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Post by Stephen Mawson on Apr 7, 2015 15:11:42 GMT
XP from the last session was 2,360 each.
As mentioned last time we'll be changing focus next week, and for the next few sessions, to follow the adventures of another party who are also dealing with the rapidly shortening hours of daylight.
This means a temporary change of characters for everyone, and I'll be bringing some pre-gen characters with me, who are all level six, which your characters probably now are as well as a result of last times game.
The way this will work is that any XP earned during this "alternative" party sessions will also be applied to your characters once we switch back.
I'll be posting details of the new characters as I finish working things out.
But for starters here is a list of their names, classes, and who I was thinking of allocating them to.
Damon: Edric - Human Barbarian Mike: Hiyori - Tengu Monk Morris: Waylin - Sylph Sorcerer (Air Elemental Bloodline) Chris: Durstan - Human Summoner (Eidolon named Tiglath) Carl: Alfgir - Human Alchemist Karl: Theoderic - Human Cleric (Diety Swarm of Darkness - Noblility and Protection Domains)
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Post by mike on Apr 7, 2015 18:33:54 GMT
OK Stephen, that's great
That puts us on 23,600 XP exactly – comfortably in level 6
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Post by chris on Apr 7, 2015 18:52:58 GMT
"Tiglath! *Please* try to stop scratching/clawing/slobberingover/pecking (delete as appropriate) Edric while he's sleeping. You *know* what happens when he gets angry..."
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Post by Stephen Mawson on Apr 8, 2015 14:53:37 GMT
Here is some description, personality information, etc for Edric the Barbarian.
Name: Edric Description: 6' 6" tall, broad shouldered and heavily muscled, human male. He has long shaggy hair that falls down to his shoulders, thick mutton chop sideburns, and a mustache. He is wearing a set of green hide trousers, and a red shirt over which he wears a chainshirt. He is carrying an enormous two handed spiked hammer.
Attitude: Fierce, loyal, straightforward.
Edric tends to confront all obstacles head on, rather than trying to work around or avoid them, and can be impatient. Which is not to say that he just rushes into situations without thinking things through, just that he tends to feel that time spent looking for a more subtle approach is time you could have been spending sorting out the problem. He is aware of his strength and feels that means its up to him to try and protect his friends and comrades before himself. If he feels people or things are getting in the way of what he feelsy is important then he is likely to get angry, and once angry it doesn't take much for him to become violent.
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Post by Stephen Mawson on Apr 8, 2015 15:07:22 GMT
And here is some additional description and details for the Tengu Monk Hiyori.
Name: Hiyori Toyatomi Description: Small, and slight. 5' 2". Hiyori is covered in fine black feathers, has clawed hands and feet, has a crows beak and gleaming black eyes, so is a relatively typical Tengu. He wears a green hooded robe that covers most of his body, although leaving his lower arms and legs uncovered.
Attitude: Graceful, Polite, Self-Important
Hiyori is from the Tengu clans of the far north-east and has come to the human ands as part of a diplomatic mission to Sanctuary.
He feels that Tengu culture is superior to human ones, at least as far as anything he has encountered, being more refined, cultured and tasteful. Doing ones duty is very important to him, and he looks down on anyone who doesn't do what is expected of them by society. Due to this despite his mild dislike of the human clans, he feels that it is his duty to his homeland to set an example to the humans and while he is here assist them in whatever matters he can. He also believes that you should attempt to do everything you can to make all of your actions as graceful and perfect as possible.
Hiyori does not enjoy fighting, and unless honour, duty or manners demand it, will not generally instigate a fight. But he is proud of his skills and is more than willing to defend himself and those around him.
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Post by Stephen Mawson on Apr 9, 2015 19:00:20 GMT
Here is a description etc of Theoderic Cleric of the Swarm of Darkness
Name: Theoderic Belan
Description: Theoderic is of medium height and stocky build. He has black hair that is cropped very short, and has two silver earrings in his left ear. He wears ornate full plate armour, over which is a white surcoat with the symbol of the Swarm of Darkness embroidered on it.
Attitude: Cheerful, Helpful, Unorthodox.
Thoederic is devoted to the Swarm of Darkness, especially in its aspect as the defender of humanity. He wants to believe the best of people and will try to find the good in everyone he meets, but has very little patience with those who harm others needlessly or break their word. He will go out of his way to help those who appear in trouble, and doesn't much care for what anyone might think of what he is doing as long as it is helping someone. This means that he's much keener on doing the right thing morally than the right thing legally or socially, meaning he's picked up a reputation of being a bit of a loose cannon.
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Post by Stephen Mawson on Apr 9, 2015 19:09:45 GMT
Also here is a description of Waylin Sylph Sorcerer.
Name: Waylin
Description: Waylin is of average height, but of very slender build, with pale skin and very pale blond hair. From a distance he appears human, but on a closer look the silver shining eyes and the pale blue swirling markings on his skin show his elemental ancestry. He wears finely tailored clothes in the latest style, and is normally wearing more than a little jewelery. His hair and clothes often look like they are being wafted by a light breeze even when the air is still, and this effect grows more pronounced as Waylin gets more excited or angry.
Attitude: Impetious, Charming, Lively.
Waylin is fairly talkative and will happily chat with anyone who is around, but he doesn't always think through very carefully what he is saying. He is a bit of a showoff and will often leap feet first into any situation aiming to be the centre of attention and only later worry about how he will deal with things. Fortunatly his charm often lets him talk his way out of problems. He will often cast the most powerful and impressive looking spell for a situation rather than a less showy but potentially more effective magic.
He dislikes bullies and anyone who picks on people who are weaker then they are.
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Post by mike on Apr 10, 2015 12:07:38 GMT
Nicely done Stephen
Clearly a lot of work has gone into this
Much Kudos
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Post by neuromancer on Apr 11, 2015 15:01:38 GMT
Also here is a description of Waylin Sylph Sorcerer. Name: Waylin Description: Waylin is of average height, but of very slender build, with pale skin and very pale blond hair. From a distance he appears human, but on a closer look the silver shining eyes and the pale blue swirling markings on his skin show his elemental ancestry. He wears finely tailored clothes in the latest style, and is normally wearing more than a little jewelery. His hair and clothes often look like they are being wafted by a light breeze even when the air is still, and this effect grows more pronounced as Waylin gets more excited or angry. Attitude: Impetious, Charming, Lively. Waylin is fairly talkative and will happily chat with anyone who is around, but he doesn't always think through very carefully what he is saying. He is a bit of a showoff and will often leap feet first into any situation aiming to be the centre of attention and only later worry about how he will deal with things. Fortunatly his charm often lets him talk his way out of problems. He will often cast the most powerful and impressive looking spell for a situation rather than a less showy but potentially more effective magic. He dislikes bullies and anyone who picks on people who are weaker then they are. "leap feet first " mm are you type casting me :-)
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Post by Stephen Mawson on Apr 13, 2015 6:46:06 GMT
Here are some details of Durstan the summoner.
Name: Durstan
Description: A small wiry man with short sandy brown hair. Durstan wears a chainshirt and has a morning star hanging from his hip. Although he is not actually that physically intimidating Durstan often gives the impression of being bigger than he is due to the confident and forceful way he carries himself.
Attitude: Persuasive, Determined, Confident
Durstan is a member of the Mist Spiders clan, and feels that they should have a more prominent place amongst the clans. He is a good speaker and can usually talk people round to his point of view. He is relatively ambitious and confident in his own abilities and thinks he would make a good clan leader and is looking for ways to prove himself to his own clan and members of other clans in order to get himself recognised.
Durstan thinks the clans should be working together more closely than they currently are, and can get a little impatient with people who look like they are undermining the group effort by doing their own thing.
Eidolon: Tiglath
Description: Tiglath looks like a blue furred wolf. Unlike a normal wolf he has two straight sharp pointed horns, which look a lot like icicles, which stick out from his brows just above his eyes. His teeth and the long claws on his front paws also look very much like they are made out of ice.
Tiglath's voice is low and gravelly, he tends to be rather grumpy and usually looks at things in the most negative light possible.
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Post by Stephen Mawson on Apr 13, 2015 6:47:02 GMT
And finally Alfgir the Alchemist
Name: Alfgir Thorkolson
Description: Alfgir is tall but slim, has red hair and a scraggly beard, and green eyes. He wears a chainshirt, which is mostly covered by a long leather jacket, which is covered in pockets, straps and pouches.
Attitude: Curious, Indecisive, Easily Distracted
Alfgir often looks like he's not paying attention, even when he actually is. His mind onto matters of alchemy when he should be doing something else. He is not especially confident in his own abilities, at least as far as anything outside alchemy goes, and is happiest in following someone else’s lead. He will often try and get other peoples opinion before he does anything important.
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Post by mike on May 17, 2015 12:16:32 GMT
Couple of questions that need to be resolved: 1. Stephen – Have you calculated the XP for our little side-trek? If so, can you post please? 2. Booty from the last session before our little side trek (You see guys, I hadn't forgotten) Basically three quite valuable magical items Goggles of Brilliant Light (value: 8,800 gp) These sturdy goggles have a mirror sheen on the outside of their lenses, a wrapping of leather holding them snugly in place. This tint blocks a considerable amount of natural light. Twice per day, the goggles' wearer can emit bright light on command to a range of 30 feet. Any creature within that area must succeed at a DC 13 Fortitude saving throw or be blinded for 1 hour. In addition, the wearer also gains a +2 resistance bonus on saving throws against visual effects. Ring of Strength Sapping (value: 8,000 gp) This ring is made of black steel and is eerily cold to the touch. Once per day as a swift action, when the wearer hits a living creature with an unarmed attack, the target must succeed at a DC 20 Fortitude saving throw or take 1d4 point of Strength damage in addition to the attack's normal damage. If the target of the attack takes any Strength damage from this attack, the ring's wearer gains a +2 enhancement bonus to her Strength for 1 minute. Haunted Shoes (value 6,480 gp) Two times per day, the wearer of these shoes can call forth 1d4 spirit servants to aid her. The spirit servants are invisible, mindless, shapeless beings that act as servants summoned by the unseen servant spell. The spirits return to the shoes after 3 hours have passed. The wearer can choose to dismiss one or more of the spirit servants early. Once per day, the wearer can command the ghostly spirits inside her haunted shoes to emerge and swirl around her, making her difficult to target in combat. The wearer gains concealment (20% miss chance) for 3 minutes. The spirits cannot be harmed, but a true seeing spell ignores the concealment effect. The concealment effect cannot be activated while any of the spirits are currently being used as unseen servants. If anybody wants any of these, state your claim here. Anything not claimed will be sold off as party treasure. 3. Finally – remaining treasure from the previous haul Regarding the haul from our last encounter Currently, the following items have been allocated: Elena: Rod of Ice, Wand of Enfeeblement, Dagger +1 Bastion: Cloak of Resistance +2 Arete: Short Sword +1 (frost), Amulet of Natural Armour, Masterwork Dagger This leaves: Magic Weapons: 1 x Short Sword +1 (put back i by Arete in return for the frost blade) Magic Items: 1 x Cloak of Minor Invisibility Potions: 4 x Potion of Cure Light Wounds Mundane Kit: 3 x Masterwork Short Swords 2 x Masterwork Daggers If anybody wants any of this, now is the time to speak up. If not claimed, I shall grab the two remaining MW daggers as backup weapons and the four healing potions just because somebody needs to be carrying them. The rest of the stuff will be sold and the proceeds used as the initial party funds, since we don't have that yet. Just an update -- final allocation for this lot Firstly, the following items have been allocated: Elena: Rod of Ice, Wand of Enfeeblement, Dagger +1, 2 x Masterwork Dagger, Potion of Cure Light Wounds Bastion: Cloak of Resistance +2, Potion of Cure Light Wounds Arete: Short Sword +1 (frost), Amulet of Natural Armour, Masterwork Dagger, Potion of Cure Light Wounds Drodal: Cloak of Minor Invisibility, Potion of Cure Light Wounds That leaves: 1 x Short Sword +1 – value: 2,310gp 3 x Masterwork Short Swords – value: 310gp each = 930gp Total: 3,240gp Sale Price (i.e. what we should get when we sell this): 1,620gp Since nobody claimed them one +1 short sword and three masterwork short swords have now been sold off, netting 1,620 gp This money is now regarded as party funds Any suggests and/or requests for what to spend this on?
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Post by mike on May 17, 2015 12:34:50 GMT
OK then, just to start things off:
Elena is putting in an early bid for the Haunted Shoes – just the sort of witchy thing she likes
Also, not sure what the current situation is regarding healing magic (wands/potions of cure spells and the like) It might be worth investing in another wand for general uses out of party funds
On which note, Elena now has the ability to craft wands as well as Cure Light Wounds and Cure Moderate Wounds on her spell list She is happy make such items, at cost price, on condition that they are considered party items (i.e. can be used by any party member)
Wands – cost price: - Wand of Cure Light – 375 gp - Wand of Cure Light (level 2) – 750 gp - Wand of Cure Light (level 3) – 1125 gp - Wand of Cure Light (level 4) – 1500 gp - Wand of Cure Light (level 5) – 1875 gp - Wand of Cure Moderate – 2,250 gp
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Post by neuromancer on May 17, 2015 21:28:59 GMT
Couple of questions that need to be resolved: 1. Stephen – Have you calculated the XP for our little side-trek? If so, can you post please? 2. Booty from the last session before our little side trek (You see guys, I hadn't forgotten) Basically three quite valuable magical items Goggles of Brilliant Light (value: 8,800 gp) These sturdy goggles have a mirror sheen on the outside of their lenses, a wrapping of leather holding them snugly in place. This tint blocks a considerable amount of natural light. Twice per day, the goggles' wearer can emit bright light on command to a range of 30 feet. Any creature within that area must succeed at a DC 13 Fortitude saving throw or be blinded for 1 hour. In addition, the wearer also gains a +2 resistance bonus on saving throws against visual effects. Ring of Strength Sapping (value: 8,000 gp) This ring is made of black steel and is eerily cold to the touch. Once per day as a swift action, when the wearer hits a living creature with an unarmed attack, the target must succeed at a DC 20 Fortitude saving throw or take 1d4 point of Strength damage in addition to the attack's normal damage. If the target of the attack takes any Strength damage from this attack, the ring's wearer gains a +2 enhancement bonus to her Strength for 1 minute. Haunted Shoes (value 6,480 gp) Two times per day, the wearer of these shoes can call forth 1d4 spirit servants to aid her. The spirit servants are invisible, mindless, shapeless beings that act as servants summoned by the unseen servant spell. The spirits return to the shoes after 3 hours have passed. The wearer can choose to dismiss one or more of the spirit servants early. Once per day, the wearer can command the ghostly spirits inside her haunted shoes to emerge and swirl around her, making her difficult to target in combat. The wearer gains concealment (20% miss chance) for 3 minutes. The spirits cannot be harmed, but a true seeing spell ignores the concealment effect. The concealment effect cannot be activated while any of the spirits are currently being used as unseen servants. If anybody wants any of these, state your claim here. Anything not claimed will be sold off as party treasure. 3. Finally – remaining treasure from the previous haul Just an update -- final allocation for this lot Firstly, the following items have been allocated: Elena: Rod of Ice, Wand of Enfeeblement, Dagger +1, 2 x Masterwork Dagger, Potion of Cure Light Wounds Bastion: Cloak of Resistance +2, Potion of Cure Light Wounds Arete: Short Sword +1 (frost), Amulet of Natural Armour, Masterwork Dagger, Potion of Cure Light Wounds Drodal: Cloak of Minor Invisibility, Potion of Cure Light Wounds That leaves: 1 x Short Sword +1 – value: 2,310gp 3 x Masterwork Short Swords – value: 310gp each = 930gp Total: 3,240gp Sale Price (i.e. what we should get when we sell this): 1,620gp Since nobody claimed them one +1 short sword and three masterwork short swords have now been sold off, netting 1,620 gp This money is now regarded as party funds Any suggests and/or requests for what to spend this on? Well the goggles could be interesting as I have had a fair bit of good stuff if anyone els wants them ill stand back
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Post by Stephen Mawson on May 18, 2015 11:03:50 GMT
Right I've worked through everything your alternative characters fought over the last few sessions and added up all the XP.
Basically you managed to work your way through the following: 36 Wildlings 8 Wildling Rangers 7 Elite Wilding Warriors 5 Great Wildlings 5 Dire Wolves 1 Wildling Chieftain
However the following did manage to escape you: 1 Bear Daemon thing 1 Hooded Figure (Unknown species with tentacle mouth, nasty bite)
Total XP earned (for the whole party) was 43,200 XP.
Which works out as 7,200 XP per PC.
Also while I'll go over the details in the next session of what's been happening to your actual characters while you've been running around the forest killing Wildlings, you will have been given some gifts by the extremely grateful citizens of Thornehold.
This will have come as providing magical items free of charge, or getting someone to enhance an existing magic item, rather than a heap of cash. Basically you can consider yourselves to have a fund of 24,000 GP's from which you can pick up some additional magic items. Which comes out as one 4,000 GP item per PC. You can of course swap this around a bit if some of you want to spent a little less to allow someone else to spend a little more. Again this is gifts of items, not cash as such, so anything not spent from this gift fund as it were will simply go away, not be converted into GP's and added to party funds.
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