I took the liberty of removing Surkoff's name from the loot he claimed, and I've deleted the potion Torch just used. We should all grab a few consumables to carry while we're exploring - I think we're going to need them. I've put Gelik down for the items he plans to carry. I didn't use much logic, just sort of took a reasonable share. If anyone has a rationale for divvying up differently, shout it out.
LIST OF LOOT:
-Keys (we don't know what they open btw)
-Sea charts and maps
-Captain's Log
-Lots of rations (enough for a single man for 24 days)= These will be rationed
-Masterwork studded leather armor (Alton's) = Torch
-Masterwork shortsword (Alton's)
-Masterwork dagger
-Suit of leather armor
-Holy symbol of Nethys
-spell component pouch
-Block & Tackle
-3 large canvas sheets
-2 fishing nets
-Grappling hook
-2 bullseye lanterns
-12 flasks of lantern oil (Gelik x 2)
-150 feet of hemp rope
-5 shovels
-1 bottle of fine brandy = Aerys & Surkoff (shared proprety I guess)
-darkwood model of the Jenivere in a glass bottle
-coffer containing 350 gp
-4 cure light wounds potions (Gelik x 1)
-1 cure moderate wounds potion
-3 lesser restoration potions (Torch x 1, Gelik x 1)
-1 remove disease potion
-1 water breathing potion = Hrakar
-1 water walking potion = Hrakar
http://bradgrinstead.com/tmp/smugglersShivMap.png I don't know if you may find this map useful, the squares will allow us a better understanding of our whereabouts imo
I've compiled the loot. Are we splitting up what's in the chest or leaving it in there? Gelik can't really use any of the items.
LIST OF LOOT:
-Keys (we don't know what they open btw)
-Sea charts and maps
-Captain's Log
-Lots of rations (enough for a single man for 24 days)= These will be rationed
-Masterwork studded leather armor (Alton's) = Torch
-Masterwork shortsword (Alton's)
-Masterwork dagger
-Suit of leather armor
-Holy symbol of Nethys
-spell component pouch
-Block & Tackle
-3 large canvas sheets
-2 fishing nets
-Grappling hook
-2 bullseye lanterns
-12 flasks of lantern oil (Gelik x 2)
-150 feet of hemp rope
-5 shovels
-1 bottle of fine brandy = Aerys & Surkoff (shared proprety I guess)
-darkwood model of the Jenivere in a glass bottle
-coffer containing 350 gp
-4 cure light wounds potions (Gelik x 1)
-1 cure moderate wounds potion
-2 lesser restoration potions (Torch x 1, Gelik x 1)
-1 remove disease potion
-1 water breathing potion = Hrakar
-1 water walking potion = Hrakar
3,500 cp
2,000 sp
1,000 gp
50 pp
a silk pouch of garnets and amethysts worth 500 gp in all
a half-dozen moldered and ruined noble’s outfits
a bejeweled masterwork cold iron starknife
a masterwork darkwood buckler
a scroll of Raise dead in a watertight mithral scroll tube
Aerys D Mavato(Female Human Fighter (Mobile) 2 HP: 20/25)
Didn't Isharou have some stuff in the treasure he particularly wants as reward for telling us where the treasure was?
Torch has also picked up a dagger and a sawtooth sabre, though his intention is to give them to Sasha rather than claiming them as loot.
Torch might be interested in the buckler, but probably won't be. Nothing else (other than the hopefully unnecessary raise dead scroll) interests him much at all, at least not until we're back in soemwhere that actually cares about money.
Nope. He should get as much as we got, nothing more and nothing less. I don't remember him being particularly useful inside the pit, and without us he would have never even gotten there. So I think we should split evenly.
I can't remember -- do we start with one hero point or will this be Ralf's first one?
I think we started with 1, but we gained several during the course of adventure so it shouldn't be your first anyway, Hrakar is at 4 hero points atm for example
I think it's more likely that I've been lazy in keeping track. :-)
I'll take a look through the thread and see if I can catch up.
Shisumo(Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior))
Okay guys, got an issue I want to discuss.
First, before I start, I want to make clear that this is an in-game thing. I'm having a ton of fun roleplaying with all of you, and I have no beef. You're all awesome and the game is a ton of fun.
However, I can see a problem developing on the horizon, and I'd like to look for a way to try to head it off. It's no secret at this point that Hrakar and Torch don't like each other, I think. While we're on Smuggler's Shiv, that's fine - we're all stuck there, so we'll work together whether we want to or not. Torch has gotten his way sometimes, and Hrakar has gotten his, and that's fine too (though Torch would certainly disagree). However, I'm worried about what will happen once we inevitably do get off the island. At this point, I simply can't see Torch being willing to work with Hrakar after that, and the feeling is probably mutual; but we've got a whole AP ahead of us, so we need to figure something out.
I know some of Hrakar's approach to things has been driven by his intense desire to get off the island - once that happens, he might mellow enough to let Torch move past it if there are other reasons to do so (like the rest of the plot), but that's really the only thing I'm coming up with as an idea. Anybody else got any suggestions?
It's no secret at this point that Hrakar and Torch don't like each other, I think.
It's a secret to Ralf. :-)
My take on it was that Hrakar is just impatient to get off the island. Assuming we get off the island (and I've heard enough about the plot to be pretty sure that's the case), I figured that he'd mellow out a bit. I'm not sure what the hook is for the next module, but it's certainly possible that it might be something that appeals to both Hrakar and Torch. Or maybe it'll appeal to neither of them!
People who work together don't need to be pals. As long as they can respect each others' coompetence, what does it matter if they don't like each other? Besides, bickering is more fun than everyone agreeing all the time.
First, before I start, I want to make clear that this is an in-game thing. I'm having a ton of fun roleplaying with all of you, and I have no beef. You're all awesome and the game is a ton of fun.
However, I can see a problem developing on the horizon, and I'd like to look for a way to try to head it off. It's no secret at this point that Hrakar and Torch don't like each other, I think. While we're on Smuggler's Shiv, that's fine - we're all stuck there, so we'll work together whether we want to or not. Torch has gotten his way sometimes, and Hrakar has gotten his, and that's fine too (though Torch would certainly disagree). However, I'm worried about what will happen once we inevitably do get off the island. At this point, I simply can't see Torch being willing to work with Hrakar after that, and the feeling is probably mutual; but we've got a whole AP ahead of us, so we need to figure something out.
I know some of Hrakar's approach to things has been driven by his intense desire to get off the island - once that happens, he might mellow enough to let Torch move past it if there are other reasons to do so (like the rest of the plot), but that's really the only thing I'm coming up with as an idea. Anybody else got any suggestions?
You would be surprised to know Hrakar likes "Mq Quarry" quite a bit actually. He just enjoys to prod him from time to time because he sees Torch as too easy going in the dire situation they are in. But the way he really looks at Torch is someone who, when all is said and done, may be relied upon into a fight. And that, in Hrakar view offsets Torch's other flaws (namely his carefree attitude).
Shisumo(Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior))
LOL that's actually pretty awesome, because yes, I am surprised. :D Which gives me hope that we can find a roleplaying way to sort out things when we get to that point. And honestly, as long as we are all working on keeping things together, then I'm pretty sure we will.