Talking Head Tavern - The One is in the Water (Inactive)

Game Master Harad Navar

An Expansion of the RP within the Talking Head Tavern thread.


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Male Dwarf Wizard 3/ Rogue 1

Added a damage tracker on my profile.


it's fun playing the capricious princess is a party of disciplined men...

I can behave if needed, but you'll have to tell me in-character ;-)


Just to keep it out there...Cat has actually been pretty busy IC, just not visibly so when the rest of the party is underground.


From my new vantage on the roof, can I see the goblin with the feather?


male keleshite human monk 4

Yes, the peak of the roof is within your 5' hex, so you can see over it to observe the fight between the dog and the goblin in bone armor. However, she is no longer holding a feather. (It was consumed as the material component of her spell, and I didn't change the image. She has another feather, but she has not drawn it yet.)


Female Human Rogue 4

sorry for missing my daily update - today was business trip day with no wifi.


male keleshite human monk 4

no prob


Female Human Rogue 4

Up-front apologies to Harad for not telling him of the stealthed goblin, but Foxy is in cat-and-mouse mode. If she were any other class she'd likely call out a warning and scare Guugdur off, but alas she's a rogue. She's also not realized that Harad is severely poisoned (again!)


male keleshite human monk 4

If any of you know someone who would like to play a healer (cleric, druid, life mystery oracle) I have a plot thread to bring them in.


male keleshite human monk 4

I have created an general overview of the Hunter's Cabin showing elevations better. The use of 5' contours will be only used in the smaller hex maps after this. Creating maps like this in the beginning will make it easier for me to generate the small 100' encounter maps. This will also be on the Campaign Info page. Unfortunately you will have to down;load the jpg. It is too big for Google Drive to display.


Female Human Rogue 4

Very nice map!!
I'm impressed to see someone with the skill (and software) also find the time and focus for it. For what it's worth, I really appreciate it.

I'm also having fun with the Fox-Cat-Alk thing:

Foxglove is coming to respect Cat as a full party member, and they even fight well as a team. (She hasn't connected any dots between cat and magic though, and is only amazed at how it just happens to know and do the right thing).
Alk so far has only (?) complained about the Cat, and appropriately enough missed most of the fight. It is like a movie cliche where Fox sees all the clues and Alk none (except when it comes to magic, where it's the other way around).


Male Dwarf Wizard 3/ Rogue 1

Gonna be gone all of tomorrow; if you need to make Alk do something to move the story ahead then by all means do so.


Male Dwarf Wizard 3/ Rogue 1

With the apparent inclusion of Expert, Aristocrat, and Commoner into the MVP, I'm thinking Alk will more likely be Commoner/Wizard than Wizard/Rogue in PfO. Not that I'm wanting to switch the character for this PbP or anything. :)


Female Human Rogue 4

Merchant would be more appropriate as Expert. The way I treat it, basically anyone who would be a guild member (Smiths, carpenters, scribes...) is an expert, while commoners are mostly manual labour: farmers, miners, fishermen, loggers, porters.

In PFO the distinction is slightly different, in that Commoners are about resource gathering, Experts about refining and crafting, and Aristocrats about settlement management.


See, in PfO I'd expect hauling skills to be under Commoner, as they're the manual labor type guys, so I'd expect that most merchants would invest in Commoner skills. I could of course be wrong in that.


male keleshite human monk 4

Long week and heavy weekend (water main work and home renovations). Next update late Sunday (2014/03/16) of Monday (2014/03/17).


male keleshite human monk 4

Finally got the garage ready for the painter and got the new door from the house into the garage installed. Taking tomorrow off from renovation (after some minor door details). Alk will be able to buy materials to copy the scrolls into his spell book in Darkmantle. By-the-by the last spell on the scroll was expeditious retreat. If you stay at Darkmantle for a day you can take 10 and scribe them into your spell book.


Pax Shane Gifford wrote:
See, in PfO I'd expect hauling skills to be under Commoner, as they're the manual labor type guys, so I'd expect that most merchants would invest in Commoner skills. I could of course be wrong in that.

If your game is the hauling and not economics, then yes. More truck driver and less Wall street ;-)

My merchants will be either craftsmen dealing in specialists goods, or perhaps rogue smugglers.


Harad Navar wrote:
Finally got the garage ready for the painter and got the new door from the house into the garage installed. Taking tomorrow off from renovation (after some minor door details). Alk will be able to buy materials to copy the scrolls into his spell book in Darkmantle. By-the-by the last spell on the scroll was expeditious retreat. If you stay at Darkmantle for a day you can take 10 and scribe them into your spell book.

Grats on renovation. We are moving houses in 2 weeks time, so expecting lots of housework after that - but as long as the wifi works I should be ok for posting.

Vote for staying long enough in Darkmantle.


I figured I'd be buying things and then moving them to other places to resell. More caravan leader than Truck Driver.


male keleshite human monk 4

You may be interested in the Crate & Barrel in Darkmantle.


male keleshite human monk 4

Finally finished the demo of the downstairs bath and the garage painting is finished. I hope to get back to more regular posting this afternoon. Working on the Iron Keep Inn maps and some others.


male keleshite human monk 4

Working on floor plans. Having to change methods as I don't like the way adding Building Interiors is working for large Illustrator files. It will be awhile before I can upgrade to more memory (requires new motherboard).


For Alk...Cat's dexterity usually sees her moving first in combat, so out of combat, the time it takes for you to make the spell and concentrate, Cat is likely off Carrot and gone...especially if it's obvious that you're using a spell.


Male Dwarf Wizard 3/ Rogue 1

Well, Alk was casting the spell in the downtime, while we were examining loot. I assumed cat would be on the horses; up to you though of course, but I only included cat because Harad mentioned you. Sorry, but the cat might be coming out of the bag, so to speak. :P


male keleshite human monk 4

The spell detect magic does have verbal and somatic components. However after its being cast it is maintained with concentration (up to 3 minutes in Alk's case), so no perceptible indicator. It is likely that Alk continued to concentrate, notices another magic aura at range, then was able to determine something magical on Cat. However, at best strength (faint) and school would be all that could be detected. The items in question could not be identified without personal contact. Don't let Alk pet the Cat. He would have been able to detect magic on Weston, Harad, and Foxglove as well.


Male Dwarf Wizard 3/ Rogue 1

Yeah, I'd assume the adventurers have magical items; a cat with magical items a good deal more interesting. Still, Alk can't chase Cat effectively, especially not while concentrating on a spell; I think we can just say he gives up for now, but will watch for an opportunity to catch the Cat sometime later?

I think Alk will keep the information to himself for now; though Foxglove is nice enough, Alk doesn't know whether she'd hurt the cat for some magic earrings, and he'd rather not find out the hard way.


Sounds fair.


Female Human Rogue 4
Alk Caskenflagon wrote:

Yeah, I'd assume the adventurers have magical items; a cat with magical items a good deal more interesting. Still, Alk can't chase Cat effectively, especially not while concentrating on a spell; I think we can just say he gives up for now, but will watch for an opportunity to catch the Cat sometime later?

I think Alk will keep the information to himself for now; though Foxglove is nice enough, Alk doesn't know whether she'd hurt the cat for some magic earrings, and he'd rather not find out the hard way.

lol. Foxglove is almost in love with the cat - but of course she acts the same way with people she tries to trick, so Alk's caution is to his credit.

FYI Foxglove has a faintly enchanted mithril chain shirt underneath her travelling gear (which you of course knew from watching her fight). She also has a ring radiating faint abjuration magic in addition to her potions, wand, and the stuff we have looted.

If you were inclined to psychoanalysis you might ponder this apparent preference from abjuration magic. If not, you can speculate that she is more concerned with survival than winning.


Female Human Rogue 4

Under Foxglove's equipment is listed a pack (on carrot) containing loot from spider/gnome encounter. Some clw potions at least were drunk, but I believe they were split and tracked by each party member

Here is the list of loot from cabin and ambush, which is not split yet.

Magical items:
+1 longsword (sell?)
+1 chain shirt (sell?)
amulet of natural armor +1 (Foxglove wants this!)
amulet of natural armor +1 (Harad wants?)
"fog horns": sold for 500 gp
A small white feather detects as magical but unidentified (Guugdur)

potions/consumables:
3 potions of cure light wounds,
3 potions of cure moderate wounds (some/all given to Westol)
5 potions of shield of faith +2,
2 potions of enlarge person
2 potions of hide from animals
1 potion of hide from undead
2 potion of lesser restoration (I think one was used by Harad?)
2 potion of reduce person
2 potions of mage armor
1 unidentified Potion from cabin (?)

weapons/armor (sell all except arrows?)
8 masterwork (+2) longbows
8 longswords of basic quality with leather belts and sheaths
8 sets basic quality studded leather armor (hobgob=human size)
8 arrow basic quality arrow quivers with a total of 55 arrows
4 goblin dogslicers
3 small short bows with 20 arrows each (too small for Alk)
3 leather armor, small (Tiebite)

other:
Two potions that were on Tiebite are not magical.
(4) broken chain links
(1) spell component pouch containing 6 black feathers and [1 down feather listed above as magical item] (Guugdur)
(1) scroll case with a scroll containing 3 spells (one identified as color spray)
(2) small highly polished steel mirrors in a soft cloth bag
(1) set of thieves tools
51 gp, 5 sp, 32 cp

source:

loot from ambushers wrote:

Westol helps to identify the (8) longbows the party collects from the hobgoblins as masterwork longbows (+2 strength) (sorry, no shortbows). You can also collect (8) longswords of basic quality with leather belts and sheaths, and 8 sets basic quality studded leather armor. There are also 8 arrow basic quality arrow quivers with a total of 55 arrows. The leader of the first group had a magic amulet and 5 potions. The leader of the second group had a magical chain shirt, a magical longsword, and 6 potions. There is also a total of 36 gp and 120 sp.

If Alk takes 10, he can use detect magic to identify the items as follows:
The first leader had (3) potions of cure light wounds, (2) potions of shield of faith +2, and an amulet of natural armor +1. The second leader had a +1 longsword, a +1 chain shirt, (3) potions of cure moderate wounds, (3) potions of shield of faith +2, and an amulet of natural armor +1.

(Should have thought of this earlier. The two potions that Alk did not identify from the Hunter's Cabin were a potion of lesser restoration and a potion of reduce person.)

loot from cabin wrote:


A more through search of the bodies is made. A broken chain link is found hidden on each of them. The total equipment/items found on the bodies are:
(4) broken chain links
(4) goblin dogslicers
(14) vials with liquid contents (none identified)
(1) spell component pouch containing 6 black feathers and 1 down feather (Guugdur)
(3) small short bows with 20 arrows each (too small for Alk)
(3) leather armor, small (Tiebite)
(1) scroll case with a scroll containing 3 spells (one identified as color spray)
(2) small highly polished steel mirrors in a soft cloth bag
(1) set of thieves tools
51 gp, 5 sp, 32 cp
identifying potions wrote:


Alk successfully studies his spells and prepares to identify the potions.
Spellcraft Checks for Guugdur's Possessions:
Potion 1: 1d20 + 11 ⇒ (14) + 11 = 25 potion of enlarge person
Potion 2: 1d20 + 11 ⇒ (15) + 11 = 26 potion of enlarge person
Potion 3: 1d20 + 11 ⇒ (19) + 11 = 30 potion of hide from animals
Potion 4: 1d20 + 11 ⇒ (15) + 11 = 26 potion of hide from animals
Potion 5: 1d20 + 11 ⇒ (12) + 11 = 23 potion of hide from undead
Potion 6: 1d20 + 11 ⇒ (4) + 11 = 15 can not identify
Potion 7: 1d20 + 11 ⇒ (8) + 11 = 19 potion of lesser restoration
Potion 8: 1d20 + 11 ⇒ (4) + 11 = 15 can not identify
Potion 9: 1d20 + 11 ⇒ (15) + 11 = 26 potion of mage armor
Potion 10: 1d20 + 11 ⇒ (18) + 11 = 29 potion of mage armor
Potion 11: 1d20 + 11 ⇒ (3) + 11 = 14 can not identify
Potion 12: 1d20 + 11 ⇒ (15) + 11 = 26 potion of reduce person This was the potion Guugdur had in her hand.
The small white feather detects as magical (Spellcraft: 1d20 + 11 ⇒ (5) + 11 = 16) but Alk can not identify what it is.
The two potions that were on Tiebite are not magical.
Alk can not attempt to identify the 2 remaining spells of Tieback's scroll with a Spellcraft check until a week has passed. If he uses read magic he can identify them easily. Alk may attempt to scribe the scroll spells into his spellbook that he has already identified. After the others are identified, he can attempt to scribe them as well. It will take an hour for each spell with a Spellcraft check for success. A failed attempt does not remove the spell from the scroll, but a successful check will.

Harad decides to try one of his cure light wounds potions for (CLW: 1d8 + 1 ⇒ (7) + 1 = 8) 8 hp (now at 36 hp).


male keleshite human monk 4

  • There are actually 2 potions of hide from undead. (The unidentified one. Alk can take 10 and identify it. Something I forgot about earlier.)
  • Harad did drink one of the potions of lesser restoration. Weston only wants 1 of the cure moderate wounds potions to replace the one used by Harad.
  • The magical feather is a feather token:fan.
  • The 3 shortbows are small (they came from the goblins) and not usable without penalty by Alk or Foxglove.
  • The composite longbows are not magical, they are +2 strength, which means that you have at least a 14 STR to use them. If you do, then arrow damage is 1d8+2 hp. Alk can't use them effectively because 1) he does not have the strength, and 2) he is not proficient with longbows. Foxglove can't use them for the same reasons.
  • The scroll contains color spray, shield, expeditious retreat, all 1st level spells.
  • There are also from the herbalists a potion of pass without trace, a potion of anti-toxin, (2) potions of cure light wounds (but I believe that one of them was consumed), a masterwork dagger, and 23 gp.
  • From the dead thief you found a brooch worth 940 gp, masterwork thieves tools (did Alk or Foxglove pick this up for themselves?), (2) rusty daggers, and 30 gp.
  • The (2) unidentified, non-magical potions might be identifiable by Jardine.
  • I believe that the dead herbalist also had a small masterwork pack.


Female Human Rogue 4

thanks, Harad.
i had "the pack of herbalist loot" listed under Carrot's carried gear, although Foxy's just carrying it and hasn't claimed it. I think you are right about the clw potion, though Foxglove only used from her own supply. Though it matters little if we can sell loot and buy potions in Darkmantle.
Fyi I already had mw thieves' tools.

Do we count claimed items at purchase (full) price or sales (half) price?

Updated list of loot to be split/sold:

Magical items:
+1 longsword (sell?)
+1 chain shirt (sell?)
amulet of natural armor +1 (Foxglove wants this!)
amulet of natural armor +1 (Harad wants?)
"fog horns": sold for 500 gp
feather token: fan

potions/consumables:
4 potions of cure light wounds,
3 potions of cure moderate wounds (some/all given to Westol)
5 potions of shield of faith +2,
2 potions of enlarge person
2 potions of hide from animals
2 potion of hide from undead
2 potion of lesser restoration (I think one was used by Harad?)
2 potion of reduce person
2 potions of mage armor
1 potion of pass without trace
1 potion of anti-toxin

weapons/armor (sell all except arrows?)
8 masterwork (+2) longbows
1 mw dagger (Foxglove will happily take)
8 longswords of basic quality with leather belts and sheaths
8 sets basic quality studded leather armor (hobgob=human size)
8 arrow basic quality arrow quivers with a total of 55 arrows
4 goblin dogslicers
3 small short bows with 20 arrows each (too small for Alk)
3 leather armor, small (Tiebite)

other:
Two potions that were on Tiebite are not magical.
4 broken chain links
a spell component pouch containing 6 black feathers
a scroll case with a scroll containing color spray, shield, exp-retreat -> Given to Alk
2 small highly polished steel mirrors in a soft cloth bag
1 set of thieves tools, 1 set of mw thieves' tools.
brooch appraised at 940gp
104 gp, 5 sp, 32 cp


male keleshite human monk 4

When totaling up the haul use half price to assess value (except for jewelry and coin, they are full value). I think that Alk has the masterwork set of thieves tools. I can put all that into a spreadsheet I have if you like or you can build one yourself.

The arrows work with short bows, so keeping them is no problem. Harad would like one of the amulets. If he and Foxglove are doing the direct fighting, it makes sense for each of them to have one (counted as part of their share, normally). I think that we should keep the potions and anti-toxin, they can be real handy. We'll have to wait to see what the unidentified potions are to decide on them. But I think that selling the armor, bows, and longswords makes the most sense. When we get a room for the night we can discuss what our next moves should be ( and divide up the gold and remaining items). The feather token could be handy of we want to dispel a fog cloud or other magical clouds.

I would count one potion of lessor restoration he used as part of Harad's share.


Male Dwarf Wizard 3/ Rogue 1

Alk didn't take the thieves' tools, as he doesn't have Disable Device.


male keleshite human monk 4

Then we probably have it as treasure item.


male keleshite human monk 4

Here is a treasure spreadsheet for the events before the party gets to Darkmantle. The sail price may vary depending on how much (and how successful) you haggle in selling. If Cat wants a share, I will change the sheet accordingly. Let me know what you think.


What would Cat do with a share?


Buy loads of anchovies!


Female Human Rogue 4

so.. goblin tribes on the move and a gathering of venture companies:
backdrop, the main plot taking a sharp turn, a hook for later adventures, or a fork in the road?

I need some metagaming advice: are we 'supposed' to just trade, rest and get moving - or to try to rally an army against the growing threath, discover an evil plot, etc? My understanding is that the goblins threath is building up slowly and this is more likely to be our _next_ adventure should this campaign go on long enough.

that said, I'm more than willing to be gently lead into the area and events the GM has spent most effort preparing...


male keleshite human monk 4

Characters live in a world where more is going on than just their concerns. I suspect that there will be such an event rich environment in PFO, and I have envisioned one here. This adventure stated with an event to which Harad was a witness. The party has and will witness many things before the Ruined Tower of the One. Fortunately there is no time deadline for this adventure, so if the party agrees to follow events that they witness along the way, I'm all for it. Ryan has inferred (and probably outright said) that the most successful characters in PFO will be those who can work in cooperation, and I enjoy GMing the most when I have to stay on my toes when players make their own choices. I will admit that I will have to continually look for the balance between plot and player free will. There will be times when I may suggest a direction of action for any number of reasons. Mostly when a particular choice or set of choices is bearing down on a boring dead end (admittedly, I do mean boring from my point of view).

I encourage players to state their desires (here in the Discussion thread or by PM) if they have something they wish to pursue. Nothing is set in stone that can not crumble to dust.

Darkmantle is the largest settlement (at present) that is not an NPC settlement in PFO that relates to this adventure (Thornkeep & Fort Inevitable in this adventure's case). I suspect that the party will be returning to Darkmantle a number of times throughout this adventure, if for nothing else than to sell treasure items. Information you pick up in Darkmantle may become clearer later in the adventure, but is not required to be acted upon unless the party so chooses. However, there are groups and forces in Darkmantle that are more dangerous than those you have faced to date.

This also brings me to a question I have been meaning to ask. I have been keeping track of the experience the group has acquired from the previous encounters. At some point in the near future each of you will be able to gain a level. I would appreciate your thoughts (here or in PM) on what you would like to do when that time comes.


Male Dwarf Wizard 3/ Rogue 1

I think at that point Alk will take a second level of rogue. Unfortunately due to alignment restriction he can't be an arcane trickster (unless he becomes nonlawful at some point and trains up Disable Device) but I still feel like Evasion and a Rogue Talent, plus the extra skill points, are worth enough to delay my spellcasting a little longer.

Honestly I dunno where Alk is going in the long-term; I built him according to how I thought my PfO character would be, without worrying about the mechanics of the character in tabletop format, so he isn't exactly on a smooth-sailing path for success here.


Female Human Rogue 4
Harad Navar wrote:
At some point in the near future each of you will be able to gain a level....

Yeah... there are just so many ways to go with Foxglove. Fighter, bard, sorcerer, wizard, duelist and ranger could all be viable next steps.

While it would be useful to have her go bard and become a healer/buffer, she wouldn't really want to be a 2nd-liner.

So, most probably fighter or rogue.


So I get to go up in "cat"? :)


male keleshite human monk 4

Sorry to be absent for so long: Easter vigil, remodeling, starting another chapter of Kingmaker as GM, and a new box that doesn't work (getting it back from Fry's tomorrow). Remodeling winding down (by Thursday) so will be back to The One soon.


Not a problem or a need for apology.


Female Human Rogue 4

i'm still around eagerly awaiting the continuation!

i have all sympathy for remodelling - after soon 2 weeks in the new house there is still a load of work to be done (and then there's the future garden afterwards) and never enough time.

ps: I'm also waiting for the updated map, putting us on hold for that would be acceptable ;-)


Female Human Rogue 4
stealthy redhead wrote:


So, most probably fighter or rogue.

...or a freebooter ranger. The freebooter's bane ability seems fitting: flanking and focusing fire, but with a swashbuckler flair rather than bardic magic. She'll never make it to Ranger4, but the crew bond ability also fits her.

weaponmaster fighter is still an option, but feels a bit like the start of an assassin path. Plain rogue is a bit boring at lvl 5, so with the slow leveling of PBM, dipping is very tempting.


I've been gone for 4 days, but I'm back. Then again, as usual, Cat is off doing Cat things...


Male Dwarf Wizard 3/ Rogue 1

...Bump.


Male Dwarf Wizard 3/ Rogue 1

I'm going on vacation in Ireland until the 20th, and I won't be able to post, so DMPC me or whatever you need to do in the interim.

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