Author Topic: [3.5E] The DIY "Wreck Ashore" adventure (WIP)  (Read 23192 times)

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NiteCyper

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[3.5E] The DIY "Wreck Ashore" adventure (WIP)
« on: March 28, 2010, 06:46:36 PM »
This is an interface to play the D&D [3.5E] "Wreck Ashore" adventure, by setting adventure-information to emulate traditional conduct of a D&D adventure.

Instructions:
You'll open numbered, red-titled spoilers (buttons) sequentially, after you've gone through what's therein. This adventure-format sacrifices such things as enemies controlled by other people, hidden opposed checks, and a lack of railroads.

1. "ADVENTURE HOOKS" (page 2)
Pick a hook (bulleted).

"• [you] live in Seawell and have been expecting a
shipment [ship] of merchandise that has not arrived."

To avoid spoiling anything for yourself, only open/show this subscript spoiler-block if you choose this hook.
[spoiler]"Two problems plague Seawell at present: the
increased hostility from the local lizardfolk and the
continued absence of all ships expected from the direc-
tion of the reef."

To avoid spoiling anything for yourself, only open/show this subscript spoiler-block if you investigate not about the missing ships...
[spoiler]"... the mayor
approaches [you] upon finding out that [you] are [an] adven-
turers. He offers [you] 50 gp each, plus all the treasure
[you] find, to find out what happened to the ships and
resolve the problem."[/spoiler]
[/spoiler]

To avoid spoiling anything for yourself, only open/show this subscript spoiler-block if you want a different hook.
[spoiler]
"• [you] come upon Seawell in [your] travels
and hear about the problems plaguing the town in a
tavern."

To avoid spoiling anything for yourself, only open/show this subscript spoiler-block if you choose this hook.
[spoiler]"Two problems plague Seawell at present: the
increased hostility from the local lizardfolk and the
continued absence of all ships expected from the direc-
tion of the reef."
[/spoiler]

To avoid spoiling anything for yourself, only open/show this subscript spoiler-block if you investigate not about the missing ships...
[spoiler]"... the mayor
approaches [you] upon finding out that [you] are adven-
turers. He offers [you] 50 gp each, plus all the treasure
[you] find, to find out what happened to the ships and
resolve the problem."
[/spoiler]

To avoid spoiling anything for yourself, only open/show this subscript spoiler-block if you want a different hook.
[spoiler]
"• [you] are on a ship bound for Seawell from the reef
side. The ship runs aground
If you take this (the third) hook...[spoiler], and its crew is attacked
by pirates.[/spoiler]"
If you take this (the third) hook...
[spoiler]
If there's a crew, they die.
[/spoiler]
[/spoiler]
[/spoiler]





2. Travel
[spoiler]
There are three options. You "can take either of two routes to get to
the lighthouse. The sea passage (encounter B) is both
faster and less dangerous than the overland route
across the peninsula (encounter A)." Hook 3 skips this step. My fiat as the GM: XP-farming forbidden.

The overland route is marsh, during the dry season.

If you chose encounter B and "get off the ship for any
reason (even while it stands at anchor during the
night)"...

[spoiler]"[You] have one of the numbered encounters
(DM’s choice) detailed in encounter A."[/spoiler]

"Encounter A"-encounters:
A1. Lizardfolk's (MMI, page 169) Spot and Listen check modifier: 0 (Wis 10). Aid another unaccounted. Quantity?
A2?
A3. Constrictor Snake's (MMI, page 279) Spot and Listen check modifier: +7.
A4. Four small Vipers' (MMI, p.280) Spot and Listen check modifiers: +7.
A5&6. One or two panthers (MMI, p.274): Due to their "9 or fewer hit points, then flee" tactic and "hp 4 each", they naturally flee everything, bwahaha.

if you were sneaking along the trail and you fail on your stealth checks against +1 perception checks...
[spoiler]Roll 2 +1 perception checks per round the amount of times you would if you were told you heard a strange noise. Aid another unaccounted. If any succeed, see spoiler marked with a superscript 3 (below).[/spoiler]

If you succeed on a perception check where penalize yourself 6+1d4 against +2 stealth checks...
[spoiler]C1. Pirates' Spot and Listen check modifiers: +1 (Wis 12). Aid another unaccounted. Distance: 70 to 100 ([1d4+6] × 10) feet, according to the last roll. [/spoiler]

When you've completed the campaign...
[spoiler]
(Female) Lizardfolk scout(s) and guide-hiring omitted.
[/spoiler]

Going with encounter A, I plan avoid encounters, preferring to check out the light-house directly. Flight during night (low-light + darkvision) avoids hunting panthers. High altitude for penalties to opposed Spot checks. Stealth 24/7 (+23 Hide) (taking 10). I either have rations (deducting the cost from my base gp later) or I hunt for my food (more fun). Time is no big deal and I'm moving at half my flight-speed (30 ft.) as a result of my constant stealth.
[/spoiler]

3. Arrival
[spoiler]
"The terrain around the lighthouse and the pirate camp
consists of sand dunes dotted with patches of tall grass
and trees. The dunes form a raised area between the
beach and the swamp, which shields the beach from
the view of anyone approaching from the peninsula.
If PCs came overland, they can see the tops of the
lighthouse and the pirates’ wooden tower above the
trees only after ascending the dunes. If they came by
ship, they can see the entire setup from afar. But they
must disembark some miles distant from the light-
house and pirate camp because the reef allows no safe
landing any closer than that. They can get to shore by
swimming or via a small lifeboat, then hike toward the
buildings."
[/spoiler]

4. If you search the light-house...
[spoiler]Discover[/spoiler]
[spoiler]The light-house got dead bodies in it.

"If [you] came overland..."
[spoiler]
"...[You] can see the tops of the
lighthouse and [a] wooden tower above the
trees only after ascending the [sand] dunes."
[/spoiler]

When you <verb> the <noun>...[spoiler]
Spotting the camp from up high, I ignore it and check out the light-house directly, at night.
[/spoiler]
[/spoiler]

5. See 4.
[spoiler]Deduce.[/spoiler]
[spoiler]
i) Knowledge check to figure out what the skeletal frame light tower is and its purpose.

ii) the GM deems that you immediately deduce the scheme.

iii) Capture/seize and interrogate:

"Development: A captured pirate pretends to be
tough, but a successful Intimidate check (opposed by
the pirate’s Wisdom check +1) makes the prisoner
reveal all he knows about the pirates’ activities in the
area—which is pretty much everything (see encounter
E for details).
If one or both of the pirates escape, they make their
way back to the pirate camp as quickly as they can.
They move cross-country, so they might not beat the
[you] back there (see encounter B for details)."
[/spoiler]

6. Plan
See 5.
[spoiler]I either camp on the other side of the light-house, inside the light-house (near or at the top), atop the pirate camp's wooden pavilion or even right in the middle of them, letting them get accustomed to any move silently failures I make. I observe the actions of the pirates.

I could capture/seize and interrogate one.
[/spoiler]

7. Execute
See 6.
[spoiler]
i) Arson.
ii) Conduct guerrilla warfare (to drive them off).
iii) Tank.
iiii) Bomb.
[/spoiler]

Terrain
[spoiler]
The scenario takes place
on and around a swampy peninsula that juts out from a
longer stretch of coastline. Along one side of this
peninsula stretches a dangerous reef. Just offshore on
the reef side stands a lighthouse built to warn ships of
the danger. At the base of the peninsula on the side
away from the reef is a small port town called Seawell.
To get a good feel for this area, look at a map of
Florida pics
[spoiler]
1: topographical(?)
[spoiler]

[/spoiler]

2: satellite
[spoiler][/spoiler]

3: satellite (smaller, brighter)
[spoiler]

[/spoiler]

4: satellite (oblique)
[spoiler]

[/spoiler]
[/spoiler] and imagine that the state is only about 50
miles long and 50 miles wide. The lighthouse is just off
the coast near St. Augustine, and Seawell lies on the
coast just south of Tallahassee. This peninsula juts out
from a longer coastline.
The scenario can be placed on any coastal peninsula
that features a reef. As always, feel free to adapt the
material presented here as you see fit to make it work
with your campaign.

PREPARATION
[The DM] need the D&D core rulebooks, including
the Player’s Handbook, the Dungeon Master’s Guide,
and the Monster Manual to run this adventure. Fea-
tured monsters include Encounter A[spoiler]alligators, snakes, and panthers
(leopards)[/spoiler]. To make the scenario more realistic, you
might also want to read up on the terrain of
encounter A[spoiler]Everglades
National Park[/spoiler]. This scenario utilizes the D&D v.3.5
rules, but it can easily be used with the 3.0 rules as well.
[/spoiler]

8. Win.
When you've completed the synopsis...
[spoiler]
Runners:
i) bearsarebrown LINK
ii)
[/spoiler]

ADVENTURE SYNOPSIS
[spoiler]
[You] must head for the lighthouse by either
land or sea
When you have completed the campaign.[spoiler], fighting off various swamp denizens along
the way. Once [you] arrive at the lighthouse, [you] dis-
cover that the operators have been murdered and the
light extinguished. From there, [you] must locate the
pirate camp and the false lighthouse and put a stop to
the renegades’ plan[/spoiler]."
[/spoiler]

CREDITS
[spoiler]
Design: Robert Wiese
Editing: Penny Williams
Typesetting: Nancy Walker
Cartography: Todd Gamble
Web Production Julia Martin
Web Development: Mark A. Jindra
Graphic Design: Sean Glenn, Cynthia Fliege
Based on the original DUNGEONS & DRAGONS®
game by E.
Gary Gygax and Dave Arneson and on the new edition of the
DUNGEONS & DRAGONS game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the
Coast, Inc. All Wizards characters, character names, and the distinctive likenesses
thereof are trademarks owned by Wizards of the Coast, Inc.
This material is protected under the copyright laws of the United
States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited
without the express written permission of
Wizards of the Coast, Inc.
©2004 Wizards of the Coast, Inc.
All rights reserved.
Made in the U.S.A.
This product is a work of fiction.
Any similarity to actual people, organizations, places,
or events is purely coincidental.
This Wizards of the Coast game product contains no Open Game Content.
No portion of this work may be reproduced in any form without
written permission. To learn more about the Open Gaming License
and the d20 System License,
please visit www.wizards.com/d20.
For more DUNGEONS & DRAGONS articles, adventures, and information,
visit www.wizards.com/dnd
[/spoiler]

Introduction from the download-page
[spoiler]
"The number of ships docking at the coastal town of Seawell has suddenly dropped, and raids by the local lizardfolk are increasing. The missing ships were all approaching from the reef side of the peninsula, so something must have happened to the lighthouse that normally guides ships safely past the danger. But what?"
[/spoiler]
« Last Edit: July 23, 2012, 04:27:11 AM by NiteCyper »
Caveat: I edit my posts, ever and anon after.

Solo

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Re: I need one more bonus to Hide.
« Reply #1 on: March 28, 2010, 06:49:16 PM »
Armor of Silent Moves, SRD.

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

NiteCyper

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Re: I need one more bonus to Hide.
« Reply #2 on: March 28, 2010, 06:50:05 PM »
Armor of Silent Moves, SRD.
1. I'm not working on my Move Silently check (it's not as easy to optimize),
2. It costs too much at level 1.

Offer ECL-1 Hide-optimization advice.
[spoiler]
http://www.giantitp.com/forums/showthread.php?p=8263529#post8263529
http://community.wizards.com/go/thread/view/75882/23117745/Level_1_Hide_bonuses?sdb=1&post_num=1#409434977

Say my goal is a Hide check +30 mod, 24/7.

Unseelie Feya Whisper Gnomeb Dragonfire Adept 1 (0 XP) with 18 Dexc (b4 racial adjustments), 2 flaws, the Blend into Shadows feat, the Illiterated trait, two cross-class rankse in Hide, and two open feat slots.

1a+1b+4b+5b+4c+1d+2e=+17.

The best I can devote the two feat slots to stealth is to "Shape Soulmeld (Kruthik Claws)" (+4 Hide & MS) and "Fade into Darkness" (+5 awake) or "Flexible Mind [Anarchic]" (+3). The two feat slots, otherwise, default to the "Darkstalker" feat (for the obvious reason) and the "Intensify Darkness" feat (for stealthy sleep). I assume the Beguiler (ShS) race is cohort-only. A masterwork Hide-tool is 50 gp which is above a quarter of my total wealth, therefore invalid creation. The third feat is Entangling Exhalation and the secondary base (class) option (i.e. Warlock) frees up the that feat slot and has a (purportedly1) higher starting gold. Dragonfire Adept's "Starting Gold: 2d4×10 (50 gp)".

1I can't find an official print for the Warlock's starting gold.

"I go with the first option."
[/spoiler]
« Last Edit: November 17, 2010, 07:01:24 PM by NiteCyper »
Caveat: I edit my posts, ever and anon after.

Fluffles

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Re: I need one more bonus to Hide.
« Reply #3 on: March 28, 2010, 06:57:56 PM »
Masterwork tool gives a +2 :)

Solo

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Re: I need one more bonus to Hide.
« Reply #4 on: March 28, 2010, 06:58:36 PM »
My mistake, the actual name of the item is Armor of Shadow.

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

NiteCyper

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Re: I need one more bonus to Hide.
« Reply #5 on: March 28, 2010, 06:59:55 PM »
Masterwork tool gives a +2 :)
I already added that.

My mistake, the actual name of the item is Armor of Shadow.
1. Still too expensive,
2. Still doesn't stack with "Fade into Darkness" as a competence bonus.

[-0700 28/03/2010 Sun 14:54:37]
I could replace Fade into Darkness with Flexible Mind [Anarchic], but it doesn't help due to counterpoint 1.
« Last Edit: March 28, 2010, 07:54:59 PM by NiteCyper »
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snakeman830

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Re: I need one more bonus to Hide.
« Reply #6 on: March 28, 2010, 07:00:08 PM »
Blend Cream: Complete Adventurer.  Gives a +1 alechmical bonus to Hide.
I am constantly amazed by how many DM's ban Tomb of Battle.  The book doesn't even exist!

Quotes:[spoiler]
By yes, she means no.
That explains so much about my life.
hiicantcomeupwithacharacterthatisntaghostwhyisthatamijustretardedorsomething
Why would you even do this? It hurts my eyes and looks like you ate your keyboard before suffering an attack of explosive diarrhea.
[/spoiler]

If using Genesis to hide your phylactry, set it at -300 degrees farenheit.  See how do-gooders fare with a liquid atmosphere.

Anklebite

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Re: I need one more bonus to Hide.
« Reply #7 on: March 28, 2010, 07:02:36 PM »
Unseelie Fey Whisper Gnome Warlock 1 (0 XP) with 18 Dex (b4 racial adjustments), 2 flaws, Blend into Shadows, Fade into Darkness, two cross-class ranks in Hide, and a masterwork Hide-tool (50 gp).

Chronological addition: 1+(1+4+5)+4+5+2+2= +24 Hide check modifier.

An opponent has a Spot check modifier of +4, so they can still catch me on a nat-1 vs. nat-20 by 1.

How do I raise that Hide check the last mile?

P.S. The third feat is Entangling Exhalation, the adventure is "Wreck Ashore", the opponent is the Dwarf Rogue, Svingal Stonefist, and I want Shape Soulmeld (Planar Ward) instead of Fade into Darkness (making the bonus required +6). Also, I assume the Beguiler (ShS) is cohort-only.


correct me if I'm wrong, but their nat 20 result is a 24 while your nat 1 is a 25. you still win.
I do not suffer from paranoia; I enjoy every second of it.
Pioneer of the Ultimate Magus + Sublime Chord + Ultimate Magus combo

NiteCyper

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Re: I need one more bonus to Hide.
« Reply #8 on: March 28, 2010, 07:05:57 PM »
Blend Cream: Complete Adventurer.  Gives a +1 alechmical bonus to Hide.
Bank-breaker. What I've written is 50 gp average starting wealth.

Unseelie Fey Whisper Gnome Warlock 1 (0 XP) with 18 Dex (b4 racial adjustments), 2 flaws, Blend into Shadows, Fade into Darkness, two cross-class ranks in Hide, and a masterwork Hide-tool (50 gp).

Chronological addition: 1+(1+4+5)+4+5+2+2= +24 Hide check modifier.

An opponent has a Spot check modifier of +4, so they can still catch me on a nat-1 vs. nat-20 by 1.

How do I raise that Hide check the last mile?

P.S. The third feat is Entangling Exhalation, the adventure is "Wreck Ashore", the opponent is the Dwarf Rogue, Svingal Stonefist, and I want Shape Soulmeld (Planar Ward) instead of Fade into Darkness (making the bonus required +6). Also, I assume the Beguiler (ShS) is cohort-only.


correct me if I'm wrong, but their nat 20 result is a 24 while your nat 1 is a 25. you still win.

fcuk

OPost altered (i.e. to "Am I allowed to spend all of my starting wealth on one thing (i.e. a masterwork tool)?").
« Last Edit: March 28, 2010, 07:14:08 PM by NiteCyper »
Caveat: I edit my posts, ever and anon after.

Anklebite

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Re: I need one more bonus to Hide.
« Reply #9 on: March 28, 2010, 07:09:47 PM »
I do not suffer from paranoia; I enjoy every second of it.
Pioneer of the Ultimate Magus + Sublime Chord + Ultimate Magus combo

Tonymitsu

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Re: I need one more bonus to Hide.
« Reply #10 on: March 28, 2010, 07:51:17 PM »
"Am I allowed to spend all of my starting wealth on one thing (i.e. a masterwork tool)?"

Well, I guess that'd be DM fiat.

DM's Guide on Magic Items as gear:

Quote
You can exercise an item-by-item veto, but an easier method is to use maximum cost for a single item as a limit. For example, while an 8th-level character has 27,000 gp to spend, you can limit him to owning no single item worth more than one-quarter of that, or 5,500 gp. This is a good way to prevent imbalances such as an 8th-level fighter with hardly a copper piece to his name who is armed with a nine lives stealer.

Or in this case, a masterwork Hide tool (wtf are you using for that anyway?  Generally I let my players get away with a masterwook tool for anything as long as they come up with something clever.)

but anyway... I'd imagine there are DM's out there that would see fit to apply this rule to every character created.

NiteCyper

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Re: I need one more bonus to Hide.
« Reply #11 on: March 28, 2010, 07:56:03 PM »
"Am I allowed to spend all of my starting wealth on one thing (i.e. a masterwork tool)?"

Well, I guess that'd be DM fiat.

DM's Guide on Magic Items as gear:

Quote
You can exercise an item-by-item veto, but an easier method is to use maximum cost for a single item as a limit. For example, while an 8th-level character has 27,000 gp to spend, you can limit him to owning no single item worth more than one-quarter of that, or 5,500 gp. This is a good way to prevent imbalances such as an 8th-level fighter with hardly a copper piece to his name who is armed with a nine lives stealer.

Or in this case, a masterwork Hide tool (wtf are you using for that anyway?  Generally I let my players get away with a masterwook tool for anything as long as they come up with something clever.)

but anyway... I'd imagine there are DM's out there that would see fit to apply this rule to every character created.
Basically, now I'm down two points.

OPost altered again.
« Last Edit: March 28, 2010, 07:59:57 PM by NiteCyper »
Caveat: I edit my posts, ever and anon after.

bearsarebrown

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Re: I need one more bonus to Hide.
« Reply #12 on: March 28, 2010, 08:10:22 PM »
Be more then 20ft away. Each 10ft is a cumulative -1 to the Spot check.
Distract him. Results in a -5 to the Spot check.

Inattentive trait? Grants a +1 when using it as a Simple Skill Check(normal), but a -4 when Complex(tracking through Urban environment)

Trickery and Knowledge Affiliations from CC will let you do it 1/day.
Guardians of the Green can get you a +2 Hide/MS in Natural Areas.

Craft your own MW tool?

Elder Evil Devotion?
Taint?
« Last Edit: March 28, 2010, 08:32:54 PM by bearsarebrown »

Flay Crimsonwind

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Re: I need one more bonus to Hide.
« Reply #13 on: March 28, 2010, 08:18:17 PM »
Or in this case, a masterwork Hide tool (wtf are you using for that anyway?  Generally I let my players get away with a masterwook tool for anything as long as they come up with something clever.)
Camouflaging cloak; grey for urban cities, brown/green for other wild terrains. Or hell, even camo-facepaint.  :p The drow even have a magical version.

Blue

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Re: I need one more bonus to Hide.
« Reply #14 on: March 28, 2010, 08:37:42 PM »
MW Hide Tool is obviously a Cardboard Box.

Sorry if I missed something, but have you considered trying to go for any environment-based circumstance bonuses? While you seem to already be "manipulating shadows around you", I wonder if being in a dark, remote place like an alley might grant you another +2.

Alternatively, do you have any arcane-casting pals that know Reduce Person? You could still use that, right?

Maat_Mons

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Re: I need one more bonus to Hide.
« Reply #15 on: March 28, 2010, 08:38:02 PM »
More on what bearsarebrown said:

If you are 60 feet away and hide, he immediately gets a reactive spot check at -6 to see you.  On his turn, he can move 20 feet toward you and make a spot check at -4, but he will have only a swift action left.  Alternately, he can stay where he is and make a spot check or two at -6.  

Your speed is 60 feet right?  Starting adjacent to him, moving 60 feet away, using eldritch blast, and hiding sounds like your worst case.  Unless he runs every turn, you could just keep getting farther away.  

NiteCyper

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Re: I need one more bonus to Hide.
« Reply #16 on: March 28, 2010, 08:42:45 PM »
It's either a 30-ft. cone or 15-ft. line of Entangling Exhalation fire Breath Weapon (Su).

Situation: travel along path, don't spot camp, path ends at shore, see skeletal light frame tower and two-man patrol (min. 40-ft. at ground-level), exchange perception checks and stealth check, win, ignore them, scope out light-house, maybe deduce happenings, camp on top of wooden pavilion or hover around near bushes between shore and camp or camp on top of lighthouse.

The last straw for engagement is if they are about to engage victims.

re: MW Hide-tool: Cardboard box is too big, but rule of cool. I was thinking black cat-suit or camouflage. Either is fine since this character can navigate at night/in darkness and there are many bushes around (not that I'll use them).

re: distraction: the only simple thing I can think of is chucking my pebbles of darkness. Too bad the effects aren't cumulative, and they'll learn to ignore them. Thinking about this, perhaps I can fly overhead and dump marbles on my victims, but this doesn't apply since the first stealth check encounter is impromptu.

re: distance: Awesome. The sky's the limit, AHAHA!
re: trait: awesome again.
re: affiliations: Do it 1/day? What's "it"?
re: craft: Finding a quick way to knock this one off, the cost to craft the masterwork component is 1/3*50 which is greater than 1/4*50.

re: environmental-based circumstance bonus: I can see how exposure makes it difficult to see a dark alley in daylight. This seems more like something I'd beg the DM for as a last resort.
re: Reduce Person: solo.

re: Elder Evil devotion: I have new-found gusto in this, e.g. Master's Will and Chosen of Evil.
« Last Edit: March 28, 2010, 09:21:07 PM by NiteCyper »
Caveat: I edit my posts, ever and anon after.

Tonymitsu

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Re: I need one more bonus to Hide.
« Reply #17 on: March 28, 2010, 09:27:02 PM »
re: craft: Finding a quick way to knock this one off, the cost to craft the masterwork component is 1/3*50 which is greater than 1/4*50.

You're in a forest near the water, right?

Leaves and algae can be used to make a gillie suit.
Use a dagger to cut up a leather tarp...cover it in mud...
Hell, ask the DM to let you use Survival for this instead of a craft check.

bearsarebrown

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Re: I need one more bonus to Hide.
« Reply #18 on: March 28, 2010, 09:58:41 PM »
re: distraction: but you're high up and hiding in shadows in the sky. you're far away.
re: affiliations: they both grants a +1 or +2 to a skill check 1/day
re: craft: eh it was an idea

NiteCyper

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Re: I need one more bonus to Hide.
« Reply #19 on: March 28, 2010, 09:58:58 PM »
re: craft: Finding a quick way to knock this one off, the cost to craft the masterwork component is 1/3*50 which is greater than 1/4*50.

You're in a forest near the water, right?

Leaves and algae can be used to make a gillie suit.
Use a dagger to cut up a leather tarp...cover it in mud...
Hell, ask the DM to let you use Survival for this instead of a craft check.
1. Shit's cash, but it ain't masterwork (solution: have good DM),
2. Patrol-people have cross-sight from end of path to water (solution: make before),
3. I'd be wearing this as soon as I start on the trail (staying hidden 24/7) and reading up on the effects, it seems I'd overheat.

re: distraction: but you're high up and hiding in shadows in the sky. you're far away.
re: affiliations: they both grants a +1 or +2 to a skill check 1/day
re: craft: eh it was an idea
1. That's distance, not distraction,
2. Only if the DM allows one check to last multiple encounters. I've encountered this problem when I ran this with Fontotum. Cunning Knowledge only works 1/day per skill check.
« Last Edit: March 28, 2010, 10:03:11 PM by NiteCyper »
Caveat: I edit my posts, ever and anon after.