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ProfPotts' Legacy of Fire PBP

Game Master Alexander Scott


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Hah! Got it in one! Well done, have a cookie.
This guys so good I may have to bronze him and mount him on my wall once the rest of you are done with him.

Qadira

Quote:
Is it too late for Bahram to change to the smoke wall spell instead of grease?

No, that's fine - go for it!

BoggBear - LOL! Can't beat '80s cartoons... (and bad guys who can only afford the one horn for their helmets...) :)


Haha indeed, that get's the sage nod from me, the rest of us have to START with two horns and wait for someone to acctually cut them of, all that extra work!


hp 35 | AC 12 | T 12 | FF 10 | CMD 12 | F +2 | R +3 | W +3 | Init +8 | Per +8 || LL 8 || Sp ~/8/2 ||| SpC 8min
ProfPotts wrote:

Cheers BoggBear - one can never have enough ego-boosting praise! :) But yeah, glad you're liking it.

::walks behind rock::, 'Dungeon Master... he's gone again!' ;)

Day of the Dungeon Master!

Qadira

Back when I was playing Ars Magica at Uni the GM banned all us mage types from creating 'The Bow of Hank'... but it would have been sweet! :)


Haha, our GM had a different aproach, he would stand up, roll up his shirt and tell us that we could discuss it out back. He was a biiiig guy so none of us ever took him up on it heh.


ProfPotts wrote:
Any 'unspent' starting gold, at this point, should be converted into trade goods of equal value (p.140 again) to represent what you've 'claimed' from Almah's caravan

Hahaha! I can afford 140 goats or 46 pigs...oh ho ho! 7000 chickens!

Qadira

Quote:
... oh ho ho! 7000 chickens!

So... he's Colonel Yousef now? ;p


No no no, you are in a caravan now! Think ARMY food! Take it all in Saffron, sure you only get a few pounds, and sure it's not very usefull, but at least your food will taste good. Can also work when mixed with water as a cheap deodorant


Male Dwarf Cleric 5

I will post a more extensive response later, but I have a question:

What is the price for the 'matching set' MW jeweled daggers, 'sun and moon' - you said they were worth more than normal, especially if they were sold together.

EDIT: As our resident wall-climber, I assume Yousef took the 150' of hemp rope, and the hammer and 12 iron spikes, from the Gnolls' lair?

EDIT, EDIT: For the group in general: Are we wanting to sell / does anyone object to selling any of the magical items we have discovered so far? The ring is definitely a keeper, but we could probably sell the quill, and I dare say that a Caravan Leader would pay a premium for the ability to create a one-off 'instant oasis' with the Feather Token (Date Trees) and the 'used' Dust of Dryness...?


To create an oasis we would need a constant source of water, not sure if the marble will sufice...


Male Dwarf Cleric 5

A *temporary* Oasis. I agree, simply dumping 100 gallons of water in the desert does not create an oasis permanently; it is more of an instant 'let's rest here for the night' deal.

I am still waiting to hear general party thoughts :-)

It is also a matter of having a suitable buyer - as I said, I think a caravan is an excellent place to sell those items :-)


Personally I'd like to keep them. Concidering the style of play so far I can't help think this stuff will come in handy.


Male Dwarf Cleric 5

Fair enough, although equally, it could be interpreted as thematically appropriate equipment for the setting, the selling off of which to the right person could prove to be suitably lucrative ;-)

Well, that is one vote either way :-)

EDIT: If the rest of the party is strongly against the sale of the dates and the marble, I am happy to table their sale for a later date (although I still think the caravan is the ideal buyer), but I really do think we should at least sell the quill...


hp 35 | AC 12 | T 12 | FF 10 | CMD 12 | F +2 | R +3 | W +3 | Init +8 | Per +8 || LL 8 || Sp ~/8/2 ||| SpC 8min

Hmm well I think we should keep at least one of the dates. Being able to make an instant tree could give us cover or block a passage of intruders among other things. Were only looking at 200 gp a pop for these things (40 gold for each of us)

I've never cared or had much use for explosive runes. So I can agree with selling the wand, but It could always work to set off a surprise attack. Haven't read that spell in a while...

I diffidently agree with keeping the ring. Although it is on my characters finger, it has proved twice so far to be an important party tool.

As for the capsule full of water, It diffidently could prove useful, but its a bit circumstantial. I could go either way with this one. Since it is already used, the value of it could be less than we think.

AS for the mundane daggers, I have no care to keep them besides the ironic fact that me and Bahram are holding them, they are a set, and we are like the same type of sorcerer, so it reinforces the similarities of our characters even more. That being said, I will never use it, so my vote is to sell it, hopefully as a set. Have we ever attempted to appraise them?

Not sure what items we carried from the tower, but if we could sell the gnolls equipment, specifically the bows, that can get us some good coin...

Maybe another good question is what do we want to buy? If it comes down to a need to sell something, we can sell it. Otherwise keeping the items is a better idea than carrying around gold that is useless. If it comes down too keeping some instant trees or 100 gallons of water, over someone getting some masterwork armor or healing potions, I say we get the protection and the healing, as that is always useful. So my vote is to keep these items unless the money from the selling of one or more of them is needed by someone in the party.

Ohh, And Yousef, I raise you 10 tons of wheat...


Male Dwarf Cleric 5

Lavender, I have updated the treasure spreadsheet to reflect speculative sales.

I will say, that if we sell the wand (and the MW jeweled daggers, which count as 'jewelery'), but keep the other magical items, Rashid's share will be just enough to allow him to afford a MW agile breastplate (given that heavy armor in the desert has been vetoed as a bad idea).

Qadira

Nice work on the maths, Rashid! Thanks! You even hit the value of the reduced-charge wand / quill! :)

Boy... you guys were lugging a lot of cr... stuff across the mountains: 12 heavy shields and 9 chain shirts!

Technically the oasis thing could make a permanent oasis, but it'd take some serious knowledge and some supporting magic too. Your general oasis isn't a spring from underground, it's more a grouping of vegetation which makes the collection of water possible. There's a lot of scientific babble which explains that (it's kinda' interesting, although I'll admit a lot goes over my head), but the upshot is if you could create instant trees, instant water, and do some landscaping to the immediate area (including producing some undergrowth and stuff) you could, in theory, make yourself an oasis... especially in the land of 'a wizard did it'! Obviously the guys at the guild where you got the stuff had access to the knowledge and spells to do just that... for you guys it'd be a lot harder to produce such a 'miracle'. But sales-wise there's a good chance you could increase the value of those particular items if you pitched them as a set which could (with some extra effort) actually create an oasis - if you want to try that, I'll hear the sales-pitch in-character and need a suitable roll to try to seal the deal (Diplomacy or Profession (Merchant) seem most likely).

Oh, and in case you want a wider selection of 'trade goods' than Colonel Yousef's Katapeshi fried chicken (it's finger lickin' good!):

Alchemical materials (1 oz) 1gp (raw materials for Craft (Alchemy))
Cosmetics - common (1 oz) 1sp
Cosmetics - unusual (1 oz) 1gp
Dried goods - common (1 lb) 5sp
Dried goods - unusual (1 lb) 15sp
Paints and dyes - common (1 lb) 1gp
Paints and dyes - unusual (1 lb) 10gp
Perfume - common (1 oz) 1gp (this the raw perfume concentrate)
Perfume - unusual (1 oz) 10gp (this the raw perfume concentrate)
Rugs - common (5 lb) 5gp
Rugs - unusual (5 lb) 10gp


Lavender Leaf wrote:
Ohh, And Yousef, I raise you 10 tons of wheat...

Thanks for feeding my chickens ;P


Rashid, here are the things on Yousef to add to the spreadsheet if you haven' already.


    *Expensively tailored silk robes
    *longbow
    *20 arrows
    *chain shirt

Also, I don't know if we did this, but I would assume we would have gone around the tower and took care of the dead gnolls that Yousef and Zaina.


I agree with Lavender on the daggers. I will never use it but like it for it's thematics.

As for the wand, frankly I can't believe I signed Zainas contract with it!!! But although I'm sure this inovative group would find uses for it we have no aparent uses for it and there are other things we need more, now!

The Oasis Construction Kit. The OCK. Thematic in the exteeme but if we can pith it for lots and lots of gold them beeing better equiped for whats to come sounds better to me.


m dwarven page 18 druid 5th

keldar is content with what he has, which is alt more than hes had in the past. sell what you need too. i think some trail food and healing is what we need. if he gets 70 gold in stuff, than is willing to donate to party fund. plus his share to go to buy a wand of clw.


Male Dwarf Cleric 5

Well, if we are talking supplying ourselves intelligently, if we can talk them into taking the date palms and the instant water at full value, we could buy two wands of CLW, and then have an extra 110 gp each (added to the 'individual share' for a total of 677gp, 3sp, 4cp each - for my part, including my 70gp starting money, that would allow me to purchase MW armor (550gp), and a MW shield (170gp)).

I think we should get two wands, because if we are going to take on the entire town, we need to think tactically, and have 'staying power' - hiding out in the ruins, ambushing patrols, ducking away to heal with the wands (via Rashid and Keldar), and then doing it all over again...

Just my musings on the matter :-)


hp 35 | AC 12 | T 12 | FF 10 | CMD 12 | F +2 | R +3 | W +3 | Init +8 | Per +8 || LL 8 || Sp ~/8/2 ||| SpC 8min

As much as I agree with Bahram that these items could be useful in battle, If their selling can get you more protected and get both you and Keldar a healing wand, I'm for it. Also with Lavender's UMD Skill, she could make use out of one about 50% of the time as well with no chance of mishap.

Here are some of the items I plan to buy. Let me know if something is unobtainable.

ProfPotts:

900gp + 567.34 from selling = 1467.3.4
75gp Ioun Torch (1392.34) [APG 306]
150gp Cure light Wounds Potions (x3)(1242.34)
(200gp) Scroll of Mage Armor (CL4, x2) (1042.34)
100gp Tanglefoot bag (x2) (942.34)
50gp Antitoxin (892.34)
25gp Smelling Salts (867.34)
750gp 1st level wand (see below) (117.34)
60gp Alchemest Fire (x3) (57.34)
50gp Scroll of Obscuring mist & Expeditious Retreat (7.34)
2gp backpack (5.34)
1gp scroll case (4.34)
2gp rations (4 days)(2.34)
5sp Soap (1 lbs) (1.84)
1gp Perfume, common (.84)
5sp Dried Goods (.34)
3sp Cosmetics, common (x3)(.04)
4cp Flour (2 lbs.) (.00)

Also guys, I am planing on getting a 1st level wand, and I was wondering what you guys think I should get. I'm leaning towards enlarge person, but as we don't have a true front line fighter types, not sure how important that spell would be. any suggestions?


Lavender Leaf wrote:
Also guys, I am planing on getting a 1st level wand, and I was wondering what you guys think I should get. I'm leaning towards enlarge person, but as we don't have a true front line fighter types, not sure how important that spell would be. any suggestions?

I would agree enlarge person might not be the best for our guerrilla tactics. Protection from Evil might be a good one. Especially if we are fighting summoned genies.


So whats the total again? 787 gp, 3sp, 4cp? + what we get for the OCK?


Sorry, I see it now. It's 567 + what we get for the paired daggers + the OCK.

Rashid: As a cleric shouldnt your starting gold be 140gp?


hp 35 | AC 12 | T 12 | FF 10 | CMD 12 | F +2 | R +3 | W +3 | Init +8 | Per +8 || LL 8 || Sp ~/8/2 ||| SpC 8min
Bahram Zarishu wrote:

Sorry, I see it now. It's 567 + what we get for the paired daggers + the OCK.

Rashid: As a cleric shouldnt your starting gold be 140gp?

I think that includes the daggers... If we sell the OCK kit, I think you should be our lead man Bahram.

Qadira

Rashid's starting gold is based on his 'blew all his cash on drugs' Trait...

Lavender's list of things to buy is fine.

I hadn't mentioned this yet, since you hadn't agreed to join up at the time, but since it's looking that way: Almah is willing to 'persuade' Father Zastoran - the Cleric of Nethys travelling with her caravan, and her personal physician and expert in all things magical - to sell you potions of Cure Light Wounds, Cure Moderate Wounds, Delay Poison, and Lesser Restoration at cost (i.e. half normal price). These are the potions he tend to make himself, and he's got a pretty big collection - anything else will costs the usual price. Of course, this 'deal' is only viable if you agree to the whole 'reclaim the town' mission, and in regards to that mission - if you look like you're trying to 'buy in bulk' for future re-sale then the good Father will put a stop to it.


pitch posted.

I knew I should have invested in a profession skill...


About the daggers: Proff said they would be worth more as a pair so I'd like a chance to pitch them as well before we settle on the plain mwk price.

As for shopping: Bahram would like a wand of Identify, an endlessly usefull spell but a horrible waste of space to a sorcerer.
Other wand apropriate 1st lvl spells would be Floating Disk, Mount, Mending, Animate Rope, unseen servant, Alarm, Hold Portal, comprehend languages, detect secret doors...
All realy usefull spell but horribly circumstantial so a terrible choice for a sorcerer. (btw, I'm dumping endure elements at the first chance for ANYTHING else.)

Qadira

Quote:
(btw, I'm dumping endure elements at the first chance for ANYTHING else.)

You know the minute you do that you get stuck in the actual desert, right? ;p

Didn't you already have an inflated price for the two daggers? I'll have to go back and check...


hp 35 | AC 12 | T 12 | FF 10 | CMD 12 | F +2 | R +3 | W +3 | Init +8 | Per +8 || LL 8 || Sp ~/8/2 ||| SpC 8min
ProfPotts wrote:
Quote:
(btw, I'm dumping endure elements at the first chance for ANYTHING else.)

You know the minute you do that you get stuck in the actual desert, right? ;p

Didn't you already have an inflated price for the two daggers? I'll have to go back and check...

They were sold at market value, instead of 1/2. at least that is what it looks like in Rashid's workbook.


Proff wrote:
You know the minute you do that you get stuck in the actual desert, right? ;p

Let's hope Zaina's (or her cousin) still around then ;P


Post edited Proff.


hp 35 | AC 12 | T 12 | FF 10 | CMD 12 | F +2 | R +3 | W +3 | Init +8 | Per +8 || LL 8 || Sp ~/8/2 ||| SpC 8min

The only thing with identify is that it is something we can do without, The bonus to identifying magic items is nice, but seems a bit expensive for our current position. If possible I was thinking something that could be good in a combat situation. If mount summons a mount that is war trained and thus won't bolt in combat, then that is a great choice, but I'm not sure if that is the case. The rest of the spells seem a bit more scroll worthy that a whole wand. I also have UMD, so non wizard spells are ok too, just not as reliable.

Prof, this question is always a stretch, but would there be any "used" wands? If we can find a used 2nd level wand with some charges on it, might give us a bit of a temporary edge. or even a few used 1st level ones instead of 1 fully charged 1st could be nice.

I might readjust what I buy, now that I know that we have the potion sale and an increase in spending with the Oasis items.

So unless I understand correctly, that's two clw wands for our dwarves and 110 gp a piece.

Qadira

No 'used' wands, as they've travelled here with new stock to start afresh... that sort of deal will have to wait for a real market economy.

Mount summons a light horse or pony, not a warhorse... even the level 3 Phantom Steed doesn't fight for you (which makes sense if you compare the durations of those spells with the usual Summon Monster spells - no-one would ever summon anything except warhorses using the Mount spell!).


hp 35 | AC 12 | T 12 | FF 10 | CMD 12 | F +2 | R +3 | W +3 | Init +8 | Per +8 || LL 8 || Sp ~/8/2 ||| SpC 8min

So with the 110 gp that 677 gp a piece. hmm. Bahram, Not sure how much starting gold you have to add to that, but if you want your own 1st level wand, I'm willing to front you some gold to make that happen. let me know.


hp 35 | AC 12 | T 12 | FF 10 | CMD 12 | F +2 | R +3 | W +3 | Init +8 | Per +8 || LL 8 || Sp ~/8/2 ||| SpC 8min
ProfPotts wrote:

No 'used' wands, as they've travelled here with new stock to start afresh... that sort of deal will have to wait for a real market economy.

Mount summons a light horse or pony, not a warhorse... even the level 3 Phantom Steed doesn't fight for you (which makes sense if you compare the durations of those spells with the usual Summon Monster spells - no-one would ever summon anything except warhorses using the Mount spell!).

Thanks for considering the wands, Prof.

I totally agree on mount, but was worth asking. We're about 6 hours/ 6 miles away from the tower, about how far from the ruined town? If I remember correctly, we are in pretty close proximity to everything, so not sure how useful a mount would be in the long run...


Floating Disk and Mount are usefull to carry stuff when we return laden with treasure. All my suggestions are as I said: Highly circumstantial but realy usefull utility spells under those circumstances.

I'd want the identify wand on account of the spellcraft reroll. We can detect magic and roll spellcraft, if we fail we modify our spellcraft skill with teh identify spell and get another roll. It's a wand we'll own probably till teh end of the campaign but still worth it IMO.

677gp + (2050/5) = 1087 apice + starting gold. Thats 70gp for Bahram coming to 1157 gp, 3 sp and 4 cp. Now to figure out what I want...

Qadira

Quote:

ProfPotts wrote:

They're hardly artifacts... ;)
Quote:
Weeelll... You could actually argue the point concidering the combined power they offer. An Oasis in the desert is nothing if not divine ;)

Miraculous, maybe - but so's pretty much all the magic in the game by that score. It's an 'artifact' if there's no 'in game' way to make one... a few more levels and the Craft Wonderous Items Feat and even Bahram could churn out Dust of Dryness and Feather Tokens... well, maybe a bit more than a 'few' more levels... ;)

... The big difference with the OCK is that it has an application outside of adventuring... which isn't a test which all magic items would pass (especially when you start to consider their cost/value... 'You spent how much to make that magic sword? Do you know how many mercenaries I could have hired for that much cash?').


hp 35 | AC 12 | T 12 | FF 10 | CMD 12 | F +2 | R +3 | W +3 | Init +8 | Per +8 || LL 8 || Sp ~/8/2 ||| SpC 8min
Bahram Zarishu wrote:

Floating Disk and Mount are usefull to carry stuff when we return laden with treasure. All my suggestions are as I said: Highly circumstantial but realy usefull utility spells under those circumstances.

I'd want the identify wand on account of the spellcraft reroll. We can detect magic and roll spellcraft, if we fail we modify our spellcraft skill with teh identify spell and get another roll. It's a wand we'll own probably till teh end of the campaign but still worth it IMO.

677gp + (2050/5) = 1087 apice + starting gold. Thats 70gp for Bahram coming to 1157 gp, 3 sp and 4 cp. Now to figure out what I want...

Ok, I assumed we were going with the 2 cure light wounds wands plan, sorry.


Lavender Leaf wrote:
Bahram Zarishu wrote:

Floating Disk and Mount are usefull to carry stuff when we return laden with treasure. All my suggestions are as I said: Highly circumstantial but realy usefull utility spells under those circumstances.

I'd want the identify wand on account of the spellcraft reroll. We can detect magic and roll spellcraft, if we fail we modify our spellcraft skill with teh identify spell and get another roll. It's a wand we'll own probably till teh end of the campaign but still worth it IMO.

677gp + (2050/5) = 1087 apice + starting gold. Thats 70gp for Bahram coming to 1157 gp, 3 sp and 4 cp. Now to figure out what I want...

Ok, I assumed we were going with the 2 cure light wounds wands plan, sorry.

Ok, now I'm totaly confused...

Weren't we getting those as well?

So my gold is 677 + starting gold if were getting the clw wands x2?


m dwarven page 18 druid 5th

so 677+(2050-1500(2 clw))=1227+starting gold is this right? also can we get them now or have to order for later? will pick up alca fire and such soon as get figures worked out


Male Dwarf Cleric 5

Wow, I go to sleep for the night, and there is an explosion of posts!

Just to be clear: After selling everything, we have two wands of CLW, as well as 677gp, 3sp, 4cp each, plus our starting gold.

(The treasure page reflects this now.)

...and yes, Rashid did have a problem with Pesh at one point; hence the decreased starting gold...


Rashid: Thank you.

Proff:

Spoiler:

1x potion of restoration 150gp
1x potion of delay potion 150gp
2x potions of cure light wounds 50gp
1x scroll of animate rope 25gp
2x scroll's of Identify 50gp
1x scroll of see invisibility 150 gp
1x scroll of rope trick 150gp
1x scroll of message 12,5gp
2x scroll cases 2gp
2x trail rations 1gp
1Ib. of soap 0,5gp
1Ib of salt 5gp
1Ib of cinamon 1gp
leaving Bahram with 3 silver and 4 copper.


m dwarven page 18 druid 5th
Rashid al-Gahiji wrote:

Wow, I go to sleep for the night, and there is an explosion of posts!

Just to be clear: After selling everything, we have two wands of CLW, as well as 677gp, 3sp, 4cp each, plus our starting gold.

(The treasure page reflects this now.)

...and yes, Rashid did have a problem with Pesh at one point; hence the decreased starting gold...

Thanks for this! its a real help

cure mod x3= 75
lesser restor x3=75
d. poison x3 = 75
acid x5= 50
alch fire x5 100
holy water x4= 100
anti toxin x2= 100
tanglefoot x2= 100

total 675
back pack 2


Male Dwarf Cleric 5

...and I am working on the assumption that Keldar holds one wand, and Rashid the other - I assume that we will each keep track of the charges on our 'own' wand.


Rashid, do you know what the old gp total per character was off chance? I started calculating new items based on what it was earlier today.


Male Dwarf Cleric 5

110gp less than it is now, which means it was 567gp, 3sp, 4cp.


Thanks. You saved me a bunch of math :D

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