[GM Striker's The Ruins of Azlant] Table 1

Game Master Sam Sturkie

Map of the Island of Ancorato
Map of Talmandor's Bounty
Loot Tracker
Interactive Combat Map
Handout 1
Colonists


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Male Gnome Genie Sorcerer 1 | HP 11/16 | AC 15 | Perception +3 | F+5, R+5, W+5 | 3 Harrow points | Lowlight vision

My bloodline grants Swim as a skill, but I wouldn't object to not having to spend one of my few few skill points on Swim every level.


Sorry about my absence, had some stuff happen IRL I'll be back this weekend.


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6

Deth will certainly take the spear. Thanks. As for the ring, I'd say Nox. Deth has the Touch of the Sea spell and once he gets to 6th level Druid will be able to Alter Self at will to a merman if in water.


Chaotic Good Catfolk Ranger/7

Delia you should take the shirt. Momo got the nice bow back in the chapel. Momo also has Scuttles.


Male Gnome Genie Sorcerer 1 | HP 11/16 | AC 15 | Perception +3 | F+5, R+5, W+5 | 3 Harrow points | Lowlight vision

Lol, I think we have failed miserably at our influence checks. One of four probably isn’t enough to do much, if anything. Where do we go from here?


LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

I say we wrench the party face away from their vacation and force them to do it.


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6

Actually I don't think we are that bad at Diplomacy, we just don't seem to be rolling well.

We are having inventory at work so I am busier than usual and my posting rate may drop for the next week. If necessary please bot me.
Thanks.


The RNG is really hating on you guys, but you've done some really solid RP so I'll give ya some circumstance bonus to make up for it. ;)


Male Gnome Genie Sorcerer 1 | HP 11/16 | AC 15 | Perception +3 | F+5, R+5, W+5 | 3 Harrow points | Lowlight vision

Whomever is keeping the loot tracker, I don't think it has been updated with our recent finds.

How do we want to divvy up shares? A share for everyone and a single share for a community lot that the group can use to buy healing, etc? We probably don't have enough gold to buy anything really good yet, but we need a plan in place for when we do.


LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

I feel we should still take a look at whatever scuttles was leading us to, just to avoid unplesant surprises down the road.


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6
Aenon Malas wrote:
I feel we should still take a look at whatever scuttles was leading us to, just to avoid unplesant surprises down the road.

I agree. If possible we should find Scuttles former master.

As for downtime, Deth would like to approach Ramona with the idea of building an infirmary. If you are using the downtime rules he will start trying to accumulate the Goods and Labor to do so.


When would you like to investigate that along the timeline, right after getting back or during your two weeks?


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6

The day after getting back, totally healed and ready to go, subject to approval by the rest of the party.

At some point, Deth would also like to begin the Animal Inquisition. Cast Call Animal on fox. Then Speak with animal on fox to get it's verrsion of what went down for the colony. Also Speak with Animal on the family of mice in the governor's house. This will be done after finding Scuttle's Sinister Sovereign.


LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

Heh, aliteration. ^^

I had completely forgotten about the inquisition.... Can’t say I was really expecting you to do that.

On a slightly more serious note, I agree with deth that we should move as early as possible. And we should check to see if there’s anything from the loot pile we should sell.


Chaotic Good Catfolk Ranger/7

I'm fine with whatever you all want to do at this point.


Alright so I'm planning on letting you follow scuttles first then after that returning to the colony I'll introduce you to some of the colonists and let some of that RP happen, as well as throw in the animal inquisition. (Barring any objections)

Any items you want to sell off or purchase go ahead and list in here and they will arrive on the next ship. After 48 hours IRL the ship will have departed.


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6

The loot list has 321 sp and 87 gp listed. I don't think this includes the treasure found in the grindylow's cave and the magic items I think we will keep and not sell.
Moneywise the grindylow loot is 13 pieces of Red Coral worth 10gp each.
and 470 gp of newly minted coin.
Assuming we can sell the Red Coral to the Peregrines quartermaster for full price this gives (using Nox's 1/6 share idea)
Non minted coin 19gp, 8sp, 5cp
Coral 21gp, 6sp, 6cp
Newly minted coin 78gp with 2 gp left over
For a total of 119gp, 5sp, 1cp and 2 newly minted coins left over.

Using 1/5 shares this gives
Non minted coin 23gp, 8 sp, 2 cp
Coral 26 gp
Newly minted coin 94 gp
For a total of 143 gp, 8sp, 2cp

However we choose to split up the take, Deth will give 30gp of his nonminted coin to the quartermaster to acquire a Temple Sword. He will show illustrations of it from his book to make clear the difference between it and the more normal martial swords that are available. He will then give the quartermaster 1 of his minted coins, to find out if they can be traded in at more than face value. The gold coin is the quartermasters to keep if the proper type of sword gets delivered to him.


Male Gnome Genie Sorcerer 1 | HP 11/16 | AC 15 | Perception +3 | F+5, R+5, W+5 | 3 Harrow points | Lowlight vision

I'm going to write down a 1/6 of a share for Nox. If anyone disagrees with keeping a community share, speak up, so we can keep our bookkeeping accurate.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

One way that I was handling money distribution in a game that my PC is the Quartermaster was this way... Sell all unclaimed loot/trade goods, then tally the total amount of GP value we have. I then took 10% of that off the top to keep for Party Funds to be used for things like picking up healing items or Raise Dead costs, etc. Then the remaining GP was spread equally among the PCs. What do you guys think about that option?

Also, thanks Momo! Delia will gladly use the mithral shirt!

*EDIT*

Momo, do you want the Masterwork Chainshirt that Delia had been wearing before?


LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

Hoping not to draw the almighty Gms ire by ordering obscure weapons from the far east, Aenon will ask the quartermaster to get him a cold-iron tigerfork. (For fighting things under water and with damage reduction) I think that should cost about 10 gp (and probably be outdated by the time it gets here :p)


hehe go ahead order what you want.... who knows what the sailors will actually bring back for you!

As far as obscure weapons it's not an issue they're sailing back to the capital, the challenge is the time between ships. This one of the reasons that you're provided a little more in terms of loot and have time to craft as well.

There is an alchemist who can brew potion sin town as well as a full-fledged blacksmith who can locally manufacture weapons, he does have a small stock of cold iron he could be persuaded to use...

There's two clerics, a higher level bard with craft wonderous items ect... some things can be obtained locally. We'll get into it a little more once you meat the colonists.


LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457
GM Striker wrote:
We'll get into it a little more once you meat the colonists.

I think me going ‘Well, I guess that’s always an option when we inevitably run out of food’ at that might be a sign of perhaps a bit too much Rimworld lately.


lol they could be very tasty if it goes that badly


Chaotic Good Catfolk Ranger/7

Momo is happy with leather armor for now. Thanks! Might be nice to talk to one of the new settlers about making arrows out of the arrowheads, though!


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6

Inventory is now over, so my schedule is back to normal

Just the temple sword will be fine for Deth.

What does the quartermaster think about the coins?


Old coins from the previous rulers of Chelliax? Still good, the benefit of using valuable metals for currency rather than paper.


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6

Deth will take the 1/6 share and will spend the two weeks of downtime as follows

Day 1: Harbinger Dias

Day 2: Animal Inquisition

Day 3 to Day 5 Start accumulating the Goods for building an Infirmiry. He freely goes around talking about the need for a medical building and buying the lumber and supplies necessary at a lower negotiated price (Gain Goods Capital Action using Diplomacy)
Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26
Buys 2 Goods for total of 20gp
Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20
Buys 2 Goods for total of 20gp
Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20
Buys 2 Goods for total of 20gp

Day 6 to Day 12 Starts using his hunting ability to provide for the colony and make some extra money (Earn gp, taking 10 with Survival skill)
(7 days)x(10+9skill gp)/10 = 13.3gp

Day 13 and 14 Starts arranging for the labor to build the Infirmiry, using his new reputation as a hunter to get it at a reduced price (Gain Labor Capital action using Survival)
survival: 1d20 + 9 ⇒ (15) + 9 = 24
Buys 2 Labor for total of 20gp
Survival: 1d20 + 9 ⇒ (7) + 9 = 16
Buys 1 Labor for a total of 10 gp

So the end of two weeks downtime finds Deth more than halfway towards acquiring the ability of making an Infirmiry (6 Goods, 6 Labor, 1 Influence and 1 Magic) but still 3 Labor, 1 Influence and 1 Magic short. He now has about 21 gp to his name.


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LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

Say what now?


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6
Aenon Malas wrote:
Say what now?

If I understand GM Striker correctly we have two weeks of downtime before starting the next leg of the adventure. Deth spends the time trying to get an infirmary built for the colony. In the Paizo downtime rules he could do this in two ways, either pay for the building outright or accumulate the capital necessary to build the building. He has chosen to accumulate the capital and has 6 Goods Capital (representing the lumber and supplies needed) and 3 Labor Capital(representing the physical labor needed, in this case he used his hunting to supply food to some carpenters in return for a promise of future service once he gets all the capital needed to build the building)

If the monkey goblin loot from the Harbinger Dias fight is available to send off with the Peregrine
then we have additional moneys equal to
4 Bucklers (2.5) = 10
12 Shortspears (0.5) = 6
4 Daggers (1) =4
20 gp total. Since we don't need to keep count of the old coins seperately, adding in the two gp that didn't get divided earlier give us 22gp / 6 = 3 gp, 6 sp, 6cp and 4 cp left over (going into the party share)

Party Share = 123 gp 2 sp 1cp


LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

Ah, wasn't sure what rules you were getting all this from :p


Downtime rules from Ultimate Campaign.
Link


LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

Right. So after much thought and reading, I’m still lost. =p

I think I’ve got a grasp of the system and a vague idea of my goals. Unfortunately, I couldn’t find costs for what I need, and my eventual leadership score with my -2 cha wouldn’t leave much room for getting a team together.

Anyways, my plan was raising the canoe, plugging the hole, outfitting it with a sail a couple outliers and repurposing it as a makeshift trimaran. Then gather a group of eager and ablebodied youngsters and lead a scouting expedition around the island to look for signs of the other colonists / .... stuff.... of unknown origin.

So guide me, oh great one, in my quest for maximum exploitation of the downtime rules.


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6
Aenon Malas wrote:

Right. So after much thought and reading, I’m still lost. =p

I think I’ve got a grasp of the system and a vague idea of my goals. Unfortunately, I couldn’t find costs for what I need, and my eventual leadership score with my -2 cha wouldn’t leave much room for getting a team together.

Anyways, my plan was raising the canoe, plugging the hole, outfitting it with a sail a couple outliers and repurposing it as a makeshift trimaran. Then gather a group of eager and ablebodied youngsters and lead a scouting expedition around the island to look for signs of the other colonists / .... stuff.... of unknown origin.

MAXIMUM EXPLOITATION of the downtime rules for your character would be building some kind of training facility or Dojo and then retraining your hit points until they hit maximum. GM Striker may not allow that, its kind of broken. What you describe sounds like Craft Mundane Item to fix up boat, then Recruit Team (Sailors or Skirmishers with a sailing bent) to get your scouts. Then Gather Information about the area as you and your team sail around (Probably using Survival instead of Diplomacy and getting the team bonus to the result).

@ GM Striker
I don't want to slow things down with the Animal Inquisition. How about we start the next phase in the main thread and we can determine what Deth can discover here in the discussion thread?


Male Gnome Genie Sorcerer 1 | HP 11/16 | AC 15 | Perception +3 | F+5, R+5, W+5 | 3 Harrow points | Lowlight vision

Yeah, I’ve never played with the Downtime rules before. I don’t have any real knowledge of them at all.


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6

Well, I used to run a full length Kingmaker IRL, so I am intimately familiar with the rules. The simplest thing to do is to just make money, which is easy to figure out. Just say you are taking 10, add 10 to the skill you wish to make money with, divide the result by 10 and this is the amount of gold you make in 1 day. But you and Delia expressed interest in doing an archaeological dig at the Harbinger site. You can do this by taking the Research Facts and Lore action. This is three types, Thorough Research which requires sources and so is probably inappropriate , Influential Research and Magical Research. Nox doesn't seem to posses any divination type of spells that would be useful to this so lets focus on Influential Research. This takes 1 point of Influence to attempt so try this scenario.
Spend 8 days using K/History (of +10!) to make money. This gives you 2gp a day for a total of 16gp. Then spend 1 day coverting 15 gp to 1 Influence point. Then spend 1 day spending the Influence point to make three! K/History rolls at an additional +5 regarding the Harbinger site.

In game terms you have spent 10 days to set up making the three rolls and netting 1 gp and then if you wish to continue you can start the whole process over again.

In setting terms you have spent 10 days convincing the settlers this is important and getting the dig set up to a point that you can make the rolls.


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6

@Aenon, It looks like the DC to build a rowboat is 15. If it is a broken rowboat (normally 50gp) then it will take 12.5 gp of work to fix and 1/3 of that (say 4gp) of supplies to fix. Each successful check will get you 2 gp closer to your goal so it will take 6 checks to fix the boat. If GM Striker rules its easier to fix the boat then build it (say DC 10), then you can fix it with 12 of the easier checks to make.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

I'll have to read up on them as well possibly this evening.


Indeed Deth the boat is only a DC 10 to repair. It's just a hole in it after all.

I'll happily run your animal inquisition in this to let the group move on with the story.


Male Gnome Genie Sorcerer 1 | HP 11/16 | AC 15 | Perception +3 | F+5, R+5, W+5 | 3 Harrow points | Lowlight vision

Don’t remember if I posted it or not, but I don’t have anything I want ordered by the ship. I’ve found a few cool items here, and I’ll save my gold.

Unless the group wants to kick in for a fully charged wand of CLW. I’d gladly chip in on that.


LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

But is it still only a dc 10 to convert it to a trimaran? (A sort of tri-hulled sailing boat) I would imagine that to be a bit more work than just patching the hole (But be a lot faster than a canoe)

Also, would my profession sailor skill work here, or do I need to find someone with craft woodworking or something?

Also also. Is the skill check a one time thing, or is it like Deth said a prolonged effort?

Also also also. I seem to remember you being able to craft faster by adding to the dc, is that possible here too?


update later today, lost my synopsis of all the colonists when the site went down.... will be posting it as a google doc this afternoon instead.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

Quick question folks... how much is the break down of GP among the party? I don't recall ever seeing how we decided to split the value of the treasure.


LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

I think we ended on a six way split by way of apathy, with one share going to a party necessity fund. If Deths math is on point, I think we should each have a share of 123 gp, 2 sp and 1cp.

On that note, where are we keeping track of party funds?


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

Okay cool, thank you Aenon. I must've missed that post, my mistake all! I'm thinking we should keep track of it on the Loot Tracker. Looks like GM Striker is using the basic foundation of a Loot Tracker I drafted up and at the bottom of the page is a space for tracking the party loot.

Alright, I've been glancing over the Downtime rules and I'm trying to figure out exactly which set of rules I should use for running an archaeological expedition back to the spot of the recording device.

In converse, I suppose Delia could even spend some time looking at building a Common House that could be used for her putting on performances to keep morale of the colonists up. I can't exactly earn money that way since there really isn't much cash flow through here.


Colonists

The colonists do have some coin and anything you "earn" can be counted in such to keep things simple though in real terms it would be other resources or capital you've developed.


LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

Not sure if it’s intentional, but isn’t some of that a bit spoilery?


Sorry, my redactions didn't stick for some reason, it's been fixed. Keep in mind you've all spent at least 6 weeks together already so you've had a chance to get a real feel for how everyone interacts and thier persoanilties.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

The redactions are now active, I did not see the spoilery stuff!

Striker, so if Delia were to host an expedition back to the recording... would that be the Research Lore aspect of the Downtime rules? If so, then I will start making some rolls.


Male Gnome Genie Sorcerer 1 | HP 11/16 | AC 15 | Perception +3 | F+5, R+5, W+5 | 3 Harrow points | Lowlight vision

So the only thing I think Nox would focus on would be studying the relics we have found from the Azlant past, and focusing his discussions with the historians among the settlers, Lyra and Perril.


Definitely, Delia, you can do the research action. If you're setting up a dig site it would cost 1 Labor each day your digging. For each day the dig is working get a cumulative +1 bonus to the check, in addition, you may find artifacts.

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