the majority of his rebuild done. It's really a lot of the same stuff (Druid/Wizard into Arcane Hierophant and Mystic Theurge), just arranged differently, and with different gear (since I'd initially made the DAMN fool mistake of building deego using the SRD only). I've actually taken a larger hit to the Wizard side, and instead opted for a more Druidic feel to reflect Deego's renewed conviction to nature, and to reflect his realization that arcane spells are nice, but useless if one just ups and loses their book. As such, I'll cap at 7th level arcane spells, and will still be down a bit on the druid side too.
He's here for review, and most everything is there as of this post. just need to type up notes for feats/class powers, and spend the rest of my gear (likely to buy my animal companion some armor, and spend part of it to resurrect those heroes we found in the plane of shadow. how much was that gonna be total again?)
I went ahead and wrote him for 15th level (though i'll obviously play him lower than that) because, upon taking over directly from Oipho, he's at 102.3k XP, and so the end of this mini adventure should put him up to actual level 15, and typing it all up at once saves me time.
I'll have sheets for Wild Shape forms and my new animal companion (Brixby's getting left behind to guard the town; perhaps with an Awaken so he can be a good friend to all the little orphanage kids). In his place.... a Turtle!
Edit: Also, for reference and clarification, two questions:
1) Starscream, during last week's game, you said I could just rebuild Deego right where Oipho was. Did you mean -right- where he was (with about 102k XP), or the closest half level back (down to 98k XP).
2) There is an item that I was looking at. since Mystic Theurge and Wizard levels hurt me massively for my ability to wild shape, I was hoping this would be a viable thing to get. I know you've shied away from Campaign setting material, but this seems mostly innocuous, just to offset lost levels:
Wild Shape Amulet, from Magic of Faerun, page 167.
1) Starscream, during last week's game, you said I could just rebuild Deego right where Oipho was. Did you mean -right- where he was (with about 102k XP), or the closest half level back (down to 98k XP).
Closest half level back.
Quote:
2) There is an item that I was looking at. since Mystic Theurge and Wizard levels hurt me massively for my ability to wild shape, I was hoping this would be a viable thing to get. I know you've shied away from Campaign setting material, but this seems mostly innocuous, just to offset lost levels:
Wild Shape Amulet, from Magic of Faerun, page 167.
Spoiler
I'll allow it.
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Terrible avatars throughout the ages! (All by me.)
Starting at Level 14-and-a-half (98,000 XP), and -250 XP to cast Awaken on my previous Animal Companion, Brixby the Riding Dog. With a tearful goodbye, I'm leaving Brixby and charging him to be the Guardian of Dagger Rock, particularly of the Academy and the Orphanarium.
Personal Notes:
Spoiler
I'll put his sheet up later (I'm making it anyway for reference in case I want to use him in a future game), but in addition to his former Companion Familiar stats, he gains:
3d6 Intelligence (3d6)[11]
Minimum 10, from previously being a Companion Familiar
1d3 Charisma (1d3)[2]
Lastly, after beginning expenditures on Gear, Items, and Barding, I'm starting with 800 gp remaining.
The reason I put Control Weather on my character sheet:
I want to enhance farming on non-adventuring days. Basically just arrange for as much ideal crop-growing weather as is reasonably feasible.
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
On that note, How much was it going to cost us to resurrect the Heroes who died in that dungeon. Resurrection, right? so 10k GP per hero (and several precursory divination spells to ensure they actually -want- to return before we waste the diamonds)
Returned to Dagger Rock to find Deego's Academy almost complete, but abandoned by the workers, who believe it to be haunted following a series of disturbances. Deego himself lost his spellbook within, and joined you to retrieve it and drive the invading presence out.
Inside, you found mud golems taking up residence in the dining hall, invisible beings tending plants in the kitchen, animals in the dorm rooms, a couple of traps set up, and finally a dryad on the roof. Turns out that by growing/warping live trees for the construction of this place, you caused the spirit within said trees to grow in power and resent the painful process, so she intended to turn the place into a new forest and drive all humanoids out.
She and three pixie servants attacked and you fought them off, managing to bring the dryad to death's doorstop without killing her by using the Black Pyramid on her tree. She surrenders, and you make amends by helping repair the painful damage the construction has caused, and giving her a job as a teacher in the academy to educate others on the importance of the natural world.
Deego feels remorse for accidentally causing this to happen, and decides to refocus his priorities in a more nature-oriented direction, especially after seeing how vulnerable he can be without his spellbook. He also rejoins the party, now that the nature-education of the academy students is in other hands.
XP:
2 Advanced Mud Golems: 2000 xp each for Deego, Madila, and Rilath
1 Battlebriar: 1500 xp each for Deego, Madila, and Ornald.
Sylvia and 3 pixie rogues: 2500 xp each for Deego, Madila, and Ornald.
Treasure:
As part of your agreement with Sylvia, she divested herself of her weapons and armor, since she won't be engaging in any more violent acts. She had:
* +4 Dragonhide Fullplate - 19,300 gp
* +3 Heavy Wooden Shield 9,157 gp
* Ring of Protection +3 18,000 gp
* Amulet of Health +4 16,000 gp
Additionally, you found the egg of the Battlebriar. This will soon hatch into a Lesser Battlebriar (a CR 7 creature from MM3). You can sell the egg to the menagerie of a collector of rare beasts for 10,000 gp, or, with a 5000 gp investment, have it trained as a guard or mount.
In addition, you collect taxes in Dagger Rock. Since you have been so diligent about using the resources available to you on improving the community, even investing some of your own money, the amount you receive has skyrocketed to 100,000 gp. Furthermore, the improved living standards have caused more people to want to move there, and the town has gradually gone from a Small Town to a Large Town, meaning increased availability of trade goods, magic items, and transportation options (which should come in handy, the Key of Air is said to be somewhere in the sky).
Couple of questions for you guys.
1) Do you have any more business in Dagger Rock to see to before seeking the next Key? I know there was talk of crafting some items and selling accumulated loot. If it's fluffy stuff, we can handle it here in the thread, so as not to bog down game time with technicalities.
2) Wish ideas. If you just want to hang onto the scrolls for emergencies, that's fine, but Wishes are tricky, and you can get a far more reliable/valuable result if you think it through rather than using it in a panic and hoping there's no way for the universe to screw you over. Oh, and I'm retconning the number of scrolls found to five; Oipho used his to remove the Geas, and went on his way, happy to finally be able to enjoy life without the Elder Brain observing his every move. Since Deego is helping the party again, you give the fifth scroll to him.
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Terrible avatars throughout the ages! (All by me.)
How to Play Rogues Properly:
Spoiler
Like this:
Last edited by Starscream : 01-29-2012 at 02:56 PM.
I'm actually inclined to save my Wish, for a few reasons:
1) The only 'safe' way to use them is the safe list - anything else can get twisted, regardless of wording
2) Most of the items one the safe list that don't require extra XP (which in general, scrolls don't provide) are spell duplication - which, during downtime, we can do anyway (except perhaps Permanency).
3) The one item on the safe list that works as a panic button? Transport Travelers. Up to 17 creatures from anywhere to anywhere makes a WONDERFUL panic button... especially with the "regardless of local conditions" clause which bypasses Forbiddance, Dimensional Lock, and so on... and it doesn't require the travelers be touching or anything, so can retreat the entire party in the middle of combat.
4) Nobody else casts Cleric spells. If Ornald needs Raising, that's pretty much the only way to do it without worrying about Reincarnating into a funny form (which I'd prefer to avoid, what with the three free LA; I don't want to think about what happens to those too much).
Yes, I wanted to liquidate loot and do some crafting. When was the last time we sold things off... ah, Sept. 11th .... assuming sell for half, split among four players:
Spoiler
+4 Dragonhide Fullplate - 19,300 gp: 2,412.5 gp
+3 Heavy Wooden Shield 9,157 gp: 1,144.62 gp : 2 coppers left over.
Ring of Protection +3 18,000 gp: 2,250 gp
Amulet of Health +4 16,000 gp: 2,000 gp
Ring of Protection +3: 18000 gp: 2,250 gp
Emerald Dragon Fang: artifact, don't sell
+4 Large Spiked Chain: 32650 gp: 4,081.25 gp
Good Hope (1050 gp): 131.25 gp
Greater Magic Fang +4 (2400 gp): 300 gp
Tongues (750 gp): 93.75 gp
Remove curse (750 gp): 93.75 gp
4x CSW (750 gp each): 375 gp each
Limited Wish (Arcane, 3775 gp): 471.87 gp: and 2 cp left over
Summon Monster VII (Divine, 2275 gp): 284.37 gp: and 2 cp left over
Acid Fog (Arcane, 1650 gp): 206.25 gp
Banishment (Divine, 1650 gp): 206.25 gp
Polar Ray (Arcane, 3000 gp): 375 gp
Antimagic Field (Divine, 3000 gp): 375 gp
* 6 Large +1 Greatswords (2750 gp each): 2,062.5 gp each
* 6 Large +1 Half-Plates (2500 gp each): 1,875 gp each
* 207 pp, 3867 gp, 6566 sp: 1,648.4 gp each: cash, so not sold for half
2308 gp, 212 pp: 1,107 gp each: cash, so not sold for half
Arcane Scroll (Gaseous Form, Heroism) (750 gp): 93.75 gp each
Chain Shirt (Small) (+4 armor, Cold Resistance) (34250 gp): 4,281.25 gp each
Heavy Steel Shield (+2 shield, Arrow Catching)(9170 gp): 1,146.25 gp each
Potion of Cure Serious Wounds (750 gp): 93.75 gp each
Wand of Fireball (5th) (9 of 50 charges) (2025 gp): 253.12 gp each: 2 cp left over
* A +4 Dwarven Waraxe (32330gp): 4,041.25 gp each
* 9300 gp worth of antique military decorations: 2,325 gp each: Art objects, assumed sold at full
* +2 Banded Mail (4400 gp): 550 gp each
* A +2 Longsword of Frost (18315 gp): 2,289.37 gp each: 2 cp left over
Taxes of 100,000: 25,000 gp each (cash)
=63,817.52 gp each... with 2 cp left over. I'm updating my totals... sets me to 71,506.58 gp before expenditures.
Oh, and who is carrying which Key? I know Ornald's got the Key of Death, but who's got Fire, Earth, and Life at the moment? And, of course, who plans to carry the emerald tooth artifact?
Edit:
As for crafting.... I've settled on Craft Magic Arms & Armor, for now, for my 15th level feat... if anyone else in the party has that, I may change, but eh. Planned crafting:
1) Upgrade my Cloak of Resistance +4 to +5, add +6 Charisma per MIC "Common effects" rule: 22,500 gp, 1800 xp, 45 days
2) Upgrade my Periapt of Wisdom +4 and Con +2 to Wisdom +6 and Con+6: 52 days, 2,080 xp, 26,000 gp
3) Upgrade my +1 Full Plate to +1 Soulfire Full Plate (book of exalted deeds - basically death ward): 24 days, 12,000 gp, 960 xp
=60,500 gp, 4,840 xp, and 121 days spent.
Any objections / interruptions?
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
Last edited by Jack_Simth : 01-29-2012 at 07:53 PM.
Yes, I wanted to liquidate loot and do some crafting. When was the last time we sold things off... ah, Sept. 11th .... assuming sell for half, split among four players:
63,817.52 gp each... with 2 cp left over. I'm updating my totals... sets me to 71,506.58 gp before expenditures.
I haven't spent any personal gold on Deego since that time (and never spent any gold beyond starting in the interim when I was playing Oipho) but.... well, when I started Deego, he was level 12, and had 88k starting cash. When I last played Deego he was 13 and had spent cash, more than 22K (the incremental change between 12 and 13 vis a vis starting gold (13 starts with 110k)). But and now that he's rebuilt, I made him with 14 and starting gear, which is an additional 40k starting cash (150k starting), which makes me wonder how much of this gold I should utilize. Certainly the loot split gotten from the first swamp adventure up to fighting the General, which i was there for, and then the loot for this latest adventure, plus the tax-split; but I suppose I should skip out on the loot split in the intervening time while I was oipho to offset the higher starting gold from the rebuilt.
Rilath would be fine with helping with the armor upgrade.
Cool. Hmm. What else to put there?
If I leave the cohort and followers at home to manage the castle, is Leadership OK? I figure a Cleric (or maybe Cloistered Cleric or Druid... maybe that Dryad?) cohort, and a bunch of adepts, warriors, and maybe Monks for followers. Basically, turn that military base into a Monastary for Obad-Hai.
Also, what's my Leadership score? I've got... (after crafting) a +4 Charisma modifier, and I'm level 15 for a +19 from those two; I've also got the stronghold, now (so at least 21 for purposes of Followers)... but the reputation aspects ('Special Power', 'Fairness & Generosity', and 'Great Renown') are not mine to judge.
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
If I leave the cohort and followers at home to manage the castle, is Leadership OK? I figure a Cleric (or maybe Cloistered Cleric or Druid... maybe that Dryad?) cohort, and a bunch of adepts, warriors, and maybe Monks for followers. Basically, turn that military base into a Monastary for Obad-Hai.
Actually, I rather like How Dagger Rock is turning out; we're starting to become an excellent resource for training; The academy for Wizardly and Druidic training, plus Monk and Fighter in Madilla's 1st-floor and basement portions. The Orphanarium trains for Rangers, and probably a bit of non-thievery roguishness, since Muku was dual-classed. Ornald's Fortress (for lack of a better term) can provide Nature-cleric and likely also Paladin or Fighter training. If Rilath ever spends his stronghold funds (or just doles them out to everyone else *glare*) there's Sorcerous training (though, with a chunk of his money I could -easily- fold that in to be part of the Academy). The only core-class training we lack is for Bards and Factotums (I mention them since they're awfully close to Bards). Technically also Barbarians, but I can't imagine anyone going in for 'training' to become a Barbarian.
In addition, assuming Starscream takes to heart my blueprints for the new Dagger Rock Square, we'll also have a nice, large Open Marketplace, which will allow vendors to come sell their wares (and generate an additional small side-profit for the city, enough to pay for maintenance hopefully). With luck, within another few years, Dagger Rock should be well on its way to become a bustling Metropolis.
If Rilath ever spends his stronghold funds (or just doles them out to everyone else *glare*)
The other option would be to get a chunk of Wonderous Architecture - a Greater Platform of Jaunting lists at 76,500 gp; we've got a 5% discount for the town being right there, and a 30% discount for the Lyre of Building (apparently, there's a lot of brute force labor that goes into large items). That puts the Greater Platform at 49,725 gp. Dump that in a sealed stone room underground somewhere, line it with lead, and add the Chamber of Comfort effect, and we have a scry-resistant teleportation nexus. Greater Teleport at will from there to elsewhere.
Or we could put it in the town square, and rent access to merchants.
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Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
The other option would be to get a chunk of Wonderous Architecture - a Greater Platform of Jaunting lists at 76,500 gp; we've got a 5% discount for the town being right there, and a 30% discount for the Lyre of Building (apparently, there's a lot of brute force labor that goes into large items). That puts the Greater Platform at 49,725 gp. Dump that in a sealed stone room underground somewhere, line it with lead, and add the Chamber of Comfort effect, and we have a scry-resistant teleportation nexus. Greater Teleport at will from there to elsewhere.
Or we could put it in the town square, and rent access to merchants.
If we did that, i'd much preffer the open access. or do both. put one in the market, and the other in the underground bunker
do those things act of any kind of target for return trips?