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GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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Female Dwarf Witch/8 - (HP: 57/74; AC 16; FF 14; Touch 16; Fort +6/8; Ref +5/+7; Will +8/+10; Init +2; Per +11/+13

I see 2,338gp total between the prior loot, the owlbear cub and the platinum pieces. Split 6 ways that is 390 and a few silver each. Should be enough for you to get your armor masterworked as well as the shield. Not enough for the axe unless someone lends you the cash. I am spending 150 for the 2 spells from Allustan and 175 for the two from Magnimar. That leaves me with about 60 I can lend you. Or 60 toward party goods or whatever else is needed. At some point we should get a trusty wand of CLW, but considering that every one of us except Kilthan has the ability to heal, the need for the wand is much less then in many parties.

That 2338 is before we sell anything else. For instance since Ingrid seems to have no interest in the +1 Short sword, we could sell that. Also, we should probably at least clear out the last part of the cairn before buying equipment. We already found some decent armor down there, who knows whether there is some more beyond the mold. And since we took out what seemed to be the boss monster, I cannot imagine that anything trapped behind the mold would be as tough - but I could be wrong.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4
GM Blood wrote:

Ok I did a little historical digging, here is where we left off last:

Sold or divvied up all the items that is ooc on the campaign tab for 600gp total or 100gp per person. Suggested split at that time was 20gp each towards the building renovations, 40gp toward party treasure, 40gp each person keeps for their own.

Now building renovations were going to be 250gp and you paid 120gp. (130gp remaining) then furniture was at least 200gp beyond that.

Party treasure would stand at 240gp at the moment.

Each one of you should have around 40gp plus whatever amount you had on you.

Now, here is the updated loot that needs to be figured out:

Cash gained since last loot divvy: 2,028gp + 7pp

Items to sell for value or keep for HQ?:

Black demon horns with red tips- 50gp each
8 Copper candle stands - (40 gp total)
Blackened Spectacles (75gp) - Blocks bright light, +2 to saves vs daze or similar effects
Silver Tray (50gp)
Lammasu Rug worth 200 gp
Silver operating instruments - 500gp as a set
Emerald worth 20gp

Items to divvy or sell:

4 "potions" that need to be injected by Syringe
Milky Blue potion of gentle repose
Deep Red potion of false life
Sallow Yellow potion of ghoul touch
White with Black Streaks potion of chill touch

Filge's spellbook
scroll of animate dead
potion of cure moderate wounds
4 potion of cure light wounds

Why don't we list what we keep and what we sell.

and magic weapons should no be sold until half the party has one magic weapon,
as the Grick we encountered had DR XX/Magic,
so we could face more creatures that have DR XX/Magic,
so keeping any magic weapons would be a good idea.

definitely Keep:
4 potion of cure light wounds
potion of cure moderate wounds

Keep:
8 Copper candle stands - (40 gp total) -> for the house
Silver Tray (50gp) -> for the house

any other thoughts


Aarakess Halcorn wrote:

I see 2,338gp total between the prior loot, the owlbear cub and the platinum pieces. Split 6 ways that is 390 and a few silver each. Should be enough for you to get your armor masterworked as well as the shield. Not enough for the axe unless someone lends you the cash. I am spending 150 for the 2 spells from Allustan and 175 for the two from Magnimar. That leaves me with about 60 I can lend you. Or 60 toward party goods or whatever else is needed. At some point we should get a trusty wand of CLW, but considering that every one of us except Kilthan has the ability to heal, the need for the wand is much less then in many parties.

That 2338 is before we sell anything else. For instance since Ingrid seems to have no interest in the +1 Short sword, we could sell that. Also, we should probably at least clear out the last part of the cairn before buying equipment. We already found some decent armor down there, who knows whether there is some more beyond the mold. And since we took out what seemed to be the boss monster, I cannot imagine that anything trapped behind the mold would be as tough - but I could be wrong.

If I may make a suggestion, get the rest of the house paid for (at least up to the furniture, but you may want to do that now as well). that would take you to 2,038 which is just short of 340 each before selling your other items (which is over 400 gp easily before splitting). Don't forget you have 240gp in "party treasure" from the last split too


Lizardman hp=86/86(AC24/ff24/t11) {F=+11/R=+5/W=+8} CMD 24 Paladin 8 (Shining Knight) Smite evil 3/3 - Lay on hands 6/7

The lammasu rug, silver plate, and copper candle holders make nice house accessories.
I even like wall mounting the demon horns too.
The blackened spectacles we should keep.
Kilthan was two weapon attacking with a hand axe. The magic shortsword is much better as an offhand weapon. Regardless, Ingrid is right we need to keep our only magic weapon.
That would have us selling only the operating instruments and emerald for 520gp.

The next questions is do we try to keep everyone even in treasure value. I like the method where party members lose a monetary amount equal to the sale value when they take an item. We could try an alternative where we maximize the party as a whole and do not worry so much about individual shares.


Kilthan if you want a masterwork shield they will have it at Osgood's. If you want just a normal one for now, the same.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

hopefully I can find a masterwork cold iron scorpion whip.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Having played both styles, I'm generally not too concerned about it either way. It usually resolves itself through playing. If we do want to do the Dungeon Accountent method, we should nominate one person to keep track of it, preferably on a Google Doc (or is it Drive now?). Oh yea, 1-2-3 NOT IT!! Though I'd do it if asked.


That they will have to send out for, a little too uncommon. Will return in a week however.


HP70 of 82 - AC 24 (T 13, FF 21) - F +8, R +5, W +11

Would Ossgoods have a starknife available?

As for treasure... at this level, really all of us are after masterwork and then magical items of some sort. Especially to deal with some of the creatures we are and will be seeing. While the fairest way is to give each person a share, it is not always the best way to gear a group especially with some of the treasures available. (example Rohara just got a headband of wisdom, that is a 4000gp item. She would not be getting anything else for some time to come. And if it came down to having the item or gearing up, while it is useful, almost worth selling to get other gear for a lower level character, even if the item itself gives better benefits in the long run.

I am of the mind to get the cairn done and see what else there is to have there with the brown mold, maybe some large loot pile. Well, large enough to help us out at present.

Also looking for advice on the two feats I listed above...

Defiant Luck: reroll a nat 1 on saves, or force a reroll on a confirmed crit against you.
---> leads to Inexplicable Luck: +8 bonus to a d20 before roll or +4 after
Faster Learner: get +1 hp and +1 skill point/alternate class reward
---> leads into Improvisation: +2 on all untrainted skills and used trained skills untrained

Leaning towards Faster Learner. Just wondering if it is worth it to become use trained skills untrained. I know the Luck seems more what Rohara is about, Luck...


Lizardman hp=86/86(AC24/ff24/t11) {F=+11/R=+5/W=+8} CMD 24 Paladin 8 (Shining Knight) Smite evil 3/3 - Lay on hands 6/7

Faster learner seems superior. Improvisation is interesting in that it encourages you to specialize in a narrrow range of skills to maximize its value.


Female Dwarf Witch/8 - (HP: 57/74; AC 16; FF 14; Touch 16; Fort +6/8; Ref +5/+7; Will +8/+10; Init +2; Per +11/+13

I am sure I am going to regret this, but here is the Temple of Elemental Evil Recruitment thread - have fun.

Temple of Elemental Evil Recruitment.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

I guesstimate you'll have 47 appliacations to review by Tuesday. Any bets?


I'll take the over on that!


Twenty minutes for the first response


Female Dwarf Witch/8 - (HP: 57/74; AC 16; FF 14; Touch 16; Fort +6/8; Ref +5/+7; Will +8/+10; Init +2; Per +11/+13

If I only have 47, it will be a dream. I think that the over is likely a good bet on this one.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

So how many submissions before you just decide to run two groups ;p


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4
Aarakess Halcorn wrote:

I am sure I am going to regret this, but here is the Temple of Elemental Evil Recruitment thread - have fun.

Temple of Elemental Evil Recruitment.

Link doesn't work.

Fixed Link


Female Dwarf Witch/8 - (HP: 57/74; AC 16; FF 14; Touch 16; Fort +6/8; Ref +5/+7; Will +8/+10; Init +2; Per +11/+13

This is the first time I have DMed in years and since I am going to be doing a lot of this on the run, I will only have one initially. If I find that I can handle the additional load (I am already in 12 PbP campaigns) together with minor duties like my job (court sucked away 6 hours of my life that I will never get back today) and my family - 2 young boys, I might consider it. But definitely not at the beginning. This is not like running a 3.5 campaign or a PF campaign where there are only minor changes, I have going to have to do a ton of modifications as things move forward. I have pretty much already gotten the first few parts done, but it is really difficult to balance AD&D encounters with PF CR, especially when I do not know how things will move forward and what choices the party may make. It is a big difference if they are level 3 or 4 versus level 2 for many monsters as you all know.

As an example, about 1/2 of the traps in the module are - Miss Save = DEAD. While this is fun for DM Evil, it is not really my intention as DM Chaos. Thus, I will have to figure out how to modify all the DR for these as well as create DR for secret doors, concealed doors, traps, and tons of other stuff.


It did work before, doesn't now


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

Fixed Link


Male Gnome Sorcerer/9 - (HP: 46/46 - AC19;FF16;T17 - F+5;R+6;W+7 - Init+9 - Per+11)

Fixed - I changed the name, did not realize it was going to do that.


Lizardman hp=86/86(AC24/ff24/t11) {F=+11/R=+5/W=+8} CMD 24 Paladin 8 (Shining Knight) Smite evil 3/3 - Lay on hands 6/7

Okay, I will make my halfling wizard for TOEE. GM Blood, are you going with the brother who is a goat mounted cavalier? (instead of Bill the Pony for Samwise, Billy the Goat for you?).


Yeah I believe so or at least be can be if picked.


Female Dwarf Witch/8 - (HP: 57/74; AC 16; FF 14; Touch 16; Fort +6/8; Ref +5/+7; Will +8/+10; Init +2; Per +11/+13
Ingrid Anika Nina Jones wrote:
Blood of Angels heritages are posted up in the recruitment tread for you and anyone else to use in your TOEE game.

Saw it, thanks - lets keep this on the OOC and not clog this IC up with chat about my campaign.


Aarakess Halcorn wrote:
I am waiting - hope you are not shooting for a melee position as there are already a ton of melee applications - some of which appear to have taken the people at least 5, maybe even 10 minutes to put together. At least they make my job in selecting easier.

Well despite the fact I did pick melee, I am hoping mine is good enough to make the cut, especially the first cut! The thing is, even if I am not picked, I really enjoy making characters. I had two variants of the cavalier for this game, the halfling one I ended up on, and an orc one. The orc background was going to be something along the lines of

Orc Cavalier background:
Orc tribes were pressed ganged into joining the temple some more willingly than others. During the last battle one of the orc tribes defected and aided the good guys to victory. The leaders of the good guys allowed the tribe to return back to their homes after agreeing to never take up arms against any of the joint nations forces and sending an orc child every year to <insert city or secret training area>. Those orcs would be raised, taught, and trained. These orcs would then be sent back out to better the tribe and help in relations (figuring after a couple decades a firmer peace may be established.)

My orc would be one of those raised. The issue is the there have been no children sent or word from the tribes for a couple years and anyone sent there has not returned. Officials are not sure whether the tribe has gone back to their old ways or if they have been wiped out.

My orc's personality would be that his training was for doing what's best for the group, but he would occasionally slip and let his orc anger seep through. So always fighting that urge. I was hung up on his mount. I wanted a more feral creature, but couldn't get anything large until 7th, so either I note that he has a cave bear or a dire boar but I ride a horse until 7th, or I have a smaller version (medium boar/bear until 7th) that is just a fighting/flanking partner until it can grow.


Female Dwarf Witch/8 - (HP: 57/74; AC 16; FF 14; Touch 16; Fort +6/8; Ref +5/+7; Will +8/+10; Init +2; Per +11/+13

Well, post your app - and please try to avoid the "My character was bored so he decided to learn to ride a dog and fight with a sword. Then he saw the Inn of the Spider Queen and went inside to see what was going on."

I feel like I have seen more than a few that were not much better than that.


How long has it been since the armies fought? I was assuming twenty years.


Female Dwarf Witch/8 - (HP: 57/74; AC 16; FF 14; Touch 16; Fort +6/8; Ref +5/+7; Will +8/+10; Init +2; Per +11/+13

I was putting it at close to 80. Not quite in line with the original ToEE, but seems about right. Aroden dies 120 years ago (I think), 20-40 years of elemental mischief. Big army, big fight about 80 years ago. Many years of rooting out humanoids and bandits with adventurers finding the hiding holes of evil, etc. Even this has now tapered off as most of the easy targets have been looted, leaving only the tough ones.


Ok great! Works for me!


Aarakess Halcorn wrote:

Well, post your app - and please try to avoid the "My character was bored so he decided to learn to ride a dog and fight with a sword. Then he saw the Inn of the Spider Queen and went inside to see what was going on."

I feel like I have seen more than a few that were not much better than that.

Well I don't know if I will get accepted or not, but you can't blame me for not putting any time into it :)

Good luck on the choices!


Lizardman hp=86/86(AC24/ff24/t11) {F=+11/R=+5/W=+8} CMD 24 Paladin 8 (Shining Knight) Smite evil 3/3 - Lay on hands 6/7

Armor may be perfect for Rohara if our ranger wants to stick with light armor.


Male Half-Elven Ranger (Infiltrator): 8
Status:
(HP: 94/94; AC: 22(24)/14/20(22); CMD: 24; Fort +9, Ref: +8, Will: +4 [+6])

I would have loved to try for the ToEE - but with the mad rush of the last weeks (Yeesh, summer is supposed to be quiet -- I think people missed the memo...) and then the 6-to-8 pages of others before I got to the thread, I figured I'd best pass. Hopefully you got a few useful characters -- I really liked the questions as a way of judging personality. (And was sorely tempted to put up a Gallant-Romantic bard or an Inquisitor of Love to answer them..)

And, as I said in the IC, I'm a light-armour sort of guy.


Female Dwarf Witch/8 - (HP: 57/74; AC 16; FF 14; Touch 16; Fort +6/8; Ref +5/+7; Will +8/+10; Init +2; Per +11/+13

It has been interesting how people answered them. I think I have figured out how some of what the story behind the question is for most of them, read my first post when I finally get to it. Hopefully it will be enjoyable.

I am glad you did not apply, considering how you play here I assume you app would have been fairly good making my job of selecting only 5 even tougher.


Its always like that, way too many good ones. Hence me running two Age of Worms! I shudder at the thought when I start the Rappan Athuk game in a month or so.


Lizardman hp=86/86(AC24/ff24/t11) {F=+11/R=+5/W=+8} CMD 24 Paladin 8 (Shining Knight) Smite evil 3/3 - Lay on hands 6/7

Loot spreadsheet

We have over 3000gp if we sell what I have moved to the cash column (lanterns, pedestal, operating instruments, etc.) and pay off house. That is after taking 40gp each and putting 240gp in party treasure. We can distribute some of this or save up for a holy avenger for the paladin :-)

The document should be editable by all.


Tomorrow back on track. Will need your plan from here. There is a cult beneath the city under Dourstone mine threatening the city that needs a visit!


Lizardman hp=86/86(AC24/ff24/t11) {F=+11/R=+5/W=+8} CMD 24 Paladin 8 (Shining Knight) Smite evil 3/3 - Lay on hands 6/7

Well, seeing as Kilthan has the ability to get natural armor +2, and Justin always has it, it seems the necklace of natural armor +1 should go to Rohara so she can truly last on the front line.


Male Half-Elven Ranger (Infiltrator): 8
Status:
(HP: 94/94; AC: 22(24)/14/20(22); CMD: 24; Fort +9, Ref: +8, Will: +4 [+6])

Although, technically, the amulet would stack with either of us, as it's an enhancement bonus *to* natural armour. ;)


Lizardman hp=86/86(AC24/ff24/t11) {F=+11/R=+5/W=+8} CMD 24 Paladin 8 (Shining Knight) Smite evil 3/3 - Lay on hands 6/7

Oh, then you or I should have it. And as the scout, it should probably go to you.


HP70 of 82 - AC 24 (T 13, FF 21) - F +8, R +5, W +11

Justin can use the amulet as well. Quoted from Paizo site "... giving him an enhancement bonus to his natural armor..."

Since Justin is usually the front line, I would suggest he use it before Rohara. Even Kilthan can us it, as it is an enhancement bonus to natural armor, which would add to his Adaptation ability. So you two fight over it... Thanks for the thought though. Rohara will eventually have magical mithral breastplate armor one day.


OK, go ahead and take a day to sell your unwanted items. Remember items will sell at 50% except for specially indicated items. Speaking of that, Alustan wants to purchase the colored lanterns from you so he can do some research there. He is willing to pay full price for the lanterns (350gp)

Also I put the link to the link of the equipment in the campaign tab.


Lizardman hp=86/86(AC24/ff24/t11) {F=+11/R=+5/W=+8} CMD 24 Paladin 8 (Shining Knight) Smite evil 3/3 - Lay on hands 6/7

Ok, the loot spreadsheet shows we have 240gp of party treasure and 2678.8 gp to distribute. Everyone should have received 40gp in the first cut of treasure. If Ingrid uses the whip and Kilthan goes two weapon, Kilthan should probably wield the +1 shortsword. Only against high AC opponents and while charging would he think of using the waraxe two-handed.


There is also a small noble's outfit you missed that can be sold for 37.5 gp (not much but it adds up)


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Since they count as potions, the injector ones should cost...
Name - Level x Caster Level x 50= Total
Gentle Repose - 2 x 3 x 50 = 300
False Life - 2 x 3 x 50 = 300
Ghoul Touch - 2 x 3 x 50 = 300
Chill Touch - 1 x 1 x 50 = 50
TOTAL: 950gp

The False Life one is technically no longer viable in Pathfinder due to how potions work, so is kinda neat and useful. Gentle Repose could be useful as well.

Ghoul Touch and Chill Touch I'm not so sure about. Ghoul Touch would have a DC of 13 for the fort save on it, and Chill Touch would only last a round. I'd be of a mind to sell them if it's viable. Especially since the way I'm reading it, you'd have to inject the target in the first place. Opinions?


You will not be able to sell the injector potions, keep that in mind. Yes these potions are injectible only, move action to inject yourself, move action to load the device. So full round action to inject yourself if it isn't already pre-loaded. These injectibles are not magic and don't follow the normal potion rules, they are something else :)


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Okily dokily. Time to get offensive with needles than ;p

EDIT: Which is really funny since I work in a medical facility. Don't reuse needles!! Mwahahaha!!!


Female Dwarf Witch/8 - (HP: 57/74; AC 16; FF 14; Touch 16; Fort +6/8; Ref +5/+7; Will +8/+10; Init +2; Per +11/+13

Needles at fun, I doubt I have had much less than 10,000 shots in my life - gotta love being a diabetic since age 3.

Someone let me know what I should get and I will add it to my sheet. I believe I already spent a good portion of my cash on scrolls.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4
Justin D'Rite aka Sluuth wrote:
Ok, the loot spreadsheet shows we have 240gp of party treasure and 2678.8 gp to distribute. Everyone should have received 40gp in the first cut of treasure. If Ingrid uses the whip and Kilthan goes two weapon, Kilthan should probably wield the +1 shortsword. Only against high AC opponents and while charging would he think of using the waraxe two-handed.

I agree, that Kilthan should get the +1 short sword.

And getting myself Master work Cold Iron Scorpion whip will give me a hand in combat, and bypass some DR.

I think it would be wise for our front line party members to get masterwork weapons made of special materials, like Silver or Iron Cold, and we'll upgrade them as we go.


Male Half-Elven Ranger (Infiltrator): 8
Status:
(HP: 94/94; AC: 22(24)/14/20(22); CMD: 24; Fort +9, Ref: +8, Will: +4 [+6])

Kilthan's picked up Improved Shield Bash for his off-hand fighting and will be seeking a spiked shield (eventually, a spiked shield with the bashing enchantment..). The short sword is likely better in the hands of someone who wouldn't use it as a backup, especially as a finessable weapon.


Ok so figure out how you will split the money to make sure you can pay for it.

Ingrid, the Whip can be sent out to Magnimar and can be received in one week. It will cost 10gp

Kithan, a normal spiked shield can be available. Cost for a metal piked shield is 19gp

If anyone else wants a weapon made out of something special, have it ordered with Ingrid's whip

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