CELESTIAL SUMMONS - GM Angelina's Campaign

Game Master Lady Firedove

"We are, all of us, angels with only one wing, and only by embracing each other can we learn how to fly."


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Female 1/4 Angel Dream Messenger

Three short game posts up! :)


male Aasimar Bloodrager 2 | AC: 16, T: 12, FF: 14 | HP: 24/24 | Fort: +5, Reflex: +2, Will: +0 | CMB: +2 (currently +4), CMD: 14 (currently 16) | Init: +2 | Perception: +0 | Sense Motive: +5 | <Current: Dexterity 14 of 14>

DANG it! ... that's what I thought. >.>

EDIT: to be clear, it's the content-result of the dreamers' post that fits in with my earlier guesses... >:I


Female Aasimar (Lawbringer) Inquisitor 2 [ HP: 19/19] | AC: 19 T: 12 FF: 17 | F: +6 R: +2 W: +6| Init: +4 Perc: +7 ]

I know i just posted again recently, but a family emergency has come up and won't be able to post for the remainder of the week At the soonest.


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Female 1/4 Angel Dream Messenger

Okay! I hope everything works out alright for you and your family!


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HP: 10/16 | Perc: +4

Wishing you and yours all the very best Brit!


male Aasimar Bloodrager 2 | AC: 16, T: 12, FF: 14 | HP: 24/24 | Fort: +5, Reflex: +2, Will: +0 | CMB: +2 (currently +4), CMD: 14 (currently 16) | Init: +2 | Perception: +0 | Sense Motive: +5 | <Current: Dexterity 14 of 14>

Hope things go better, soon!


Female Aasimar (Lawbringer) Inquisitor 2 [ HP: 19/19] | AC: 19 T: 12 FF: 17 | F: +6 R: +2 W: +6| Init: +4 Perc: +7 ]

I have returned from travel. Ill try to re-acclimate tonight and start posting again tomorrow.


Female 1/4 Angel Dream Messenger

Sounds good!

These are the questions that could use some in-character (or out of character) discussion. If they don't get discussed soon, I will simply move things along, but I'd rather have player input. :)

-Do you take the time to sell your mules and cart and buy faster horses instead? Or do you stick with mules and cart, possibly buying a second cart so more people can sleep in it along the way and guard at night? Keep in mind, you will have to rest several times along the journey. I'm afraid Father Peter is not capable of just teleporting your group to Resplendant.

-Do you talk to Captain Ronald, Father Peter, or The Lord Mayor before you go? If so, what do you ask or say?

-Do you try to find out if you can purchase a Sending from somewhere in Vigilant to send a message ahead? If so, to whom do you send this message, and what does it say?


Detective Cernan's on the case! *** M Aasimar (Emberkin) Arcanist (White Mage) 2 *** Party-at-a-Glance Spreadsheet

Cernan would support buying horses, as mules would tire at night and need resting anyway.

His biggest concern for the local authorities is whether they have means to send or receive communication better or more reliable than a Sending.


Female LG azata-blooded aasimar (musetouched) paladin (oath against fiends, holy gun) 3 | HP:27/27 | AC: 17 (T: 14, F: 13) | CMB: +4, CMD: 18 | F: +9, R: +9, W: +7 | Init: +4 | Perc: +1 | Speed 30ft | Active conditions: None. |

Hey all

Still away till tomorrow night

Just to say I will need time to figure things out but as for talking, father peter is my choice. Just don't know why or what about yet.

Reserving a conversation now.

Got about 60 posts to go throug


male Aasimar Bloodrager 2 | AC: 16, T: 12, FF: 14 | HP: 24/24 | Fort: +5, Reflex: +2, Will: +0 | CMB: +2 (currently +4), CMD: 14 (currently 16) | Init: +2 | Perception: +0 | Sense Motive: +5 | <Current: Dexterity 14 of 14>

Eli generally suggests the following:

--------------------------

- always having at least two (preferably three) people a) asleep and at least four (preferably five) people b) awake at the same time (rotational sleep/wakefulness); this is to maximize the chances that Angelina might be able to contact them, as well as to ensure they have adequate guards at all times

- pushing the mounts, but doing so with one (or more) cart(s) so that the sleepers can rest, the mounts don't take much of any damage beyond what can be healed in a day, and everyone gets some rest; this can be done with minimal stops

- (potentially) replacing the mounts every so often; effectively, push the mounts as far and as fast as they can go without putting them in real danger, but then replacing them with new, entirely healthy ones every so often to allow us faster travel (this can also eliminate a sleep cycle for the beasts entirely)

- request letters of introduction from the mayor, the captain, and Father Peter and additional letters from Bob and Alice Treekeep and Max Gelthis would be valuable as well; further, a list of contacts within the capital would be necessary; the letters need not contain any more than "these people claim", as they don't know us, personally

- explain to the three leaders that we have cause to believe that any issues will stem directly from the capitol itself and thus must hasten there immediately

- ask the three of them if there is something like Sending magic available and who we should contact; if not, we should simply leave without sending a message

--------------------------

Does that sound good?


HP: 10/16 | Perc: +4
Elysium "Eli" Blackdun wrote:

Eli generally suggests the following:

--------------------------

- always having at least two (preferably three) people a) asleep and at least four (preferably five) people b) awake at the same time (rotational sleep/wakefulness); this is to maximize the chances that Angelina might be able to contact them, as well as to ensure they have adequate guards at all times

- pushing the mounts, but doing so with one (or more) cart(s) so that the sleepers can rest, the mounts don't take much of any damage beyond what can be healed in a day, and everyone gets some rest; this can be done with minimal stops

- (potentially) replacing the mounts every so often; effectively, push the mounts as far and as fast as they can go without putting them in real danger, but then replacing them with new, entirely healthy ones every so often to allow us faster travel (this can also eliminate a sleep cycle for the beasts entirely)

- request letters of introduction from the mayor, the captain, and Father Peter and additional letters from Bob and Alice Treekeep and Max Gelthis would be valuable as well; further, a list of contacts within the capital would be necessary; the letters need not contain any more than "these people claim", as they don't know us, personally

- explain to the three leaders that we have cause to believe that any issues will stem directly from the capitol itself and thus must hasten there immediately

- ask the three of them if there is something like Sending magic available and who we should contact; if not, we should simply leave without sending a message

--------------------------

Does that sound good?

+1 Vote.

Or... failing that we seek out the biggest temple in town and see if they can afford a group 'Teleport' spell. :P


male Aasimar Bloodrager 2 | AC: 16, T: 12, FF: 14 | HP: 24/24 | Fort: +5, Reflex: +2, Will: +0 | CMB: +2 (currently +4), CMD: 14 (currently 16) | Init: +2 | Perception: +0 | Sense Motive: +5 | <Current: Dexterity 14 of 14>

(They cannot do either teleport or wind walk, and definitely nothing about that. I've checked.)


Female LG azata-blooded aasimar (musetouched) paladin (oath against fiends, holy gun) 3 | HP:27/27 | AC: 17 (T: 14, F: 13) | CMB: +4, CMD: 18 | F: +9, R: +9, W: +7 | Init: +4 | Perc: +1 | Speed 30ft | Active conditions: None. |

Question..

What are we doing?
where are we going?
Why?

Still need to catch up

Last thing i remember was we just took the little girl to her uncle.

Will peobably be a day or two to figure things out.

So i would vote with what eli said but only cause i have no idea yet.


male Aasimar Bloodrager 2 | AC: 16, T: 12, FF: 14 | HP: 24/24 | Fort: +5, Reflex: +2, Will: +0 | CMB: +2 (currently +4), CMD: 14 (currently 16) | Init: +2 | Perception: +0 | Sense Motive: +5 | <Current: Dexterity 14 of 14>

.

.

.

.

You'll catch up, but the short version, until you do...

Sister Azmaria wrote:
What are we doing?

Trying to stop more genocide/the people responsible from the genocide of Ember from taking over all of Theramark.

Sister Azmaria wrote:
where are we going?

To the capital for that purpose.

Sister Azmaria wrote:
Why?

I'll sum up the events since you stopped.

- Max Gelthis accepted Gina, we gave them some money to continue to live a good life together

- the Captain of the Guard was very convinced; the Mayor was... kind of a jerk. While the Mayor seemed to accept what we'd said was true, he also ignored everything else once he found out that Sir Hawkthorne was among the dead. It seems the "Sir Hawkthorn" Gina referred to was an exceedingly good man... and potential heir of all of Theremark.

- Many of the group assisted in guarding Vigilant during the night. It seemed mostly uneventful.

- Eli and a few others had a dream in which they were contacted by Angelina - who, until they reported it, had been unaware of the extent of the evil that had occurred. We informed her, and she was horrified.

- She relayed that things were extremely complex on her end, and that she couldn't be too open in talking about things lest she be discovered. She encouraged us to get to the capital and continue to investigate things there. The dream ended abruptly when she seemed to notice something "beyond" the edge of the dream, and, in a hurry, dismissed the effect, waking all the dreamers. This leads me to believe she is summoned/bound/or otherwise arranged to be near the villain or a villain... or villain-accessory who may be sympathetic to her... and thus unable to act directly herself. I believe she pushed her luck a little too far in giving us the information she did.


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Female Aasimar (Angel Blooded) Sorcerer (Celestial Bloodline) 2

Sounds like a plan

Dark Archive

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F Human Weather Witch 1 | HP:17 | Armor:1 | XP:7 | Damage:d4 | Str:0 | Dex:+2 | Con:+1 | Int:+2 | Wis:0 | Cha:-1 |

Uh, yup, what he said. ^


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Female 1/4 Angel Dream Messenger

Nice summary, Eli. :)


Female LG azata-blooded aasimar (musetouched) paladin (oath against fiends, holy gun) 3 | HP:27/27 | AC: 17 (T: 14, F: 13) | CMB: +4, CMD: 18 | F: +9, R: +9, W: +7 | Init: +4 | Perc: +1 | Speed 30ft | Active conditions: None. |

I assume Azmaria was not one that received the dream.

and was the contents of the dream shared with the party?

also It seems the story did not progress as far as I thought it would.

lastly. I just got home and my house is a mess, the bathroom light is broken, the phone didn't work. I wanna go back on vacation.


Female 1/4 Angel Dream Messenger

Sister Azmaria was on patrol, guarding the town as you requested.
If you'd like to know exactly what she's heard about the dream, just read the very last gameplay post by 'Natanja.'
I'm glad it was a good vacation!
I hope you get to relax and enjoy again soon.


Female 1/4 Angel Dream Messenger

Okay, so, based on posts thus far, it seems you guys pretty much agree to:

1. Talk to Capt. Ronald, The Lord Mayor, Father Peter, Max Gelthis, and the Treekeeps, telling them you're headed to the capital city, asking them for specific names/locations of good people to talk to once you're there, asking them for letters of introduction/recommendation that you can show these people once you arrive so they don't think you're complete psychos, and asking if they have a means of sending a magic or bird message ahead to these people to let them know you're coming.

2. Head out with horses, mules, and cart on the long journey to Resplendent as soon as you have obtained the contacts/letters. Two people sleep in the cart each morning, two people sleep in the cart each afternoon, and those same four people stay up to guard when you stop to rest each night. Push the mounts to hurry, using your healing capabilities to keep them going longer each day.

Let me know if any of this sounds horribly wrong. In the meantime, I'll be posting what the Vigilant NPCs say when you talk to them. I won't make you decide on groups to split into again right now, so just feel free to respond to any particular NPC that your character would likely have gone to visit.

And, I'll need exactly two PCs to volunteer for morning cart sleep, and two for afternoon cart sleep along the way. Those four volunteers will be the night guard when your group stops each evening. Who's up for it? :)


male Aasimar Bloodrager 2 | AC: 16, T: 12, FF: 14 | HP: 24/24 | Fort: +5, Reflex: +2, Will: +0 | CMB: +2 (currently +4), CMD: 14 (currently 16) | Init: +2 | Perception: +0 | Sense Motive: +5 | <Current: Dexterity 14 of 14>

Morning sleep!


Detective Cernan's on the case! *** M Aasimar (Emberkin) Arcanist (White Mage) 2 *** Party-at-a-Glance Spreadsheet

I don't think we've got enough money to trade everything in for fresh horses, so that may be the best option—though if the equestrian-enabled party members can ride ahead an arrive a day early, that might be better.

Cernan can sleep on the cart, since he's got his own small cart anyway, IIRC.


male Aasimar Bloodrager 2 | AC: 16, T: 12, FF: 14 | HP: 24/24 | Fort: +5, Reflex: +2, Will: +0 | CMB: +2 (currently +4), CMD: 14 (currently 16) | Init: +2 | Perception: +0 | Sense Motive: +5 | <Current: Dexterity 14 of 14>

...

...

...

... so I was looking over old treasure stuff, and found we missed quite a few things, namely what we're doing with it, and mentioning jobs to people we needed to. Oops. What can I say? We had a crazy thing happen around then!

Here's the compilation I've made to make sense of it.

Biiiiiiiiiiiig compilation:
Brit "Chap" Norgant wrote:


Travelling: I think we should push to Vigilant as fast possible by any means possible. Chap can heal to support any exhausting of the animals.
1st Report: I suggest we notify both the head of the local government and the head of the guard
Say what?: Show him the imp corpses and speak of Endurant's fate and ask them what their plans are on responding to the incident
The Loot: There was a lot of stuff. I suppose if any use can be made by us we take it. The rest should be sold to Vigilant markets. Don't forget to donate 10%-20% for a memorial to Endurant victims.
Uncle Max: I'll leave finding Max up to people more skilled than I. Chap would just take her to an orphanage and inform the Head Mister/Mistress that she has family in Vigilant by the name of Max and ask that they do what they can to find her home.
Buying/sleeping/semantics: Chap leaves that up for discussion until more information is available.
Elysium "Eli" Blackdun wrote:

I definitely agree in most regards, but if I may, I'd like to make a couple of additions or suggested minor alterations

- A meeting with The Lord-Mayor and the Captain of the Guard is a definite, but maybe add the head of the largest/most recognized clergy in Vigilent, if there is one as well.
- Show these the corpses, explain what we found and what we did, display the Hawkthorn(e?) ring to them, and give some solid anti-imp ideas: delivering powder to each home (negate invisibility) and barbed nets with bells are ideal for handling the invisibility of creatures like these (barbs to snag and hold, not to harm)
- Loot altered a bit to 25% donation: 10% to the combination government/clergy previously mentioned for a memorial and/or financial reparation/assistance to any surviving family members, and 15% directly to Gina's uncle to help defray the costs of a raising a young girl (Eli is still suspicious, but he will not let an orphan go without care) if we believe the uncle is responsible enough
- - - also,we liquidate the easily shed items (jewelry, lower-tier coins, etc) and most non-useful items (several of the heads of weapons), but retain the actual weaponry and half-to-all (depending on quantity: going for at least two or possibly three of most things) of the tools we found to be used later; we also refresh food reserves and any other highly useful items (especially any alchemical blanches we can get)
- RELATED: we should find the uncle ourself, although this should be done after the meeting with officials, as they may have more information to go on, and also allows us to explain what our own plans/ideas are for: volunteering to inform them of when/where we find uncle Max is also ideal/important in clearing our own names/motives and being open and transparent to the officials
- beyond that, I recommend we stay at the Greentree again, as Bob and Alice there are the most direct contact we have to Angelina (the dream-lady) and we want to inform her; also, Eli likes them and wants to be on-hand "just in case"
This otherwise lines up with most all of Chap's suggestions. Does that sound reasonable?
Lesith wrote:
Gina can have Lesith's "share". She won't be constable taking that money anyhow.
GM Angelina wrote:

Jewelry has been collected from the bodies and sorted by Eli. There are some nice pieces and some cheap pieces. Gina claimed a necklace she said her mommy wore. The only other piece which might be relatively-easily identified is a chunky gold signet ring with inlaid sapphires. The crest includes an image of a hawk clutching a vine. Gina commented that the fancy man who came to town every year for the summer festival wore that big shiny ring.

You are also able to collect a small assortment of basic metal tools and weapons that survived the fire (some crowbars, shovels, pots, pans, silverware, daggers, hammer-heads, axe-heads, arrow-heads, daggers, crossbow bolts, etc.) along with a masterwork rapier, a masterwork long sword, a masterwork great axe with an etched figure of a bear on the large axe-head, six masterwork short swords, and a masterwork dagger (which also has inlaid sapphires).

As far as actual coinage, you gather about 2,000 gp total in various types of coins.
(There could be more in the rubble, but you weren't taking the time to go after every copper.)

Cernan wrote:

As there's no imminent danger, Cernan will take 10 on his crafting check, which, with a single casting of guidance (from someone) goes to 22. This is enough to safely craft arrows at an accelerated rate.

This gives a total of 69 sp worth of arrows. If we assume that silver arrows take the same time to craft as regular arrows, that's 138 silver arrows (wow!), 69 silver bolts, or some combination between (with 2 arrows worth 1 bolt). If we assume that silver arrows take 40x as long to craft as normal arrows (which is what the cost of silver implies), that's only 3 silver arrows. Some compromise in the middle may be appropriate.

GM Angelina wrote:
Hmmm. Let's say six silver arrows for tonight then, ok Cernan?
GM Angelina wrote:
By morning Cernan has made six silver arrows, which he gives to Eli, Chap, and Marius. Each of you three should note two silver arrows among your equipment.
Chap wrote:
silver arrows added to equipment
GM Angelina wrote:
Does Cernan stay up to craft more arrows? Or does he rest at night in order to be awake when the group arrives in Vigilant?
Eli wrote:

He pauses, then, in his monotone, "We brought back as much as we could from Endurant, but have no indication to whom most of it belongs. We wished to establish a fund for a memorial, or, if there are any, for relatives; to turn the silver into weapons against spirits like those; and attempt to ensure that Gina has enough that Uncle Max Gelthis would be able to care for her should he prove trustworthy." Eli says, looking at each of his companions.

Captain Ronald of Vigilant wrote:
"Second, presuming Vigilant survives the incoming fiendish onslaught, you're paying to fix my roof."
Gina Gelthis wrote:

"My Uncle Max is a carpenter! He could fix it!"

We... totally need to mention this to him right now, before we go. We should pay him, too...

Eli wrote:
"Though small consolation we have this small gift to assist the two of you." he states, pulling out the money they'd agreed to give Max. "This is some of what we could recover from Endurant." he adds emotionlessly.

So! Short version of the highlights.

Quote:

a small assortment of basic metal tools and weapons that survived the fire (some crowbars, shovels, pots, pans, silverware, daggers, hammer-heads, axe-heads, arrow-heads, daggers, crossbow bolts, etc.) along with a masterwork rapier, a masterwork long sword, a masterwork great axe with an etched figure of a bear on the large axe-head, six masterwork short swords, and a masterwork dagger (which also has inlaid sapphires).

Jewelry has been collected from the bodies and sorted by Eli. There are some nice pieces and some cheap pieces.

Jewelry, here, should probably be used to for the "survivor/memorial fund" and to pay Max Gelthis to fix the captain's hole in his roof. That okay, GM?

Quote:
2,000 gp total in various types of coins.

Let's presume roughly 1/8 is silver, 3/8 is gold, 4/8 (half) is platinum. Smattering of coppers. Sound about right, GM?

So, 750 gold, 100 platinum, 2,500 silver. That's a looooot of coins.

Tallying up the non-NPC characters (10), after the silver is removed for crafting, we each receive roughly 175 gold-value "portion". No one has claimed any of this gold, so Eli has been keeping it for group funds. That's a 1,750-gold value total. I'm not counting the NPC'd characters, because it's muuuuuuuuch easier to do base-10 math than base-eleven (or base-fourteen, for that matter!). Also, because I'm going to be presuming the jewelry etc. "covers" that sort of thing, especially if Poterol works his magic with it and we take a short bit of time to trade (later).

Given that two "shares" would go to Max Gelthis and Gina, that's 350 gold... not really all that much, but it's what we can readily do.

Remainder: 1400 gold. Reduced shares, presuming equal split: 140 gold each.

If the GM (and our fellow players) are okay with it, we can hand-waive the rest, and presume we're running with 100 platinum and 400 gold pieces in the box Eli's keeping for the group, as well as the tools mentioned above.

Does this work for everyone?

(Also Marius, you need to add two silver arrows to your inventory, if you haven't.)

EDIT: a few times for clarity. Also, deducting 280 for a sending by Father Peter.

Dark Archive

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F Human Weather Witch 1 | HP:17 | Armor:1 | XP:7 | Damage:d4 | Str:0 | Dex:+2 | Con:+1 | Int:+2 | Wis:0 | Cha:-1 |

Afternoon.


male Aasimar Bloodrager 2 | AC: 16, T: 12, FF: 14 | HP: 24/24 | Fort: +5, Reflex: +2, Will: +0 | CMB: +2 (currently +4), CMD: 14 (currently 16) | Init: +2 | Perception: +0 | Sense Motive: +5 | <Current: Dexterity 14 of 14>

Greetings, O, opposite-side-of-the-world-dweller! :D


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HP: 10/16 | Perc: +4

*Gives deep congratulatory hugs to Eli for their hard work*

Before we split the current shares. might we look to selling the mules, buying replacement horses (Maybe even 'extras'? And investigating in even limited maps of between here and the major city we're traveling too?

Other than that? We've covered sending advanced warnings (Are we using both magic and intercept-able birds?) Not sure which 'sleep' Arabeth should be roster-ed for, though being a Spell caster possibly the first?

Again, awesome stuff Eli and thanks, wishing every one all the very best. (^_^)


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Female Aasimar (Angel Blooded) Sorcerer (Celestial Bloodline) 2

Thanks for the bookkeeping Eli!
Your proposal works for me.

Dark Archive

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F Human Weather Witch 1 | HP:17 | Armor:1 | XP:7 | Damage:d4 | Str:0 | Dex:+2 | Con:+1 | Int:+2 | Wis:0 | Cha:-1 |

Haha, I meant the afternoon shift. Once the situation is explained to her, Shyness will very reluctantly allow herself to be transported via "hideous beast" so that she can stand guard at night.


male Aasimar Bloodrager 2 | AC: 16, T: 12, FF: 14 | HP: 24/24 | Fort: +5, Reflex: +2, Will: +0 | CMB: +2 (currently +4), CMD: 14 (currently 16) | Init: +2 | Perception: +0 | Sense Motive: +5 | <Current: Dexterity 14 of 14>

Thanks, all!

The map idea is a good one, Arabeth, just to be sure.

To address something else that a few people have noted...

Quote:
selling the mules, buying replacement horses (Maybe even 'extras'?

So, I did a little digging - okay, that's a lie... I actually did a whole lot of digging - and discovered something significant: a cart (and really, anything else we might purchase) is limited to about 16 miles per day regardless of the creatures pulling it; we could purchase three more "pull critters" (probably mules, but maybe not) and switch out creatures on a "one-day-healing" rotation and continue a force march for about 16-hour days, though, netting us about the same time we'd get without the cart. That means that there is extremely little benefit to upgrading to "better" beasts (we could eke out maaaaaybe an hour or two extra travel time, but that's about it).

The reason the cart is significant is that it allows us to constantly have people attempting to contact Angelina at all times, and allows us to have a guard at all times. We could hypothetically push faster without it, but we'd have to stop more frequently, and requiring roughly 16 hours to rest would kill most any time we'd otherwise gain.

It's a turtle and the hare situation.

I'd kind of tend to guess that the turtle is the better option here - slow and steady with a constant push, and a solid defense against attack.

I want to hurry as much as anyone, but I also want to make sure we know what's going on and that everyone gets there alive...


male Aasimar Bloodrager 2 | AC: 16, T: 12, FF: 14 | HP: 24/24 | Fort: +5, Reflex: +2, Will: +0 | CMB: +2 (currently +4), CMD: 14 (currently 16) | Init: +2 | Perception: +0 | Sense Motive: +5 | <Current: Dexterity 14 of 14>
Shyness wrote:
Haha, I meant the afternoon shift. Once the situation is explained to her, Shyness will very reluctantly allow herself to be transported via "hideous beast" so that she can stand guard at night.

Ah! Makes sense. :D


HP: 10/16 | Perc: +4

The turtle approach is definitely better. Our enemies currently have all the cards and the upper hand. A quickly established ambush some where along the way would seem inevitable.

Also, basically we're adding 140 Gp to our inventories, yes?

Much cheers and thanks and best wishes to all. (^_^)


Female 1/4 Angel Dream Messenger

Cernan, I don't believe a cart can move any faster if pulled by a horse than a mule, at least not according to Pathfinder tables, and since having the cart is what allows you to have night guards awake, I would suggest sticking together in this case, despite the desire for haste. Also, no Cernan didn't have his own separate cart. He put his extra luggage on the extra pack mule, though. The one cart your group had was the one formerly in the possession of the imp-slain merchant family. Sorry!

Eli, the money stuff looks good at a glance. Thanks for doing math so I don't have to! :)

The Vigilant people don't have a bird message system set up. Sorry!

I'm enjoying each of you interacting with your favorite Vigilant NPC before leaving town. :)

As for sleep shifts on the journey, we have Eli and Cernan sleeping in the morning and Shyness and ...? sleeping in the afternoon. That means the night watch will consist of Eli, Cernan, Shyness, and ... the next person who volunteers to be an afternoon cart sleeper! Going once... going twice...


male Aasimar Bloodrager 2 | AC: 16, T: 12, FF: 14 | HP: 24/24 | Fort: +5, Reflex: +2, Will: +0 | CMB: +2 (currently +4), CMD: 14 (currently 16) | Init: +2 | Perception: +0 | Sense Motive: +5 | <Current: Dexterity 14 of 14>
*Arabeth* wrote:
Also, basically we're adding 140 Gp to our inventories, yes?

... if you wish to, yes. I've currently got it all totaled as 1,400 in "the box", but if anyone wishes to add 140 to their inventories, simply let me know and I'll deduct as appropriate. Easy peasy!

(Lesith specified she wouldn't be taking hers earlier. Eli's left his in the box at present as well.)


Female LG azata-blooded aasimar (musetouched) paladin (oath against fiends, holy gun) 3 | HP:27/27 | AC: 17 (T: 14, F: 13) | CMB: +4, CMD: 18 | F: +9, R: +9, W: +7 | Init: +4 | Perc: +1 | Speed 30ft | Active conditions: None. |

I think Azmaria will be sleeping in the morning even if she isn't supposed to. she was up all night on patrol. so you can have her driving the cart as long the mules know where they are going.


Female 1/4 Angel Dream Messenger

Currently, only four of you have slept at all this past night, and those four were rudely awakened before a full night's rest ... so, you may want to try to catch some naps before you leave...


HP: 10/16 | Perc: +4
Elysium "Eli" Blackdun wrote:

... if you wish to, yes. I've currently got it all totaled as 1,400 in "the box", but if anyone wishes to add 140 to their inventories, simply let me know and I'll deduct as appropriate. Easy peasy!

*Bows*

Arabeth will accept her amount. Have spent some on buying more trail rations, cask of water and such.

Also, we should spend money for a carpenter to affix said money box to the bottom of the wagon. Out of sight and relatively harder to get at.

Yah.... Bandit magnet time.

Sorry for seeming down.:(

Much cheers to all.


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Female 1/4 Angel Dream Messenger

*Hugs!*


male Aasimar Bloodrager 2 | AC: 16, T: 12, FF: 14 | HP: 24/24 | Fort: +5, Reflex: +2, Will: +0 | CMB: +2 (currently +4), CMD: 14 (currently 16) | Init: +2 | Perception: +0 | Sense Motive: +5 | <Current: Dexterity 14 of 14>
*Arabeth* wrote:
Arabeth will accept her amount. Have spent some on buying more trail rations, cask of water and such.

Done! Updated. :)

(And, of course, hugs.)


male Aasimar Bloodrager 2 | AC: 16, T: 12, FF: 14 | HP: 24/24 | Fort: +5, Reflex: +2, Will: +0 | CMB: +2 (currently +4), CMD: 14 (currently 16) | Init: +2 | Perception: +0 | Sense Motive: +5 | <Current: Dexterity 14 of 14>

Accepted money: Arabeth
Specified money to group: Eli and Lesith
Not (yet) specified money: Everyone else!


Detective Cernan's on the case! *** M Aasimar (Emberkin) Arcanist (White Mage) 2 *** Party-at-a-Glance Spreadsheet

So... the cart option is still far, far slower than horses. In fact, it's about the same speed as walking.

If we use the gold we forgot to spend, that's more than enough to get fast horses for everyone who needs one. If we rest for 10 hours a night (and the horses only run for 8 by default, so we'd more realistically be resting for like 16), we can sleep in shifts without any issues.

Meanwhile, the characters who have left the party (but are still NPCS) could take the mules and carts and our baggage and follow us, arriving a few days later.


HP: 10/16 | Perc: +4

*Nods to Cernan*

A good point. Should we do so? How much faster will riding ahead on horses be? Days? Weeks?

Much cheers to all.

*Has consolatory Tim tam*


Detective Cernan's on the case! *** M Aasimar (Emberkin) Arcanist (White Mage) 2 *** Party-at-a-Glance Spreadsheet

A light horse can go 40 miles in a day—but we can kick it up to 50 or so with healing spells. A cart can do 16.

That means that if it would take three days by cart, it will take 10 hours on horseback, and we can arrive by nightfall. If it's 3 days by horse, we're talking 8 days by cart.


Male Muse-Touched Aasimar Shaman 2 [HP: 18/18 AC: 16/12/14 F:1 R:2 W:6]

Not entirely sure what magic Eli's talking about, but please remember that my healing hex can only be applied to a creature once per day, but as many creatures as I can target. So that's pretty much a free 1d8+2 to cure up lethal damage, and double that for non-lethal.


male Aasimar Bloodrager 2 | AC: 16, T: 12, FF: 14 | HP: 24/24 | Fort: +5, Reflex: +2, Will: +0 | CMB: +2 (currently +4), CMD: 14 (currently 16) | Init: +2 | Perception: +0 | Sense Motive: +5 | <Current: Dexterity 14 of 14>

1) Cernan's spontaneous healing (also, previously, Kiwyn)
2) Poterol's healing hex
3) Arabeth's cure light wounds (also, {previously?} Natanja's)
4) Sister Azmaria channel energy

That's a lot of healing, especially the channel and healing hex.

My point is that while, yes, we could travel for 16 miles/8 hours, we could travel for 16 hours for 32 miles. We'd then rest for eight, and pick up and go again. This is the current thing we're at.

Alternatively, we could travel for 32 miles in eight hours... and then rest sixteen hours in two shifts. This is the 'ditch the cart' solution, with no other changes.

Alternatively, alternatively, we could travel for 40 miles in eight hours, and rest for sixteen hours in two shifts, while paying (75-4)*13 = 71*13 = 923 gold from our collective reserves (a little over half our current money) and be unable to ensure that we're available for contact by Angelina at all hours (though to date, so far she's only contacted us at night). This is the 'ditch the cart, get the horses' solution.

That's an extra eight miles per day, which can certainly add up, but costs half our current money, and leaves us slightly more vulnerable for a slightly longer period of time.

Presuming we could trade our mounts, we could use the cart option to travel for 24 hours straight, sleeping two-at-a-time, meaning 48 miles a day (16+16+16 = 32+16 = 48). This would cost us about (8-4)*13 = 4*13 gold per day (52 gold per day) that we trade mounts, allowing us about seventeen (plus a bit) days of straight travel with the same expense we'd have used on horses. As we're "about two weeks" I believe? from the capital, that might fit in with our travel time, buuuuuu~ut, with this method, we'd be able to push ourselves on some days and rest on others, meaning we'd... be about the same value up or down.

Over all, it looks like it'd average out to be roughly similar, with a slight possibility of edging out by the "slow and steady" method, which was what I was alluding to before.

The horses certainly look faster, and technically are, but the "slower" method covers the same ground, if we're willing to push and partition ourselves properly, and maybe even more if we're exceptionally fortunate in terms of where new mounts are available with judicious application of healing magic.

The thirteen mounts, by the way, isn't an arbitrary number: that's what we need to cover all of our people, all of our feed, and all of our stuff (including extras) for this journey (feed is cheap, but it's heavy, and we're going to want to switch mounts every once in a while regardless).

EDIT:

In case it's not clear, I tend to favor the slow and steady approach because it has the possibility of being better, and, at worst, it's pretty close or even the same. With horses, we'd have a mandated 16-hour stop due to the human element. With the cart, our only limit is our mounts holding out.

After talking with the GM (she's currently busy with two little boys, one of which is a baby!), she's noted that she's okay with whatever we do, so long as:

- 1) we stick together

- 2) she has a way of knowing who is and who isn't asleep at any given point in time

... so... I dunno, I guess all this discussion doesn't matter too much, and is needlessly bogging the game down?

As I've been a proponent for the slow thing, I'll go ahead and build a potential schedule for it (starting with today):

Day/Hour: People
- 01/01-08: Eli, Azmaria
- 01/09-16: Cernan, Shyness
- 01/17-24: *Arabeth*, Poterol <possibly others>
- 02/01-08: Aeryth, Lesith
- 02/09-16: Chap, Marius
- 02/17-24: Natanja (?), Eli <possibly others>
- 03/01-08: Asmaria, Cernan
- 03/09-16: Shyness, *Arabeth*
- 03/17-24: Poterol, Aeryth
- 04/01-08: Lesith, Chap
- 04/09-16: Marius, Natanja (?)
- 04/17-24: Eli, Azmaria
- etc.

Or, lacking Natanja...

Day/Hour: People
- 01/01-08: Eli, Azmaria
- 01/09-16: Cernan, Shyness
- 01/17-24: *Arabeth*, Poterol <possibly others>
- 02/01-08: Aeryth, Lesith
- 02/09-16: Chap, Marius
- 02/17-24: Eli, Azmaria <possibly others>
- etc.


Female 1/4 Angel Dream Messenger

Eli, I definitely appreciate your schedule-building assistance ... but let's just keep this simple.
Don't trade mounts. Don't count on Natanja or any of the other previous PCs. Stick together as a group of ten, alternating sleep/watch. Use your healing magic to make your mounts go longer than usual.

Everybody just vote on one of the following two options:

Option A:
Keep your cart, take a bit longer overall on the journey, but gain the benefit of almost always having at least two people asleep, and thus able to be contacted by Angelina.

With this option, Eli and Sister Azmaria will sleep in the cart while traveling each morning (4am-noon) and Shyness and Cernan will sleep in the cart while traveling each afternoon (noon-8pm) and everyone will stop to rest themselves and the mounts at night (8pm-4am) while Eli, Sister A, Shyness, and Cernan stay up to keep watch.

Option B:
Trade the cart, mules, and a sizable chunk of your group funds for faster horses for all those who don't already have them, finish the journey a bit sooner, have two consecutive rest shifts at night, and no one sleeping during the day.

With this option, everyone would ride their fast horses from noon-8pm each day, then all would stop to camp. Eli, Sister A, Shyness, Cernan, and Arabeth would sleep from 8pm-4am as the other half of the group keeps watch. Then, Chap, Poterol, Lesith, Aeryth, and Marius would sleep from 4am-noon, while the rest guard.

Okay, keeping it simple.... if you have any preference at all, just vote for Option A or Option B...


Female 1/4 Angel Dream Messenger

... and we already know that Eli votes for Option A, while Cernan votes for Option B.
What does anyone else think?


Female Aasimar (Angel Blooded) Sorcerer (Celestial Bloodline) 2

Option B


Female LG azata-blooded aasimar (musetouched) paladin (oath against fiends, holy gun) 3 | HP:27/27 | AC: 17 (T: 14, F: 13) | CMB: +4, CMD: 18 | F: +9, R: +9, W: +7 | Init: +4 | Perc: +1 | Speed 30ft | Active conditions: None. |

I vote Option A

Dark Archive

F Human Weather Witch 1 | HP:17 | Armor:1 | XP:7 | Damage:d4 | Str:0 | Dex:+2 | Con:+1 | Int:+2 | Wis:0 | Cha:-1 |

A. 'Cause good luck getting Shyness on a horse. =)

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