GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

Tobar: Awwweee... who does not want an entropic monkey! (It's one of the examples on the Improved Familiar feat.)

Remember that Tohall will be replaced by another cleric. I have not nailed her skill points down 100%, but with only 4 points per level, it will not be too hard.

So far I am thinking:
Diplomacy +11 (5 ranks)
Heal +9 (2 rank)
Knowledge (Religion) +8 (5 ranks)
Linguistics +8 (5 ranks; all elemental languages, and celestial)
Sense Motive +10 (+3 ranks)


On the road for work today+Sick Son+Game night at my house including a grill out dinner+Game of Thrones means no time for update today. Will do tomorrow.

Also, how can a monkey not be the coolest choice?


Not in use

It's just that I'm quite partial to stoats and weasels... though monkeys have hands that could be put to more nefarious purpose ;)


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Having a few friends that had pet ferrets, I wouldn't discount the manual dexterity of a weasel.


Not in use

Aye - and weasels do get a Stealth racial modifier... beginning to flip back that way.

Tobar is coming along slowly - I just know that I've got a bit of time before he's needed in thread so I'm taking my time.


Not in use

GM Blood - when do you need Tobar 100% squared away to start posting in thread?


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

Tobar (Tohall's player/new cleric to be here), where you interested in having our character share any background? Anala has been out adventuring for a good 2-3 years now after her time in Absalom. And from time to time she returns to see Allustan.

Hit Points for Level 2, 3, 4, and 5... 4d4 + 16 ⇒ (2, 3, 1, 4) + 16 = 26


Not in use

Still a WIP but getting closer:
Tobar Pannell

Male Halfling Rogue (Carnivalist) 5

Str: 10
Dex: 18
Con: 12
Int: 13
Wis: 14
Cha: 16

Traits:
Helpful: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
DM Choice

Racial Traits:
Small:
Slow Speed: 20ft
Fearless: +2 on saving throws vs fear effects
Adaptable Luck: 3/day can get +2 on ability check, attack roll, saving throw or skill check. Can also choose after the roll, but then only get +1.
Keen Senses: +2 on Perception
Shiftless: +2 on Bluff and Sleight of Hand.
Languages: Common, Halfling

Skills: (8+1) x 5 = 45 ranks
Acrobatics (Dex): 2
Appraise (Int): 2
Bluff (Cha): 5
Diplomacy (Cha): 4
Disable Device (Dex): 5
Escape Artist (Dex): 2
Handle Animal (Cha): 5
Knowledge Local (Int): 2
Linguistics (Int): 1
Perception (Wis): 5
Perform (XX-Cha): 2
Sense Motive (Wis): 2
Sleight of Hand (Dex): 2
Stealth (Dex): 2
Use Magic Device (Cha): 4

Feats:
Throw Anything: +1 circumstance bonus on thrown splash weapons.
Weapon Finesse: can use Dexterity modified instead of Strength for melee weapons.
Evolved Familiar: Scent

Rogue Talents:
Fast Stealth (Ex): move at full speed using the Stealth skill without penalty.
Canny Observer (Ex): when making a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), gain a +4 bonus.

Class Abilities:
Familiar: +3 on Acrobatics checks.

Gear:

Basic combat options will be to get a Heavyload belt and then stock up on tanglefoot bags and other alchemical goodies. Will also be rocking some poisons as well.

Anala - given the method that Tobar's getting introduced with I don't think we've got any recent history, and prior to that Tobar has been travelling with a circus or the like. Perhaps you could have met him there at some time?


you can both choose your second trait


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

Not gonna lie, I'd almost kill for a feat or alchemist discovery that lets me ignore squares on normal splash weapons too.


We have had some progress today! 2+ rounds not bad!

Which is also to say I should be working on my conversion from 3.5 to pathfinder for Chapter 9 for my home AoW game next weekend CR 18-20 monsters/NPCs take such a long time!


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Have fun - I have no clue how to convert things, which makes converting ToEE from AD&D to PF that much more interesting.


I also just rolled a 1 to maintain a grapple in the other AoW game, needed a 2 to succeed and maintain.


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

Sometimes the dice gods love ya. Sometimes the pain they'll inflict will cause a rise to supervillainy. "I am...The Botched Roller! Beware as I bestow bad luck upon you all!"


What was going to be sweet was that he was going to cast sound burst and catch everyone except Tohall. Justin already rolled a 1 for his attack so that would have been at least 1 guy stunned!


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

That would have sucked, had it gone off. *prays to the dice gods and offers up great and tasty offerings for continued good fortune*


Tohall, Ingrid has used 6 charges on the wand since I took over her, plus you used at least 2. is there another clw wand being used other than the one on your sheet with 50?


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

Not that I was aware off.

I have been trying to keep track of charges that Tohall has been using in my status (see blow, bottom line). With the above, there are 21 charges of that wand remaining.

Status:
HP: 36/38 remaining
AC: 19 (17 Flat-footed / 12 Touch) w/o shield, 21 (19 Flat-footed / 12 Touch) w/ shield
In Hand: Darkwood Composite Long Bow (Str +1) +6 (1d8+1, piercing, /x3)
Conditions: Bless (70 rounds remaining)
Spells (0-level, DC 14, at will) Create Water, Detect Magic, Light, Guidance;
(1st level, DC 15) bless©, bless© , magic weapon©, magic fang©(d)
(2nd level, DC 16) bull's strength©, bull's strength©, Grace, Hold Animal(d)
(3rd level, DC 17) Nap Stack©, Prayer©, Circle of Protection from Evil(d)©
Channel Energy (3d6, DC 14) 4 of 7 remaining
Predator’s Grace 4 of 7 remaining (+10 ft movement, low-light vision for 1 round)
Touch of Good 7 of 7 remaining (+1 sacred bonus to attack rolls, skill checks, ability checks, and saving throws)
Wand of Cure lights wounds charges remaining 21 of 50


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Is something bad about to happen.

The DM is making sure we get healed up!!!


I can neither confirm nor deny that you are about to go into a buzz saw...oh wait yes I can confirm that, I am the GM! ;)


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

I will do the loot spreadsheet later.

Have been busy -- job searching is taking time but it is great to do it while working!!!!!


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

Good luck with the job hunting!


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Job hunting is not exactly my strong point. Although I need a new one.

Good luck with your search.


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

Yea, job searching sucks. I tend to find one I like and get comfortable there. Which is why I worked at a gas station for 7 years, and only quit because it closed down, lol.

Got lucky with my current job, and hard work and dedication keeps me moving up! Though I wish I'd stay away from warm climates. I'll take snowbanks over sunny beaches any day!


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I'm moving to New Hampshire later this summer. Not exactly tropical. It will be the southern part of the state which is warmer than the north. I went to elementary school up north with the thermometer reading -42 F one day. Also went skiing at -35 with 60+ mph winds. Even I will admit that was a bit on the chilly side ~-84 with the wind chill.


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

Just posted my action and look backed to the map, and my character moved! it would seem out GM is on as well.


Real time posting to update :)

I have thought about granting you guys access through your accounts so if multiple people were on we can use the chat.

Anyone interested in that?


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

Always open to innovation! Won't always help at work though. Too much of google drive doesn't work right here.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Sadly, I do most of my posting from a place prevented from accessing GoogleDocs -- but I might be able to pull it off with my tablet.


HP 44/70; AC 23 (FF 20, T 13); F+7, R+5, W+9

Hello all. Just thought I would let everyone look over Anala now that she is done (I hope). Unless you already have been that is.

Let me know what you all think.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Looks pretty good. My only suggestion is that it might be worth shifting one of your feats in the direction of alignment channel -- especially if we see more fun things like our ebon friend here.

Could certainly use one of those prayers and a bull's strength right about now. ;)


Ok, you guys now have some downtime in town. The first few days the guards and you will be combing the cultists area below, retrieving the items. Allustan will be down there some studying various objects.

Items can be gotten from Magnimar with a week of turn around time. Assume 50% value for selling items, except the holy symbols are full value. Any masterwork item (weapon or armor) can be upgraded to +1 here in town if ordered, anything higher would have to be shipped out.

Most potions can be found here, some scrolls/spells Allustan will have. You can work on some item crafting over the next 3 weeks to a month


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

I suspect priorities will depend on the actual count and who's keeping what (vs what we're selling).

Kilthan would love to hold on to the nice magic chain shirt, that's for sure. He's pretty light on gear - outside of the chain shirt, the only upgrade he's had to his kit since character creation were the addition of a non-magical Klar and getting a +3 strength rating composite longbow. Upgrading/trading/having stuff enchanted is certainly on his to-do list.

Having said that, I don't quite think we've got enough stuff to bump everyone to the 10,000-ish suggested by the WBL table, either, so it's all about being fair to everyone. [He'd probably also suggest that the party buy itself a new wand of CLW (from party funds), considering how drained the existing one is -- and do that with pre-divided funds]

I assume that Kilthan will be able to summon his animal companion during this downtime? (There's a statblock on the profile, just need to name it when it arrives).


Yes this is the time where you can get those things like animal companions and familiars. Also you have been down in the cultist area since level three so this will really be the first chance to buy magic items or have them made.

Everyone should be a little short of the posted wealth by level and I am doing that on purpose. (I would guess somewhere close to 9k-9.5)

Justin, if you have any questions on what was found let me know and I can fill it all in.


Lamashtu Cave Loot Found:

Lamashtu Caves
Room 13
potion cure light wounds
potion of remove fear (2)
studded leather armor
masterwork battleaxe
composite longbow (+3 Str)
pouch with 5gp
Room 14
potion of cure light wounds (6)
master composite longbow (+2 Str) - (3)
63 gp
Ivory dice with small gems (300 gp each) - (2)
Room 15
potion of cure light wounds (2)
+1 studded leather
masterwork daggers (2)
221 gp
wand of cure light wounds - 34
Room 16
cold iron longsword
leather necklace set with four rubies - 200gp
Room 19
A Jade figurine of Lamashtu worth 200gp
50 gp in coins
3 garnets worth 50gp each
A sliver necklace set with three gems worth 100 gp each
Room 20
chain shirt +1
greataxe +1
pouch with 30 gp
4 rubies worth 100 gp each
A leather pouch with 150gp worth of coins
A jeweled statuette warrior worth 450gp
Handy Haversack
Room 21
+1 banded mail
+1 Morningstar
brooch of shielding (82 points)
pouch with 42gp
500gp in coins
A silver Holy symbol of a skull at the center of a spider web worth 200gp despite the great hacks and gashes cut into it
A pearl necklace worth 400gp
Rope of Climbing


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

I updated the loot spreadsheet. I think I can start putting values in what will be unclaimed and get them sold off soon.

I have assigned some of the magic items (rope of climbing and +1 chain shirt to Kilthan) magic Morningstar to Tohall.

Let me know if there are any questions before I start liquidating. Spellbook will be sold, scrolls kept.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Is there anything in the spellbook that Dryn can learn before we sell?


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

False Life and Detonate I can learn. I'd like to at least get False Life. Detonate's fourth level, so I'd be 10th level before I'd even be able to write it down.

On the loot, I have the +1 studded leather at present, and the handy haversack if that's okay.


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

Tohall would return the items he borrowed...

Headband of Wis +2
Chainmail Armor +1 (likely sell)
Moringstar +1 (I am sure someone can use a +1 weapon)
Pearl of power lvl 1 (did not even realize I had that)
Lesser metamagic extend rod (this either) (always a cool item)

He is quite thankful to all of the group for saving his life and helping him be rid of the cultists that killed many of those in the villages he served.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I will take the other Pearl of Power as I can never have too many Enlarge Person spells available for our dwelf and palizard.

I can take the Lesser Metamagic Rod of Extend. Can use it on any of a number of spells - Vomit Swarm, Enlarge Person, Summon Monster. All are nice to have some extra duration on and most have a 1 round casting time anyway, so it will not slow things any.

I will try to get some more thoughts about what Aarakess is interested in going forward. Get home tonight and should have a few minutes to catch up before the next round of craziness starts next week.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Might be worth selling the headband -- the only wisdom-caster here is Kilthan, and while the +1 Will and +1 Perception would be useful, it wouldn't change life too much (though it would give him a 2nd level ranger spell at 7th rather than 8th -- that might be helpful, though Ranger 2 isn't a powerhouse sort of spell level ;) ).

Kilthan is really hoping to be able to afford a +1 Waraxe (either by purchase or Masterwork Transformation followed by enchantment).. and, depending on funds, at least masterworking his Klar and Bow.

GM - I assume that gems and art sell for full value (like trade goods) instead of 50% (like used equipment)?


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Headband is probably better kept.

Justin will probably buy another lvl 1 wand.

Probably expeditious retreat.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

I forgot to mention it as part of the plan, but Kilthan would also like to have a few coins for badger-barding. ;)


HP 36 of 38 AC: 23 (19 Flat-footed / 12 Touch) w/ shield +2 defensive fighting Fort +5 , Ref +3, Will +9

How long were the characters actually down in the mine. It seemed like a long time, but I am not sure it was that long.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

We only rested twice, so probably 3 days/2 nights, total.


4 days total (Day 1 Zon Kuthon, Day two Norgorber, Day 3 Lamashtu), Day 4 getting back spells to repair elevator)


Not in use
GM Blood wrote:
4 days total (Day 1 Zon Kuthon, Day two Norgorber, Day 3 Lamashtu), Day 4 getting back spells to repair elevator)

Sounds like a recipe for a really really bad music festival...


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Zon Kuthon as opening act :-)

Lammashtu closing act.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Of course, we're not sure how long Tohall had been down there before we saved him on Day 2?


Correct, he was down there a couple days before you found him

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