Friday, January 14, 2011

Barrow of the Forgotten King - GM Turn Post 138

What do you do next?

Assuming that you want to descend, with some time and effort the hole can be made bigger. Provisions will also need to be made to lower the wolf.

You will likely want to rest and recover before moving on. Based upon recent evidence, it seems likely that many of the magics in place around the tomb are now released. It should not be too difficult to exit back to the surface.

Leera is anxious to leave this place and you have to let the townsfolk know what has happened. You also have a bunch of loot that you might want to unload and I am sure some equipment needs to be replenished.

(There is also the matter of leveling up to 5th and meeting your new companion, Turok ….)

Please submit your turn instructions using the Player Action Response - Turn Post Template

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Party Health:

Thurstan 52/52, Wolf 33/33, Banjo 42/44, Clint 36/47, Dargoth 60/60, Kirlic 8/58, Leera 38/38

7 comments:

  1. If going back to town= LEVEL UP, then we should do that. Moreso if Turok is waiting for us.

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  2. high ho, high ho,
    it's back to town we go,
    to sell some stuff and level up,
    high ho, high ho

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  3. "You want to go down a level AND face tougher monsters??"

    http://www.giantitp.com/comics/oots0012.html

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  4. Ok,

    My thoughts at the moment.

    I was thinking about wielding the "Kings Longsword" Which would mean attuning and skill point allocation.

    I feel this weapon can't be sold and should be used as a primary weapon for the duration of the adventure and not put in a back pack.

    I would also like to keep the Bastard Sword +1 as a backup weapon.

    The mace would go to brad if he wanted it.

    Also if he wants to switch to the magical shortbow he could use that and I could take the Spear +1 for my ranged attack. Granted for the most part I am not a ranged fighter like he is.

    But back to town then either deeper or on to the next part is where we go.

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  5. I don't see myself using the sword, I agree it should be the focus weapon for the wielder.

    I would like to carry the +1 flail. I don't see it being a primary weapon for me, but I needed both bludgeoning and magical melee weaponry this adventure, and had neither.

    The +1 (+3STR) shortbow would also be a nice fit. I plan on keeping archery as my focus.

    One other item I have my eye on, but is the least important of the three is the mithral breastplate. I think Thurstan might be using it. If so, that's OK. If its unclaimed, it would help me a fair bit- raising AC by 2, and keeping my Dex bonus.

    I'm still learning how you guys do loot, so feel free to guide me.

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  6. Actually I was looking at the Long Sword and thinking, I might want to use that. Putting aside that I'm at the top of the treasure pick list, (haha!) let me explain...

    At first I was like, "I have 2 bow-feats... thats a little sad" ... but then I realized, its no worse than MF having 2 Bastard Sword feats, which would become TOTALLY useless... mine still being useful when we need me to shoot. (Which I can still do very effectively if needed) Dargoth still gets a Magic Weapon to use with his Exotic and Focus feats... And what about giving the +1 spear to our charismatic Sorcerer? That gives him a magical weapon that doesnt require him to step into HTH combat as a bonus!

    Then there is our Ranger, a bow-monkey Ranger... So right now basically we have 2 Bowman, and 1 melee fighter, a very capable Cleric, and a Magic Tosser? We can't ALL fit behind Dargoth... Someone else should probably get out front and Melee

    Finally, there is the fact that my sneak dice are going to start adding up now, and if I went with something like a 2-weapon fighting feat, I would go Long+Short sword, and become just a smidgen more dangerous in hand to hand. Which is to say, ALOT more dangerous with Teh Flanking.

    I was a little hesitant about the "Legendary" thing, after reading more about it... but I think it would be cool, and probably plays into the overall campaign somewhere that Keith wants us to go... ;)

    Those are my thoughts!

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  7. There is no obligation to bond to the weapon, but you do get some benefits (and drawback) from doing so. Without bonding, the item is a +1 adamantine longsword, it sheads light like a torch and once per day you can reroll a Diplomacy check before learning the result of the initial roll.

    With the information you currently know and an expenditure of 2500 GP, you can unlock the 5th through 9th level abilities. They are:

    5th: Detect Thoughts once per day. Like spell. DC 13 or 12 + CHA modifier, whichever is higher.
    6th: -4 from total HP.
    7th: Strength of Kings (SU) - +2 enhancement bonus to STR while carrying sword (not wielding)
    8th: -1 penalty to all Saves and Loyal Servator (SU) - continuous unseen servant. As spell. If disipated by damage or moving out od range, it reforms 1 round later in a square adjacent to you. Caster level 5th.
    9th:-1 penalty to hit and an additional -2 from total HP (total -6 to this point)

    You are under no obligation to bond to the next tier of abilities. This item has a total of three tiers. The next is levels 10th - 16th and the last is 17th-20th.

    Regardless, if anyone bonds to it, the item will be useful and is improtant to the story. Someone should keep it.

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