DM Papa.DRB - Moru Country (Inactive)

Game Master Papa-DRB


451 to 500 of 1,913 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>

Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

all i got is the breastplate wich ius about 1300gp :-) the rest is less than 300g in total so lets say im at 2000g or less =-)

WBL is a guideline not a rule, although I did think about the same as you rikar :-)


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

As a GM, I always hate it when my players start talking about WBL, frankly. Sometimes it's really hard to work in appropriate kinds of treasure at the right moment narratively speaking (and sometimes players don't do enough to look for it--I think we've done alright in this game, but I've had players repeatedly ignore opportunities to look for treasure or upgrade their gear, even when I've all but thrown it in their face). I always adjust challenges taking party gear into account, I always do my very best to be fair, so then when my players start complaining they're nowhere near WBL (oddly, they don't do this when they're over it), I feel like they're accusing me of cheating them or that I'm running the game wrong, when all I am trying to do is give the best story I can and make sure challenges are fair but interesting. It really hurts when I'm working hard to make sure everyone's having fun, and I basically get accused of doing things wrong because we haven't hit a guideline in the rulebook (that is for the GM's reference, not the players').

At the risk of sounding like I'm kissing up, I trust we'll get the gear we need when we get it, that if we don't we may not be looking in the right places, and that DM Papa, being a very veteran gamer and a fair GM, is bearing in mind party/gear/monster balance when throwing challenges at us.

Not to mention this is a module so, apart from any additions or alterations DM Papa makes, the treasure is going to be where it is, and the module IIRC is a conversion so may not be designed according to Pathfinder's WBL standards, which are quite high.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]
Kreig Ironhand wrote:

Okay, up to 4th!!

Ability Upgrade = +1 to Dex

** spoiler omitted **

** spoiler omitted **

@DM Papa - Are you cool with the Rogue Talent choice? Plus, I wasn't sure if I was required to pick up the Archetype (Trapsmith) to get it. What kind of limitations do you want to set forth?

Rogue Talent is fine.

Mechanical traps are ok, but magic traps are not.

Look HERE for guidance.

Come up with some ideas for traps, and we can go over specifics.

-- david
Edit2: if you saw my first edit, never mind it is "Quick Trapsmith", not just "Trapsmith".... *sigh* I really need new glasses.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Don't worry about WBL.

I put treasure, usually tailored to the parties need, where it is accessible. Also, don't forget the dwarves "owe" you a promised reward of 3500 gp currently for the map information, and the rescue of Kreig and Braldi, which they will "pay" you with in either equipment or gold.

During the "next morning" conversation, there will be another "offer" (and that will include you Kreig) since you want to go back and rescue the miners.

-- david

Edit: Oh, and thank you RIkar for keeping this sheet up. It helps me to look at who has what and place additional and/or class treasure at places.
Also, you haven't run into Tor or Goblin God and his treasure trove yet. If you survive, you'll be ok... hehehehheh


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

yeah i do want to clarefy as im not complaining just discussing I think we are well chalenged at this game and I am enjoying myself, although I am kinda a loot whore (i think most of us are anyway'z) I do want to point out that there is no substitute for FUN!! (not even shinies!! :-)


Narrator [Maps, handouts, pictures: Links in top of page spoiler]
Rikar Sarakin wrote:

Levelling up:

+1 Str (some serious damage on Two-Handed Power Attack now: +11)
+1 on Handle Animal, Perception, Stealth, Survival, Knowledge (dungeoneering), Intimidate, Spellcraft
+11 HP

Working on animal companion stats. I'll plan to put up an alias for him once he's built.

Favored Class Bonus please.

Also, the cat is your animal companion?
ac gets two skill points, 1 per level. 1 feat. 7 "tricks" (assuming attack I and II, heh). Name?

-- david


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

@GM Papa
Just realized, I should have picked up the Craft (traps) skill. Is there any chance I could switch out the points i put towards use magic device this level up and put them in the craft skill? It makes more sense with my pc's background anyway.

Thanks for the link too!

@Team: Are you guys cool with me going in this direction? A few mechanical traps we can use along the way might be of some use.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]
Misha Keroun wrote:
4th level archeologist

Favored Class Bonus, please


Narrator [Maps, handouts, pictures: Links in top of page spoiler]
Kreig Ironhand wrote:

@GM Papa

Just realized, I should have picked up the Craft (traps) skill. Is there any chance I could switch out the points i put towards use magic device this level up and put them in the craft skill? It makes more sense woth my pc's background anyway.

Sure. So remove the one rank from UMD and put it into Craft(traps).

done...

-- david

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Taking transmuter 3 this level.

Will have an updated sheet up later on.

I'm thinking rope trick or bull's strength, possibly web or create pit.

Class bonus undetermined as of yet...spell or hp, probably.


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

my class bonus is into skillpoint(already designated) I dont got many to chose so :-)

bull str!! :-)


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Just to be clear - I wasn't complaining about the WBL situation, hence my use of the word "entertaining." For all that I enjoy finding shiny new magic items, I actually like campaigns that are on a bit of a tight budget - makes it more important for the PCs to use their abilities and brains in order to survive.

@DM Papa -

Favored class bonus went into HP.
The cat will be my animal companion, he's mostly built, will get him into an alias at some point today. Working name is Elatys - which is close to the Shoanti (that is, Finnish, in Google Translate) word for "surprise." Seemed appropriate, but I may change it.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20
DM Papa.DRB wrote:
Misha Keroun wrote:
4th level archeologist
Favored Class Bonus, please

I've decided to take another spell, invigorate.

My 2nd level spells will be glitterdust and alter self.

I take it my rogue talent choice is okay then?

Rikar Sarakin wrote:


Just to be clear - I wasn't complaining about the WBL situation, hence my use of the word "entertaining." For all that I enjoy finding shiny new magic items, I actually like campaigns that are on a bit of a tight budget - makes it more important for the PCs to use their abilities and brains in order to survive.

Sorry if I jumped too far ahead. I have a very bad case of post-WBL nagging syndrome. People mention WBL and I just immediately want to scream.

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Ok, Josef should be all leveled up.

Transmuter 3:

+8 HP
+1 Fort, +1 Ref
+1 to Int
Skills: +1 Appraise, Know: planes, Know: Religion, Spellcraft, Linguistics (learning Undercommon)
Spells: 1st (favored class bonus) Sleep, 2nd: Bull's Strength, Create Pit

Caster level is 4 thanks to magical knack

Also updated his profile page to better show the character sheet, this will make it easier than clicking through the mythweavers link.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Bull's Strength! Awesome.


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

uhu!! to bad he can use it also :-)

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Too bad?

More like awesome, eh?

Plus, I have 2 prepared, not to mention my Arcane Bond spell.

And I can scribe scrolls of it, too.


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

lolz it just that we like STR too :-)

cant wait for enough money for a nice belt! and headband!! :-)


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20
Josef Guardson wrote:

Too bad?

More like awesome, eh?

Plus, I have 2 prepared, not to mention my Arcane Bond spell.

And I can scribe scrolls of it, too.

Oooh, and look at me with my Use Magic Device... :)


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

I'll have an update Tuesday, probably early afternoon East Coast USA time (GMT -5). If everyone is drinking then going to bed it will be in the morning with all spells, etc. reset.

-- david


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Kreig wouldn't mind seeing if he can contact his Uncle Jasper to have him deliver a message to his father. It would just indicate that Kreig had finally begun to understand his father's wish for his son.

My thought behind exploring trap building, I don't know if it'd necessarily mean I'd have to look for some kind of "underbelly" of society since I'm looking at the other side of the business. As in I'm looking to protect / defend as it comes to trap building. Would that be okay to explore on the next day?


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Kreig, late answering your question, but I think the trap building makes sense. And most trapbuilders include hunters and law enforcers so I don't see you needing to talk to criminals personally.

Misha is skipping the drinking and going straight to bed.

Misha's plans for the next day are

- Go over any extra gear we have with us and sell it
- Buy stuff as needed with whatever money we have
- Chat with any priests or mages or seemingly knowledgeable folk about handed-wolves, goblins, and Mount Moru. There'd probably also be some chatter about magic to help explain her new spell development but that can be handwaved.


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

@Misha - When I first read your post, I thought it said "hand-wolves", I almost choked on my water.


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

Borris wil also go to bed pritty quietly since the last time he ran off he became a litle less on the front although he wil always try to protect those good people around him silent contemplation and prayer have become more important!

he is studying had the arts of diplomatic relations trough his friends! and trough the wisdom of his god. becoming a true paladin.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]
Misha Keroun wrote:
DM Papa.DRB wrote:
Misha Keroun wrote:
4th level archeologist
Favored Class Bonus, please

I've decided to take another spell, invigorate.

My 2nd level spells will be glitterdust and alter self.

I take it my rogue talent choice is okay then?

Rikar Sarakin wrote:


Just to be clear - I wasn't complaining about the WBL situation, hence my use of the word "entertaining." For all that I enjoy finding shiny new magic items, I actually like campaigns that are on a bit of a tight budget - makes it more important for the PCs to use their abilities and brains in order to survive.
Sorry if I jumped too far ahead. I have a very bad case of post-WBL nagging syndrome. People mention WBL and I just immediately want to scream.

Yes, Rogue Talent is fine...


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

I know I said I like a bare-bones game in terms of wealth, but it turns out I sure do like a post where a dwarf gives us thousands of gold pieces and an offer of magical gear.

@DM Papa - are there guidelines we should keep in mind for requesting something, or should we just say, "Armor, please" and see what we get? I'm thinking something like a +1 chain shirt, but I like surprises too.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Well the 3500 gold pieces were already promised back when you first met Capn Cobblestone, and Kreig's maps and returning Braldi completes those missions.

Essentially any +1 armor or +1 weapon that would be useful to a dwarf. Any armor or weapon costing less than 1000g, so no full plate.

After you return with the prisoners, you will get the armor/shield/weapon.

Weapon: simple, martial, dwarven waraxe (exotic). Longbows and some "un-dwarven" type weapons would take an extra couple of weeks to make since they would not be common.
Armor: half-plate or lighter.

-- david

edit: @Borris, they would enchant either your earthbreaker or klar as one of the +1 weapons.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

I have an admittedly somewhat selfish suggestion:

Ask for a type 1 bag of holding or a handy haversack for part of our reward. This would use up 2,500 or 2,000 of our reward, respectively.

We are finding lots of large gear like weapons and armor and can't easily carry them. This would allow us to carry more stuff easily.

My biased pov is Misha is encumbered since we gave away the mule (something I've been trying to remember when I play her). I believe some of the rest of the party is too, with provisions and the like. Misha would want to carry it to access tools and store interesting stuff they find (she's still convinced they're going to find archeological artifacts).

While this would be useful to Misha, it'd probably also be useful for the party, and it would be considered a party item.

Since we are also, as a separate reward, getting a free +1 weapon or armor, I'd hope we could get this also, and then also get 1,000-1,500 gp more of gear (I'd suggest potions and elixirs, or maybe a CLW wand).

Thoughts?


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Bag of Holding / Haversack is a nice addition for the team. It also confers the quick draw feature, right? So if you kept a backup weapon in there, Misha could grab it toot sweet!

I'd contribute my necessary share to the purchase if it's available.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Haversack has the quickdraw feature. BOH doesn't but it holds more (Haversack holds about 120 lbs of stuff). Despite its smaller capacity, I prefer the haversack myself.


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

BTW, I'm thinking on a small workup kit for laying out quick-set traps (for my new feat). Thinking on adapting a wolf trap that springs and clamps on a jar of alchemist fire when triggered.

Would the group be okay with me using one of the jars?

More importantly, GM Papa, would this be an acceptable use of the feat/skill? If so, would you allow for me to use my Craft(Traps) skill to set up the adapted wolf traps to accommodate such a rig?

Let me know and I can start rolling the dice...

Here's my thought on a list for this trip (if available):
2 Tanglefoot Arrows (20g ea)
2 Smoke Arrows (10g ea)
1 Wolf Trap (??)
1 Dwarven Maulaxe (25g)
1 Studded Leather Armor (25g)
_______________
Total (110g + Wolf Trap)

@Misha - Good point on the kit, I'm going to have to find a way to lighten the load a bit. Can't have the resident rogue clanking about, right?

@All - Thoughts? Will the expenditures on my part work?


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Misha - a bag of holding or haversack works for me, I don't have anything in particular in mind that I feel a need to spend that money on, so what's left over after we buy a communal item would cover Rikar's needs.

Kreig - I think your trapsmithing direction and kit ideas sound like fun. If we spend 2000 gp on a Handy Haversack, we'll have 1500 left over, so each of us should have 250 gp to spend on such items. And I'm fine with the use of a jar of alchemist's fire for such an entertaining purpose.


1 person marked this as a favorite.
Narrator [Maps, handouts, pictures: Links in top of page spoiler]
Kreig Ironhand wrote:

BTW, I'm thinking on a small workup kit for laying out quick-set traps (for my new feat). Thinking on adapting a wolf trap that springs and clamps on a jar of alchemist fire when triggered.

Would the group be okay with me using one of the jars?

More importantly, GM Papa, would this be an acceptable use of the feat/skill? If so, would you allow for me to use my Craft(Traps) skill to set up the adapted wolf traps to accommodate such a rig?

Let me know and I can start rolling the dice...

Here's my thought on a list for this trip (if available):
2 Tanglefoot Arrows (20g ea)
2 Smoke Arrows (10g ea)
1 Wolf Trap (??)
1 Dwarven Maulaxe (25g)
1 Studded Leather Armor (25g)
_______________
Total (110g + Wolf Trap)

Dang, you have got me reading *all* the information on traps, crafting, etc.

Per PRD wrote:


Mechanical Trap Cost

The cost of a mechanical trap is 1,000 gp × the trap's Challenge Rating.

Really??? That is insane, and the crafting times are insane also.

I have been using Spes Magna "Making Craft Work" in my home game for large items. I'll work something up for traps using a combination of the DCs in the PRD, "Making Craft Work" and some common sense.

Craft DCs according to the PRD are 20 for CR 1-5 traps. I will probably lower that to something along the lines of 10+CR. Also the 1000gp x CR will be lowered significantly.

I'll work with you on this. The crafting rules have always been terrible, and even the Spes Magna doesn't help much with the low end items.

More investigation to do.

Oh, and your "wolf trap" is ok. Will come up with a cost later.

-- david


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Thanks, Papa! I'll stand by, rubbing my calloused dwarf hands in anticipation.

BTW, are the specialized arrows available here?


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

Is there annyone who made the grand total of what each of us now get in gold value?
as in selling the loot we don't need?(did we pick up anything?) or is the 250 all we get?

I know a handy haversack is nice but im not for it as we already low on gold... I thought the mule is a great idea and alot cheaper 1500g on one item right now just doesn't seem like a good idea.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Kreig: I'm cool with you using the jars of alch fire. We can also buy more if needed.

Borris: I think Rikar made a post earlier, we should have @95, IIRC. We gave the mule away because we can't get it down the hole. The only other carrying-stuff option that I can think of is to hire a porter hireling, who could become a liability in a variety of ways.

Bear in mind if we have a way to carry more loot, that means we have more loot to sell to trade in for more gold/equipment.

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Well, I will be preparing ant haul fairly regularly, and the communal version when I am able.

That being said, I think extra carrying capacity is a good idea anyways.


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

I dont think a bag of holding isn't a good idea per se I think its to early as we need the money to upgrade our gear.

we can stil get one when we clear the next part and haul everything out once it is clear.
I for one need money to get better weapons.
And if its to carry out goods to sell you know you can drag like 2 times your normal heavy load so thats not realy a problem.

and I dont think we have yet to face a situation where we can't carry all we need to. (that reminds me i stil need to ditch those left over trail rations!


Female Human Cleric of Sarenrae 5 (HP 49/49, AC 19, T: 11, FF: 18, F+5, R +2, W+8, Init +3, Perc +7]
Spells Remaining:
1st: Command, CLW, Prot. from Evil; 2nd: CMW, Bull's Str, Lesser Restoration; 3rd:

does anyone have any ideas what Redona should get? I'm honestly not all that good at deciding what a cleric should get gear-wise *shrug*


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Isn't there a flask out there that regenerates holy water?
Or how's about specialty bolts for your crossbow?


Female Human Cleric of Sarenrae 5 (HP 49/49, AC 19, T: 11, FF: 18, F+5, R +2, W+8, Init +3, Perc +7]
Spells Remaining:
1st: Command, CLW, Prot. from Evil; 2nd: CMW, Bull's Str, Lesser Restoration; 3rd:

Okay! I've properly leveled up now! Sorry what with it not being relevant I completely forgot to do so.

HP + 10
+1 Hp favored class
+1 Charisma
+1 Fort, +1 WILL
+1 BAB
+1 Religion
+2 Perception

as for gear... hrm specialty arrows... I'll see if anyone else comes up with stuff and poke around for what I want. Thanks Kreig('s player)!

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Upgraded armor and save-boosting items are usually good for clerics.

Weapons and attack-boosting stuff is pretty much wasted on your particular character, although it may help if you wanted to focus more on that aspect.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Redona - for the free weapon/armor, I'd suggest probably magic armor, since you've got a +1 crossbow (which in turn makes your bolts magical). And clerics being hard to hit/kill always good thing.

--Regarding the bag of holding/haversack---

Do any of the rest of you have thoughts on the bag of holding idea?

Kreig, Rikar agree. Josef--was the comment about carrying capacity agreeing also?

Borris--and everyone else--if we did not use the 2,000 to get a haversack (still leaving 1,500 for other stuff), what would you suggest we spend the 3,500 on, bearing in mind we are also getting a free weapon/armor upgrade?

Or an alternate solution/suggestion -- if y'all would prefer to divide the 3500 into a 6 way share before spending it, rather than buying for the party as a whole -- Misha will volunteer to put all of her share (that's 583 gold and change if I've done the math right) plus all the coin she has (including Rikar's recent tabluation) toward getting a haversack, for a total of 713 gold pieces (she'll have 3 coppers left). If anyone is willing to donate whatever they would like to make up the 1287 gp difference toward it and there is enough, then we get the haversack (people who do contribute any amount toward it get first dibs on having their gear stored in it as needed). If there is not enough, then everybody buys their own gear separately.


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

@ Misha - Aside from what he'll need for the supply list he put out there, Kreig'll donate what's left towards a haversack. Come on, he's a rogue. He's still okay with "acquisitions".

@DM Papa - Updating my list a bit...
2 Tanglefoot Arrows (20g ea)
2 Smoke Arrows (10g ea)
10 Regular Arrows (replacing what I shot)
1 Wolf Trap (??)
1 Dwarven Maulaxe (25g)
1 Studded Leather Armor (25g)
1 Set Artisan's Tools (Masterwork) (55g)

For the last three, maulaxe, studded leather & Artisans tools, any chance any (or all) are available in masterwork?

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Yeah if we really want a haversack, why not?

A bag of holding would probably be better for capacity sake, but the HH has the "move action draw" feature.

Like I said, once I get some cash/more spells, Ant Haul will be a typical prepared spell.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Fortune has already provided Rikar with a magic weapon, so if he needs to pony up a bit more for the haul sack so other party members can boost their gear, that's okay with me. But he might like to stash his backpack in it, to minimize his encumbrance.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]
Kreig Ironhand wrote:

@ Misha - Aside from what he'll need for the supply list he put out there, Kreig'll donate what's left towards a haversack. Come on, he's a rogue. He's still okay with "acquisitions".

@DM Papa - Updating my list a bit...
2 Tanglefoot Arrows (20g ea)
2 Smoke Arrows (10g ea)
10 Regular Arrows (replacing what I shot)
1 Wolf Trap (??)
1 Dwarven Maulaxe (25g)
1 Studded Leather Armor (25g)
1 Set Artisan's Tools (Masterwork) (55g)

For the last three, maulaxe, studded leather & Artisans tools, any chance any (or all) are available in masterwork?

Everything you list is available, including the masterwork crafting (artisan) tools (thanks to Uncle Jasper... hehe).

-- david


Female Human Cleric of Sarenrae 5 (HP 49/49, AC 19, T: 11, FF: 18, F+5, R +2, W+8, Init +3, Perc +7]
Spells Remaining:
1st: Command, CLW, Prot. from Evil; 2nd: CMW, Bull's Str, Lesser Restoration; 3rd:

Well, for now I think I'll go with a +1 version of my armor because Misha's right, and I'm a general purpose over specific use kinda person.

I'm also gunna spend the gold to get me 40 bolts because I was getting rather low.


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

if I got lefover gold I'll gladly chip in for the sack!

Redona did you memorize "masterwork transformation"?

I would be searching for the materials wich should be 450g and 300g
(if i can find them)

Are they?

If not is there a spellcaster/scroll to do "masterwork transformation"


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

A scroll of masterwork transformation will also include the materials cost (so it will cost the cost of whatever level scroll it is plus the 450 gp). This also means that if someone was able to scribe it in the community, the materials are available, so...

Am I missing something, though, or is there a reason you can't just pay 300 gp to a dwarf to mastercraft your existing weapon? Seems like going through the magical process is both expensive and unnecessary.

Redona, what are your thoughts on the haversack (or BOH, but that costs more)?

Thanks, guys, for the offers. This could work.

Alternately, I am still also all ears for other suggestions for what we do with the 3,500 gp. In groups I play in, when we get big chunks of money like this at once, we usually buy as a party for what we think will make the party as a whole stronger (whether that's entirely for buffing up the tank, or getting potions for everybody to use, or whatever). So I'm not used to splitting it up, then spending it individually. I suggested this because it's something useful for everyone--even if it is also especially useful for Misha. But I'd also be willing to consider other things.

1 to 50 of 1,913 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM Papa.DRB - Moru Country Discussion All Messageboards

Want to post a reply? Sign in.