Kaldan Tide |
Really? Looked more like 10K xp to me. :)
Kragg Stoneheart |
If we do wait till the morning to leave Kragg can prepare a diagnose disease to understand exactly what they are up against. Then he can prepare 2 delay disease spells which would have a chance at reversing the disease for 1 day each. That is his best options for getting them back to normalcy if we sprang them with us.
Oh and I have not forgotten that we need Arkham to explain what happened at the shrine just don’t want to push the issues right now.
GM Striker |
SO that wraps up book 1, apart from the dice really hatting on you all that last bit it seemed to go rather well. Don't feel bad They're a really tough duo and with the symbol of mirroring effect quite a nasty problem. I think a fight like this leaves a bitter taste in everyone's mouth but we had no deaths, so that's a plus.
Oh, and Rayland did forget to retrieve his sword, funny how that can happen when you're dominated...
So its all up to you if you want to try and limp back to the colony, hunker down and try and recover or even attempt to pursue if you want.
In other news, I just got my promotable status today.
Kragg Stoneheart |
Congrats on the promotion!
As for the fight, yeah that does leave a bad taste how it played out. Outside of dice rolls going perfect them and us not making a single save I don’t think we could do anything different.
All in all I guess regroup, heal up, finish the last 2 areas with the elemental and head back.
Trieste Carre |
quick heads up- computer problems may prevent me from posting as regular as normal for a few days. apologies for issues. bot me as needed. I will return!
Kaldan Tide |
Lets hope there are no Tien schoolgirls coming to the colony then :)
Kaldan is done. A simple level for him.
BAB + 1.
Saves - Will +1
Stat increase Str +1.
FC bonus +1 HP.
HP's Ave (+1 con)
Skills: (7)
Acrobatics.
Disable device.
Knowledge (Dungeoneering)
Knowledge (Nature)
Linguistics (Aquan)
Perception
Survival.
Favored terrain - Water.
All done
Thame Smythe |
BAB +1
Will +1
Stat - Int +1
HP - 5 (4+1)
Skills:
Appraise
Linguistics (Ignan)
Spellcraft
Bluff
Kn Arcana
Kn History
Kn Dungeoneering
Kn Geography
Kn Nature
Spells:
Blur
Aboleth's Lung
Trieste Carre |
+1BAB, +1Fort/Will, +1CON =10HP, Resist Waves' Lure (bonus to saves vs aquatic stuff), wild shape (limited for her archetype, but tentacles! I can also squirt ink under water, don't ask how), +1Perception, Survival, KnNature, Stealth, SenseMotive, Heal, Craft:Alchemy, Handle Animal
Kragg Stoneheart |
Ok so with the way this campaign is setting up I am thinking that Kragg will have a communal protection from evil on both his adventuring and in colony spell lists. That way he is prepared for any domination shenanigans. Any other suggestions at the moment that you can think of?
For the 6 weeks of down time what are you all thinking about? Do you want to explore more of the island right away or wait for more colonists to arrive first? If we wait for the colonists then Kragg will be working on his bar/inn/tavern while making money as well. IF we are exploring then Kragg won't add on as he focuses on making money to buy full plate.
Also where are we at on the loot list? Wondering what our split is if anything.
Trieste Carre |
mmm, and regarding loot, I have this +1 trident with me. I'm not actually proficient with it, but I'm not sure we can really sell it yet (like who would have the money, and what would we buy with it).
@Kragg, I think the prot from evil is a great idea. I should also put together some sort of 'in town' spell list.
One thing we might want to do is see if any of the colonists want to visit that shrine that we promised the constructs we'd return to. The problem is offering them any sort of security if they go there.
Kragg Stoneheart |
Ohhhh...that could be interesting to hear how that goes.
As far as loot goes yeah we are kind of in a bind I think with selling items. Have to build infrastructure to have a place to sell or rely on the ship making trips every 2 months.
Trieste Carre |
anyone else want to weigh in on exploring the island vs building the colony during downtime? Both are useful. I'm slightly more in favor of building up the colony 1) because we don't know what's coming down the pike and 2) because part of the fun of exploring is the interaction (whereas "You've made a wall" is less interesting to me).
Kaldan Tide |
Kaldan would definitely be 'Explore the island'. He feels there have been enough surprises as it is, he doesn't want any more popping up to bite us.
If the vote comes down to 'Building' though he will throw his back into it. Carrying and lifting mainly, though he can do some woodwork.
Lara Evangeline |
Yeah, I tend to agree with Trieste about building during downtime.
Lara Evangeline |
As for level-up:
+1 BAB, +6hp, +9 skill points (6+INT+FCB; 1 rank Acrobatics, Appraise [BGskill], Climb, Diplomacy, Disable Device, Knowledge [dungeoneering], Knowledge [religion], Linguistics [BGskill], Perception, Survival, Use Magic Device), rogue talent (weapon training-shortbow); +2 2nd-level spells known (cat's grace, mirror image), +1 reflex, +1 will
Thame Smythe |
I think Thame would be on board with the 'building the colony' for multiple reasons.
1) It's less dangerous, in theory.
2) There's potentially treacherous former colonists that the party would recognize on sight if they were about in the colony.
3) More infrastructure equals more means of acquiring wealth and items.
4) More infrastructure means more colonists, which means more division of labor.
Kragg Stoneheart |
Good either way though I see merit in exploring for a week to make sure nothing is within the immediate area surrounding the colony. After that work on infrastructure and defenses so we are prepared for what ever may come next.
Also we need to make sure that whomever goes to the constructs to learn is scrutinized each time they come back
The ghost needs to be talked to and told that Arkham was dominated and that is why he was killed.
Any other loose ends?
Trieste Carre |
detect charm- http://www.d20pfsrd.com/magic/all-spells/d/detect-charm
Ah yes, the poltergeist. Do we know exactly what will set his spirit to rest? Can the other colony clerics aid with that?
GM Striker |
1 person marked this as a favorite. |
Quick update after having a short talk with Kragg and item creation rules, we're going to be using the alternate crafting rules found on PFSRD. With two modifications, first and most importantly, I'm halving all base crafting times. Secondly, any assistance you have working with/ for you can add their entire check, as long as they pass the DC, to your for the purpose of measuring progress.
Kragg Stoneheart |
Hahaha sent you a pm before I read this. Still might take a long time to craft high end items like full plate but if 2 people are working on it and they add their entire check it is possible. Otherwise it would end up taking like 2-3 1/2 months to craft items.
While it is an option and I appreciateGM Striker’s rule changes I think our time would be better used scouting the surrounding area or working on other projects than Kragg at the forge full time. On a side note the bar is done in under a week and the brewery in 2 weeks!
Kragg Stoneheart |
Thanks Trieste but only a 2 drink limit per night. We can't have people being drunk with a pair of dominated former colonists running around.
What ever people want is good with me as I am ready to get going at any time.
Kaldan Tide |
So only two barrels a night? Sounds pretty mean to me!
Trieste Carre |
we should probably figure out how much gp we each got from these things we've been collecting and don't need. so we can get whatever we 'ordered' from the ship. hell, what did we order?
Kragg Stoneheart |
6 days of earning income till bar is ready using profession brewer...
6d20 + 72 ⇒ (15, 18, 20, 16, 10, 6) + 72 = 157 /10 =15.7 gp earned
6 more days of earning income till brewery is ready using profession brewer with bar...
6d20 + 192 ⇒ (19, 9, 19, 6, 2, 20) + 192 = 267 /10 = 26.7 gp earned
Making money for9 days to round out 3 weeks...
9d20 + 168 + 90 + 90 ⇒ (7, 17, 13, 12, 6, 4, 2, 20, 5) + 168 + 90 + 90 = 434 /10 = 46.4 gp
15.7+26.7+46.4 = 87.8 earned over 3 weeks.
Kragg using prof brewer to earn Labor
1d20 + 13 ⇒ (12) + 13 = 25
1d20 + 13 ⇒ (12) + 13 = 25
1d20 + 13 ⇒ (7) + 13 = 20
1d20 + 13 ⇒ (19) + 13 = 32 only want 2
8 labor earned costing 80 gp
Business earning go during that time...
4d20 + 80 ⇒ (11, 20, 20, 14) + 80 = 145 / 10 = 14.5 earned.
87.8+14.5 =101.3 -80gp =21.3 gp left over
Still need 5 more goods for common room and used 3 weeks and 4 days of downtime...
Kragg Stoneheart |
Earning money for goods
5d20 + 88 + 80 ⇒ (10, 9, 16, 8, 4) + 88 + 80 = 215 /10=21.5 +21.3 = 42.8
2 days earning goods
1d20 + 13 ⇒ (17) + 13 = 30
1d20 + 13 ⇒ (17) + 13 = 30 only paying for 2
Business earning over 2 days
2d20 + 40 ⇒ (20, 11) + 40 = 71 /10= 7.1
42.8+7.1 = 49.9 - 50 = .1 gp owed from own money
Giving orders to start common room.with 10 days remaining on downtime.
10 days of earning gp till end of downtime.
10d20 + 230 + 200 ⇒ (6, 20, 3, 14, 10, 12, 7, 14, 18, 15) + 230 + 200 = 549/10=54.9 gp earned -.1 from earlier added to character sheet.
Kragg Stoneheart |
Need 5 goods and 4 labor for a garden. Each of those casts 10gp to earn.
You can use your survival to earn the labor and your knowledge a true to earn the goods.
Each day worked with survival gets you d20+12 sp.
To earn the labor you need to hit thresholds of 10. Every threshold gets you another of that Capital. Once you have all the Capital you start the project and it will take 12 days to complete.
Kragg Stoneheart |
Did some researcha s well. It seems like we have these items from the previous adventure we never split up or sold...
recording gem worth 1000gp
history books 4000gp or to a ioun stone creator 8000gp
Raylands sword (need identified for pricing)
magical glaive needs identifying for pricing
4 +1 tridents
darkwood chest 200gp
stone geography tablet 500gp
1230 gp in Azlanti coins
telescope worth 2000gp
Thame can you identify the 2 items for us?
Also I am thinking we need a diplomacy check to see if the ship will give us closer to 8000gp for the books.
Who all is keeping a trident?
Once this isfigured out we can split the wealth and place an order with the ship.
Trieste Carre |
thanks for getting that (both of those actually) together!
-------------------------------
kn:nature: 1d20 + 9 ⇒ (8) + 9 = 17
kn:nature: 1d20 + 9 ⇒ (3) + 9 = 12
kn:nature: 1d20 + 9 ⇒ (3) + 9 = 12
kn:nature: 1d20 + 9 ⇒ (12) + 9 = 21
kn:nature: 1d20 + 9 ⇒ (16) + 9 = 25
=87 (over 5 days)
survival: 1d20 + 12 ⇒ (7) + 12 = 19
survival: 1d20 + 12 ⇒ (7) + 12 = 19
survival: 1d20 + 12 ⇒ (6) + 12 = 18
survival: 1d20 + 12 ⇒ (2) + 12 = 14
=70 (over 4 days)
$ earned with survival: 4d20 + 48 ⇒ (11, 6, 15, 11) + 48 = 91silver
does this look like I'm doing it correctly?
Kaldan Tide |
Kaldan is using the Glaive. It goes with his Ranger weapon choice.