Aardvark's "Bring Out Your Dead's Valuables" MM Campaign (Inactive)

Game Master Troy Malovich

The group known as Architects of Fate have been given permission to explore the Necropolis of Wati, the Half-City. Who knows what they will find?

Loot list


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Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

I've created the recruitment thread,

it can be found HERE

As I said, please look over the candidates, or invite anyone you would like to play with to apply. I only ask that any discussion of applicants be done via PM to help keep deliberations behind closed doors.


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

@Aardvark DM: Yes, I have been watching the recruitment thread and have liked a couple of them, and liked others also but don't feel they would fill areas we needed.
I think the following about our group


  • arcane power is well covered
  • divine may look a little thin
  • knowledge skills are focused and needs a little diveristy as we level
  • good surge damage between rogue and ranger
  • need a primary or secondary front line to complement the surge damage (i.e. flanking for sneak attack.)

Of the submissions, I like She Who Barks At Bones (1st), Arthur Osorkon (2nd), Zagnauk Hailstrom (2nd). The last two are tied in my opinion.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Chephren, remember, I would prefer to get any comments on applicants in a PM.

EDIT: Yes, Suru, it is because the columns are always shown when I'm filling them, so not looking at them is nearly impossible.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Okay, so far I've heard from all but Suru and Elneiros on the recruitment. Ideally, a 1st, 2nd, and 3rd place pick would be helpful.


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

Sorry...i spaced it.


Male Elf Alchemist (Crypt Breaker) 1 (AC: 17 [T: 15 /FF: 12]; HP: 7/9; F+2, R+6, W+2; Init: +4; Perc: +8

Apologies for not being around for awhile. I was having some internet issues. I let Aardvark know of the issues but I figured I would let all of you know as well.

Aardvark I will get you an answer on recruitment a little later today. Don't have much time to spend and look at it currently.


Male Human (Garundi) Inquisitor of Pharasma 2 / HP 13/16 / Init +5 / AC 20 T12 F18 / CMD 17 / F +3 R +2 W +6 (+2 against death effects) / Perc +8

Thank you for choosing Gabriel!

Please let me know if there is any way I should tweak this character to better fit (mechanicaly) into the group. It is the fluff I like about him the most, so I have no problem with small changes in the crunch part.

GM, please let me know when and how Gabriel is going to meet the group.


Male Human Wizard (Conjurer) 2 | Init +4 | Perc +2 | AC 12 (16)/12/10 (14) | HP 11/11 | F +1 R +2 W +5 (+7 vs Fear)

Welcome to the game, Gabriel.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Welcome indeed.


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

Welcome Gabriel.


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Hello and welcome!


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Gabriel:
There is a bar/inn where a lot of the groups will meet after the first day's events. The group will end up in there, and it will be a large RP portion. You can take that opportunity to approach the group, and offer to join or something like it.

Guys, I will have a post up later tonight, on the exit. You will have piles and bundles of stuff bogging you down. Let me know what you intend to sell/keep. Brennan, you have the bonus sell price trait correct? If so, guessing you will be doing the bargaining?

Will all of you be going to sell?


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Yes, apparently I do, and completely missed the appraise bonus. I guess Brennan is that kind of rogue after all. Now I know where my skill points are going :)

Maybe I am missing it, but is there a loot list somewhere?


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

lol, It's the one linked at the top of the page labeled 'Loot List'.
That's the one I was asking someone (turned out to be Suru) to close out so I could update.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Bah! You can't expect me to remember something from 2 days ago!

<sheepishly walks away>


Male Elf Alchemist (Crypt Breaker) 1 (AC: 17 [T: 15 /FF: 12]; HP: 7/9; F+2, R+6, W+2; Init: +4; Perc: +8

Welcome to the group Gabriel.


Male Human Wizard (Conjurer) 2 | Init +4 | Perc +2 | AC 12 (16)/12/10 (14) | HP 11/11 | F +1 R +2 W +5 (+7 vs Fear)

Loot I'd like us to keep:

Potion of Cure Light Wounds
Potion of Darkvision
Masterwork Longbow (If anyone can use it)
Cold Iron Arrow x 10
Potion of Restoration

We still need to identify and appraise some things, as well, which might change the keep list.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

I'll add Silversheen and the poison to that. I'll eventually be able to use the poison effectively.


Male Human (Garundi) Inquisitor of Pharasma 2 / HP 13/16 / Init +5 / AC 20 T12 F18 / CMD 17 / F +3 R +2 W +6 (+2 against death effects) / Perc +8

DM:
I will try to come up with some way to introduce myself...

DM 2:
"Starting wealth will actually be rolled as per a 1st level character, and then I will work with the selected character for treasure received between 1st and 2nd level." - how do you want to proceed with this?

So, nobody has any suggestion for any crunch changes?

EDIT: Do I understand correctly that it is still the first day of exploration?
If so, I will have to tweak my background a bit.


Male Human Wizard (Conjurer) 2 | Init +4 | Perc +2 | AC 12 (16)/12/10 (14) | HP 11/11 | F +1 R +2 W +5 (+7 vs Fear)

I think you look alright, Gabriel. You build him how you want. :)


Male Human (Garundi) Inquisitor of Pharasma 2 / HP 13/16 / Init +5 / AC 20 T12 F18 / CMD 17 / F +3 R +2 W +6 (+2 against death effects) / Perc +8

Do not worry, I did that :-)

I just wanted to make sure that you are not looking after some particular skill or something that the group is missing.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

I'm along with the GM on this one. Build your character how you want to play and let RP and the GM work out any hiccups. I'd rather you be playing a character you really like really well than have you taking a specific feat just because it *might* give us a 0.8% chance better of winning a combat.


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

But what if it were to give us a 1.6% better chance of winning a combat? That doubled your specific feat. :)

I am in agreement with the others... play what you want.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

wait, we're not talking about Mythic Feats here ;-)


Male Human (Garundi) Inquisitor of Pharasma 2 / HP 13/16 / Init +5 / AC 20 T12 F18 / CMD 17 / F +3 R +2 W +6 (+2 against death effects) / Perc +8

As you wish. Any small changes would not lesser my enjoyment, but I get your point and I will stop bothering with this issue ;-)


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Gabriel:
First off, go ahead and give yourself two 1st level potions. Once they actually sell loot, whatever amount would be equal to the share that the leaving PC Andrei would get, will be how much you get.

Yes, it is still the first day, probably around 3-4 PM at this time.

@Malik, you cannot Spellcraft the Padded Armor, as you had already failed at it earlier this day. You would have to wait until the next day, or see if one of the others *cough*Chephren*cough* could do it.

@Chephren, you realize that create water wont actually provide any benefit to the Fort save? If it's just thematic, that's cool, I just wanted to be certain.


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

Yep, I understand it won't help on the Fort save, but it is one of the options that can be done so that you can start recovering from the NL damage.

Environmental, Heat Dangers, CRB wrote:

Heat deals nonlethal damage that cannot be recovered from until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a hot environment is lethal damage.

And as far as the Spellcraft... here goes...

Spellcraft: 1d20 + 4 ⇒ (14) + 4 = 18


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

@Aardvark DM: Before it gets sold off what is a Scarab Shield? Chephren will cast another Detect Magic, as a safety percaution, to make sure we are not over looking a magical item.


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Will take a look at the loot list this evening and think about things for use/selling/etc. Surubi definitely would like to keep the Masterwork Longbow.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Regarding the missed areas:

1) North door of fake sarcophagus room - Brennan found traces and sounds of water there. Pretty sure we don't want to open that one. Large amounts of water in a desert area = bad news. Fairly certain that with the floor plates and such, that room was likely trapped.

2) East door of fake sarcophagus room - Oh yeah, we totally missed that one, didn't we?

3) Secret door that we couldn't open - Never did find the other entrance.

All that said, I agree with Suru that we fulfilled our initial mission and got out with most of the good loot...historical artifacts. My vote is to let it be, sell our stuff, and get to the next one.


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Chephren--it's magical. Surubi has been trying to get various clerics in the party (you included!) to wear it for some time.

Stats (from this GM post. Surubi doesn't know _all_ the details of it (since 'he' doesn't cast detect magic, nor does 'he' have spellcraft), but when the thing was identified 'he' got some idea of what it does, and passes that information along to Chephren. Something like "According to Mister Gigglephizz, he was one of the small-folk that left, it protects the user against some of the bites and terrible creepy-crawly feeling from the swarms of bugs that one sometimes finds in the desert. There was also something to do with healing the wielder."


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

Thank you Surubi. It looks like you found that item before I joined you and I missed reading your post about the item. I went back to see where I had missed the post, and did indeed find it. Sorry.

Chephren could use the Shield and maybe even the Padded Leather armor.


Male Human Wizard (Conjurer) 2 | Init +4 | Perc +2 | AC 12 (16)/12/10 (14) | HP 11/11 | F +1 R +2 W +5 (+7 vs Fear)

I would suggest that we let players who can use certain items have them for 'free', and just split the remaining balance of the loot. It should eventually even out, and if it seems like a certain person keeps getting the lion's share of the stuff, we can always address it at that point.


Male Human (Garundi) Inquisitor of Pharasma 2 / HP 13/16 / Init +5 / AC 20 T12 F18 / CMD 17 / F +3 R +2 W +6 (+2 against death effects) / Perc +8

For future reference I agree with Malik


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Chephren, with your archetype, you lose shield proficiency. I think as a group, so far only Suru can use it. Maybe Gabriel, when you guys meet him. Heck of a welcome present.

EDIT: Chephren, your spellcraft is not enough to Identify the armor.

For all, please keep all in-game rolls in the gameplay thread. The only rolls that I will want in the discussion thread is HP rolls on leveling.

In that regards, for when you level. You can choose half (not half+1) or roll. The choice and roll will be made in your very first discussion post after I announce that you have leveled. If there is not a roll in that first post, you are assumed to have taken half.

I understand, with the preview nature of the forums, that everyone will know in their post if half will be higher anyways.


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

A MW/Magical light shield would have an armor check penalty of 0, so even being nonproficent would not result in any penalties for using it. This is an item I would be buying anyways.


Male Elf Alchemist (Crypt Breaker) 1 (AC: 17 [T: 15 /FF: 12]; HP: 7/9; F+2, R+6, W+2; Init: +4; Perc: +8

Looking through the list the only things I in particular am interested in is the poison. I get poison use next level. And Brennan said he gets it soon as well. So they should be useful.

I also agree with Maliks idea of loot.


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Okay, to try and clarify,

Selling everything except:
All potions (CLWs, darkvisions, silversheens, lesser resto)
Poisons
magic padded armor
scarab shield
MW longbow
Cold iron arrows

Malik, are you keeping the Alchemist's Fire you picked up early on?


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

That looks about right to me... nothing else jumps out at me.


Female Human
Spoiler:
Ranger (Woodland Skirmisher/Spirit Ranger) 2 / HP(15/15) / AC: 17, T:14, ff:13 / SV: F+4 (+8 heat&treat 1 lower, +6 swarms,vermin pois) R+7 W+0 / CMD 18 / Init +4 / Perc: +6, +1 more in Desert, +2 more vs. Undead, Human vision

Agreed on the loot selling (as per what's written in GM's post)


Male Human Wizard (Conjurer) 2 | Init +4 | Perc +2 | AC 12 (16)/12/10 (14) | HP 11/11 | F +1 R +2 W +5 (+7 vs Fear)

As soon as I get rid of it we will encounter a swarm. Gonna hold onto it for now, good sir!


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Thank you Malik. That is just what I was going to say. I think he was baiting you ;-)


Male Human Wizard (Conjurer) 2 | Init +4 | Perc +2 | AC 12 (16)/12/10 (14) | HP 11/11 | F +1 R +2 W +5 (+7 vs Fear)

I might have been born at night, but not last night. ;)


Maps: HR Moonday, 07 Rova 4715 | MM Wealday, 19 Pharast 4714 | CotCT Starday, 19 Gozran 4708
Actions not taken, are actions not performed:
You didn't say it, you didn't do it.

Or was it because I was being nice...? ;)

If I went with the aforementioned plans of what to keep they would have been sold with the rest.

Okay, so the total from all sold goods is: 2577.24 gp
Split evenly 6 ways: 429.54 gp each
Value of loot kept is: 5830.50 gp (or equal to 971.75 each)
Loot list updated.

So, Gabriel, you get 1301.29 to spend (subtracted the price of the two potions). Follow the rules of building above 1st level:

PRD wrote:
For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins.

For everyone else, level-up to 2

Remember, your first discussion post should include your die roll or decision to not roll and take half instead. Otherwise you are assumed to take half.


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

hp: 1d8 ⇒ 7

I will choose to roll the dice, as that is just the kind of rogue I am.

Level 2:
hp: +10 (dice+con+fc)
fc: 1hp
abilities: evasion, rogue talent (slow reactions)
upgrades: +1 BAB, +0 F, +3 R, +0 W,
skill points (9): acrobatics, appraise, disable device, escape artist ,k. dungeoneering, perception, slight of hand, stealth, use magic device


Male Human (Garundi) Inquisitor of Pharasma 2 / HP 13/16 / Init +5 / AC 20 T12 F18 / CMD 17 / F +3 R +2 W +6 (+2 against death effects) / Perc +8

Understood.
How should I proceed with the equipment I have listed - sell for half or just exchange for full price?


Male Elf Alchemist (Crypt Breaker) 1 (AC: 17 [T: 15 /FF: 12]; HP: 7/9; F+2, R+6, W+2; Init: +4; Perc: +8

HP: 1d8 ⇒ 4

HP: +4
New Ablities: Poison use, Poison Resistance, Discovery (Precise Bomb)
BAB: +1
Saves: Fort +3, Ref +3, Will +0
Skillpoints (9): Appraise, Disable Device, Know Arcana, Know Nature, Perception, Survial, Craft Alchemy, Heal, Use Magic Device.


Male Human Wizard (Conjurer) 2 | Init +4 | Perc +2 | AC 12 (16)/12/10 (14) | HP 11/11 | F +1 R +2 W +5 (+7 vs Fear)

HP: 1d6 ⇒ 3

HP +4
BAB +1
Saves Will +1
Spells Learned: Obscuring Mist, Feather Fall
Skills
+1 Spellcraft
+1 Appraise
+1 Kn Arcana
+1 Kn History
+1 Kn Local
+1 Kn Planes
+1 Kn Religion


Male Human (Garundi) Cleric (Roaming Exorcist) 3 { Init +2 | Perc +6 (+7 vs Haunts/Incorp) | AC 16/12/14 | CMD 14/12 | HP 10/19 | F +4*, R +3*, W +6* (*+1 vs divine magic)}

Taking 1/2 HD

Level 2
HP: +5 (1/2 HD + Con)
BAB: +1
Saves: Fort +1, Will +1
Spell Slots: Orison x1, 1st x1
Skills:(6) Kn Arcana +2, Kn Religion +1, Perception +1, Sense Motive +1, Spellcraft +1

Can Chephren wear the Armor and Shield, if no one objects?


Knife Master Scout 3 HP 27/27 AC 19 T15 F14 | dagger +7 (1d4+5), thrown dagger +7 (1d4+5) | F +3 R +7 W +3 | Init +4 Perc +8 | CMB +6 CMD 21

Fine by me

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