everyone is ready inculding s@squ@th I believe his character must have come from another game or something the only thing I found wrong was he didn't specify turn or rebuke undead but he hasn't posted here in over a month if he lost interest will npc the healer role and start Group #1 a week from today
Group #2
everyone ready but WD and I believe Voda Vosa took his barabarian over to VotD is ok I will NPC that slot also (a drow to keep the mercenaries in line) so we start as soon as WD is ready
Sorry for such long recuritment time but it's what comes with leaving the character gen open
everyone is ready inculding s@squ@th I believe his character must have come from another game or something the only thing I found wrong was he didn't specify turn or rebuke undead but he hasn't posted here in over a month if he lost interest will npc the healer role and start Group #1 a week from today
So, Vesper is approved? If so, can anyone in group 1 recommend a 3rd level spell for Vesper to know? Was thinking fireball, but I'm not certain.
Quote:
Originally Posted by Holyman
Group #2
everyone ready but WD and I believe Voda Vosa took his barabarian over to VotD is ok I will NPC that slot also (a drow to keep the mercenaries in line) so we start as soon as WD is ready
Sorry for such long recuritment time but it's what comes with leaving the character gen open
HM
Holyman, I did have the skeleton up for a level 7 character for Group 2, if there are slots that need filling. Granted, the character is more anti-Drow than pro-Drow.
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since this is a module I'm not going to allow members in both groups I know people don't Meta-game much but there's that and the Mystery will lose it's interest if you have played through
save the character i have other modules just not time for other games as of yet
since this is a module I'm not going to allow members in both groups I know people don't Meta-game much but there's that and the Mystery will lose it's interest if you have played through
save the character i have other modules just not time for other games as of yet
HM
Alright, just checking as earlier you marked me for cloning.
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These I can access rarely:
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Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.
I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
So, Vesper is approved? If so, can anyone in group 1 recommend a 3rd level spell for Vesper to know? Was thinking fireball, but I'm not certain.
Speaking as the main melee person for group 1, I do not recommend fireball, unless you can shape it.
Some good spells (from the sources in your list) are as follows (and I can verify the effects of these for you HM, since I have these books):
SRD
Dispel Magic: It's a highly useful spell, no matter which way you slice it.
Stinking Cloud: Helpful, neutralizes enemies in large groupings, Gar should be able to make the save regularly, since it would only be DC 18 and he's got +13 or +14 on Fort.
Heroism: Awesome buff spell for our level (especially for Gar). Rage spell is also good, but not quite so great, since you'll have to maintain concentration on the spell.
Fireball and Lightning Bolt are classics for a reason.
Displacement, Invisibility Sphere and Major Image are all good for trickery, the Sphere is very good for cloaking the whole group. Major Image is better the more you can think of things to make illusions of.
Ray of Exhaustion: Make them exhausted or fatigued, dropping attack rolls and AC and they can't charge. Excellent debuff.
Fly: Excellent transport spell and good for getting out of melee range for you.
Haste: Always an awesome buff. Opposite true to Slow (awesome debuff).
Complete Arcane
Bands of Steel: immobilize or entangle a creature, works on Medium and smaller. Not bad, and helps take someone all/partly out of the fight.
Shadow Binding: close range burst that dazes for 1 round and entangles for 1 rd/lvl on a failed Will save is not too shabby.
Draconomicon
Dragon Breath: Cool thematically, though not an awesomely strong spell. Even so, lets you use 3 breath weapon attack at 4d6 each for a nice little total of 12d6. Better total per cast than any other attack spell at this level.
That's my take on the various spells from the sources I have in common with you. Just be aware that if you hit Gar with an attack spell, he might tear your face off. He's not the most kindly person/beast...
__________________
The 13 Kingdoms games
Player as:
Slassz Verazzyn, Sauran Blue Dragon Shaman 4 and Tetsu, Human Crusader 1/Cleric 2 of Naeron in "Fall of the 14th Kingdom"
Fahlias Dragonson, Half-Silver Dragon, Half-Human Ranger 6/Ceomyrian Pathfinder (Horizon Walker) 6 in "For More Than Glory"
Speaking as the main melee person for group 1, I do not recommend fireball, unless you can shape it.
Some good spells (from the sources in your list) are as follows (and I can verify the effects of these for you HM, since I have these books):
SRD
Dispel Magic: It's a highly useful spell, no matter which way you slice it.
Stinking Cloud: Helpful, neutralizes enemies in large groupings, Gar should be able to make the save regularly, since it would only be DC 18 and he's got +13 or +14 on Fort.
Heroism: Awesome buff spell for our level (especially for Gar). Rage spell is also good, but not quite so great, since you'll have to maintain concentration on the spell.
Fireball and Lightning Bolt are classics for a reason.
Displacement, Invisibility Sphere and Major Image are all good for trickery, the Sphere is very good for cloaking the whole group. Major Image is better the more you can think of things to make illusions of.
Ray of Exhaustion: Make them exhausted or fatigued, dropping attack rolls and AC and they can't charge. Excellent debuff.
Fly: Excellent transport spell and good for getting out of melee range for you.
Haste: Always an awesome buff. Opposite true to Slow (awesome debuff).
Complete Arcane
Bands of Steel: immobilize or entangle a creature, works on Medium and smaller. Not bad, and helps take someone all/partly out of the fight.
Shadow Binding: close range burst that dazes for 1 round and entangles for 1 rd/lvl on a failed Will save is not too shabby.
Draconomicon
Dragon Breath: Cool thematically, though not an awesomely strong spell. Even so, lets you use 3 breath weapon attack at 4d6 each for a nice little total of 12d6. Better total per cast than any other attack spell at this level.
That's my take on the various spells from the sources I have in common with you. Just be aware that if you hit Gar with an attack spell, he might tear your face off. He's not the most kindly person/beast...
Well, once Vesper hits level 10, he'll be able to attach Area effect spells onto his Eldritch Blasts, allowing him to get more 'stuff' done each round. 2 standard actions normally as opposed to 1 full round action to ride the Area effect onto the Eldritch Blast, hence me thinking Area effects would be good. Though debuffing the enemy is also good, so Stinking Cloud might be decent, unless I start debilitating allies, lol.
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Monster Manual 2
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Expanded Psionics Handbook
Spell Compendium
Tome of Magic
These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.
I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
Gar (me) is the most likely one to get caught in your area spells, though he's also pretty likely to ignore the effects of Stinking Cloud (which is a very useful Battlefield Control spell). Stinking Cloud is probably the best bang for an AoE debuff rider effect. But you could also do the Ribbons of Shadow or whatever it was in Complete Arcane, which has a smaller area (thus less likely to catch Gar) and can also mess the enemy up pretty badly (if they're helpless, CDG incoming).
I don't have Eldritch Theurge access, but is it only Area spells, or could it be single-target as well? If so, Vampiric Touch (PHB/SRD) is another good candidate that I left off the list.
__________________
The 13 Kingdoms games
Player as:
Slassz Verazzyn, Sauran Blue Dragon Shaman 4 and Tetsu, Human Crusader 1/Cleric 2 of Naeron in "Fall of the 14th Kingdom"
Fahlias Dragonson, Half-Silver Dragon, Half-Human Ranger 6/Ceomyrian Pathfinder (Horizon Walker) 6 in "For More Than Glory"
Gar (me) is the most likely one to get caught in your area spells, though he's also pretty likely to ignore the effects of Stinking Cloud (which is a very useful Battlefield Control spell). Stinking Cloud is probably the best bang for an AoE debuff rider effect. But you could also do the Ribbons of Shadow or whatever it was in Complete Arcane, which has a smaller area (thus less likely to catch Gar) and can also mess the enemy up pretty badly (if they're helpless, CDG incoming).
I don't have Eldritch Theurge access, but is it only Area spells, or could it be single-target as well? If so, Vampiric Touch (PHB/SRD) is another good candidate that I left off the list.
Level 3 is area only. If we gain three levels(thus letting Vesper reach level 12 during the course of the adventure), the Capstone ability would be to add rider's such as 'Finger of Death' onto the Eldritch Blasts. At which point Vampiric Touch is a spell I would most certainly pick up. It's also why I was considering Touch of Idiocy. I decided to save those until it seemed likely I would reach the required levels to actually make the best use of those spells.
And as a rider, I could ride Fireball on the Eldritch blasts at tenth level. The fireball would be emitted from the space of the target struck with the Eldritch Blast. So, maybe Stinking Cloud for now, and pick up Fireball later.
Accessible at almost any time: http://www.d20srd.org/index.htm
Complete Arcane
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Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic
These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.
I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
Sielg (the Finesse Rapier Wielding Chaotic Neutral Dwarven Rogue) is likely to be in range of the aforementioned Fireball/Stinking Cloud as well - but his Reflex save is WAY better than his Fortitude save, and it's save for no damage as well
Guess he'll have to stay on the fringes and pick at their flanks
Accessible at almost any time: http://www.d20srd.org/index.htm
Complete Arcane
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Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic
These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.
I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
Cost of doing business in the Underdark, I suppose. Oh, well. If we'd wanted long, comfortable lives we wouldn't have become adventurers, right?
Well, as a Drow, magical study can be mostly attributed to study and experiment, and Warlock powers are also innate, leaving Telos a 'normal' Drow ordered on a mission for the House Matron along with the rest of the group.
Accessible at almost any time: http://www.d20srd.org/index.htm
Complete Arcane
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Libre Mortis
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Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic
These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.
I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
My drow cleric turns undead, not rebuke -- else I'd lose the spontaneous healing ability w/o a feat.
Glad to here from you, your sheet said turn or rebuke undead to me it looked like you didn't choose one yet but you right it does say spontaneous heal so that means turning
Great this makes us all set (except for group name group#1 is to lame for this one shot) everyone prep cause monday night will post IC new group only OOC, and we will start The Matron's Mothers comments to the group.
Only need s@squ@tch for you to post cleric in the RG (will find you a link in a min)
Great this makes us all set (except for group name group#1 is to lame for this one shot) everyone prep cause monday night will post IC new group only OOC, and we will start The Matron's Mothers comments to the group.
Anyone got any ideas for a group name?
Gar wouldn't care in the slightest, but two of the four of the group are drow... Would Seilg and Gar be getting assigned to work with two drow or would the four of them have worked together before? I can see the canny dwarf and the savage human working together, but two drow along with them for a long period of time... Could happen, but certainly beyond strange (then again, I do like strange... Look at the characters I play ).
__________________
The 13 Kingdoms games
Player as:
Slassz Verazzyn, Sauran Blue Dragon Shaman 4 and Tetsu, Human Crusader 1/Cleric 2 of Naeron in "Fall of the 14th Kingdom"
Fahlias Dragonson, Half-Silver Dragon, Half-Human Ranger 6/Ceomyrian Pathfinder (Horizon Walker) 6 in "For More Than Glory"
Having meant before or worked together before being hired is all your perferences to the role play aspect. Could be the first time everyone's meeting or they have been called together after doing some work in the past. The name is flavor and to keep group links seperate from each other
To easy to see group# and click it but then it's not yours. But also for npc's to say that Blackhand group or Gar and the Boys since most won't want to know your names, being drow and all.
Having meant before or worked together before being hired is all your perferences to the role play aspect. Could be the first time everyone's meeting or they have been called together after doing some work in the past. The name is flavor and to keep group links seperate from each other
To easy to see group# and click it but then it's not yours. But also for npc's to say that Blackhand group or Gar and the Boys since most won't want to know your names, being drow and all.
HM
So you just want it to distinguish between the IC threads. OK... "Misfits" is always a fine one for adventurers.
__________________
The 13 Kingdoms games
Player as:
Slassz Verazzyn, Sauran Blue Dragon Shaman 4 and Tetsu, Human Crusader 1/Cleric 2 of Naeron in "Fall of the 14th Kingdom"
Fahlias Dragonson, Half-Silver Dragon, Half-Human Ranger 6/Ceomyrian Pathfinder (Horizon Walker) 6 in "For More Than Glory"
It is a good one but needs a surname like DW's Misfits or Theroc and the Misfits (hey that sounds like a rockband lol) but will work solo with it if everyone doesn't mind.