DM Brainiac's Ruins of Azlant: Gills and Grit! (Inactive)

Game Master Brainiac

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Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

I'd be fine with a masterwork rapier and shortbow as opposed to the spear; something that does piercing damage and so less hindered by use underwater. I suggested the spear only because it's already there and not something we'd have to worry about acquiring otherwise.

If you think it'd be better to liquidate and get some other stuff, I do see the sense in it. It would help me keep my weight down, too.


Male Gillman Fighter (Steelbound) 3 Init +6; Senses Perception +1; hp 28/31; AC 20, touch 13, flat-footed 18; Fort +5, Ref +3, Will +1 (+1 vs. fear); +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments

True, that +1 chain shirt could be of use to Gideon too. If that's the case that's okay. I mean I could use the amulet. Once I get an upgrade for my armor I can give my original chain shirt to whoever needs it.

Either way, armor or amulet, I get a +1 to my ac and that's fine with me.


INACTIVE - GAME DIED
Weyve Murkwater wrote:
Does Gideon really need the spear? I am thinking he should pick up a buckler shield (they do not interfere with archery) but if he had that he would not be able to carry the spear. If we can find or buy a +1 rapier that would probably be way better for Gideon, especially because archaeologists's luck will multiply on a crit.

This one bit is an odd statement, since you can totally use a two-handed weapon with a buckler. There are limitations (the buckler penalizes attacks and you only get the AC bonus when not attacking) but it is certainly doable.

Regardless, Gideon certainly should use whatever weapons are most within his personal idiom, and if he's not going to have free feats for a while then fighting buckler+rapier or bucker+bow or crossbow certainly beats buckler+two-handed weapon.

As for other gear, no particular needs here, though I'll eventually want a darkwood buckler myself (205 gp) to get rid of the armor check penalty. In the far future I'd want to upgrade to a mithral breastplate. I am not picky about any of the gear from this particular haul.

Also, if we are going to be underwater more, we should invest in some potion sponges (cheap at 2 gp each).


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2
Tobar Iverrov wrote:
This one bit is an odd statement, since you can totally use a two-handed weapon with a buckler. There are limitations (the buckler penalizes attacks and you only get the AC bonus when not attacking) but it is certainly doable.

You know, I hadn't considered that. Mind you, I think I'd rather have the bonus to hit and the AC at this level rather than the extra damage.

Tobar Iverrov wrote:
As for other gear, no particular needs here, though I'll eventually want a darkwood buckler myself (205 gp) to get rid of the armor check penalty.

Actually, if you don't mind the weight, a regular masterwork buckler has no ACP either. You could get one of those now.

Though it would definitely be cool to find a darkwood grove and make our own darkwood stuff. Also it's a really good trade good for the colony.

Tobar Iverrov wrote:
Also, if we are going to be underwater more, we should invest in some potion sponges (cheap at 2 gp each).

Never heard of those. Link?


INACTIVE - GAME DIED

I always get darkwood for bucklers to reduce the weight. 2½ lbs. lets me carry more bolts or more potions!

Potion sponges allow you to consume potions underwater (which you are normally not able to do). 2 gp each.


INACTIVE - GAME DIED

Moving discussion here.

Core rules: "Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost."

Since mending only fixes damaged stuff, not destroyed stuff, it presumably can't do anything about stuff that's destroyed (and, obviously, can't help stuff that's lost).

Whether cold iron is available depends on what supplies were brought on the expedition ship. I'm essentially treating it as our "purchase area" in that we buy weapons and goods from the stores there.

If no cold iron is available I'll just make 20 normal bolts.

Incidentally, did we get any gold yet, or just items that we've parted out?


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2
Tobar Iverrov wrote:
Since mending only fixes damaged stuff, not destroyed stuff, it presumably can't do anything about stuff that's destroyed (and, obviously, can't help stuff that's lost).

It never occurred to me to read the spell description that way.

"Damaged" and "destroyed" are not defined conditions. Normally I would expect that an item that has received enough damage to render it useless still qualifies as a "damaged item."

GM: What do you think?

Yes, ammo fired over the edge of a chasm would obviously not be recoverable (not without a lot of climbing). I don't think we've had any circumstances yet where we shouldn't have been able to find our expended ammo though.


Both cold iron and silver are available for weapon crafting. You've found a few hundred gold pieces as well as some gems or art objects you can trade with the other colonists for items. If one of you would like to handle loot distribution, that would be easiest, but I can consolidate everything and divide it up if you'd prefer.

I would rule that mending would work on destroyed objects, as long as you have all the pieces available and they are within the spell's weight limit.

Weyve, the dark line on the map is a path that runs north to south. It's not a paved road, but it is well-worn enough from people walking parallel to the shore.

I will wait for Gideon to post before posting again.


Male Gillman Fighter (Steelbound) 3 Init +6; Senses Perception +1; hp 28/31; AC 20, touch 13, flat-footed 18; Fort +5, Ref +3, Will +1 (+1 vs. fear); +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments

What's the final say on the equipment split?


INACTIVE - GAME DIED

Ok, made a bunch of spears for the colony. Light crossbows will take me 2 weeks each (might get it down to 1 week when I have masterwork tools and more skill ranks) so I'll do those in our next batch of downtime.


Here's the list, not counting what has been used or claimed:

potion of cure light wounds x4
quick runner's shirt
teakwood box (30 gp)
wand of goodberry (49 charges)
alchemist's fire x4
swarmsuit
Small buckler x3
Small dagger x9
Small shortspear x3
mwk machete x2
mwk chain shirt
+1 darkwood buckler
+1 holy reliquary composite longbow (+2 Str)
25 lbs. powdered silver (125 gp total)
4 blocks of incense (25 gp each)
diamond dust (100 gp)
gold wedding band (125 gp)
lesser talisman of good fortune
wand of color spray (12 charges)
ring of protection +1
+1 longsword (it glows in the dark!)
Small spear x10
13 polished pieces of red coral (10 gp each)
bottle of air
everburning torch
ring of ferocious action
+1 spear
amulet of natural armor +1
+1 mithral shirt
ring of swimming
wand of flaming sphere (9 charges)
321 sp
537 gp

Let me know what you are keeping and what you are selling.


Male Gillman Fighter (Steelbound) 3 Init +6; Senses Perception +1; hp 28/31; AC 20, touch 13, flat-footed 18; Fort +5, Ref +3, Will +1 (+1 vs. fear); +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments

I know I have:
Ring of protection +1
+1 glow in the dark Longsword (which is awesome)

Requests:
Amulet of Natural Armor +1 OR Mithral shirt +1
Ring of ferocious action
Potion of Cure Light Wounds

Return:
The Holy Reliquary Longbow probably should be given to our cleric of Erastil, since I think that it's a church-related item for them. If not, we should sell it cause that's mooooney!

Thoughts:
Gideon or Tobar should take the quick-runner's shirt. Extra move action 1/day is still very useful.

Sell:
+1 spear. Does not glow in dark. Obviously inferior.
Wand of flaming sphere. Gonna get soggy.

To Buy:
Wand of Cure Light Wounds. Need it. Gotta have it.

Wishlist:
Masterwork tools for Tobar
Moar booze for me.


INACTIVE - GAME DIED

If nobody objects I'll take the masterwork chain shirt (not the mithral one) and a masterwork machete.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Dang! I didn't realize we'd collected that much stuff. So...I agree about the bow. It should go to Eamon. I'd also like to take the other MW Machete that we have to replace my present one. Let's see...my wishlist would be...

MW machete
Alchemist's fire (we could each have one)
CLW Potion (again, we could each have one)
+1 darkwood buckler
+1 mithral shirt (if Calvin takes the amulet)

The quick runner's shirt is nice, but I've already said I want four things...I don't wanna be greedy.


INACTIVE - GAME DIED

Missed it on the first pass, but the +1 darkwood buckler would also be really good for me, if nobody else needs it. (I've gone ahead and updated on the assumption that I snagged the aforementioned masterwork chain shirt and masterwork machete.)


Male Gillman Fighter (Steelbound) 3 Init +6; Senses Perception +1; hp 28/31; AC 20, touch 13, flat-footed 18; Fort +5, Ref +3, Will +1 (+1 vs. fear); +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments

Tobar getting the buckler's fine with me. And I'll take the amulet since Gideon will have the mithral shirt.


INACTIVE - GAME DIED

Excellent. That pushes me to AC 20.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

If Tobar's taking the +1 darkwood buckler, Gideon's gonna put in a formal request to have have a standard darkwood buckler made for him.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2
DM Brainiac wrote:
+1 holy reliquary composite longbow (+2 Str)

Was this from the church with the Poltergeist?

That's an incredibly expensive item for 2nd level guys. 18,750 gp by my calculations.

Mind you we have found a lot of really good loot overall. I've never seen an AP where you find a +1 weapon when you're still first level.


INACTIVE - GAME DIED

It could all be cursed...


Male Gillman Fighter (Steelbound) 3 Init +6; Senses Perception +1; hp 28/31; AC 20, touch 13, flat-footed 18; Fort +5, Ref +3, Will +1 (+1 vs. fear); +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments

I think that's cause we're not very often going to find ANY shops where we're going, so being able to *buy* magic items becomes almost impossible.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

Weyve definitely wants a darkwood buckler. It doesn't have to be +1 though that would be nice. Weyve also wants a darkwood light underwater crossbow. He needs both of these things to reduce his gear weight because his STR is so low.

Though if he can get a set of muleback cords then he won't need to worry about it (and would actually be looking for an agile breastplate - maybe mithral eventually). But he would still want masterwork items, and they might as well be darkwood since we have a source.

Weyve would like the quick runner's shirt because he often casts summoning spells which have a 1 round casting time. Having this would allow him to spend a whole round casting one and still move.

Weyve currently has the everburning torch.

The powdered silver is the material component for holy water. We could just trade it for actual holy water. Priests normally sell holy water at cost.

The diamond dust is used in restoration spells, so we might as well hang on to it for when I can actually cast it.

Calvin Shoals wrote:

Sell:

+1 spear. Does not glow in dark. Obviously inferior.
Wand of flaming sphere. Gonna get soggy.

Agree, though I kinda like the wand... I don't have any direct damage spells yet. Let's hold off on that and sell it later. Also suggest selling:

01151.0 +1 spear
00030.0 teakwood box (30 gp)
00007.5 Small buckler x3
00009.0 Small dagger x9
00001.5 Small shortspear x3
09375.0 1+1 holy reliquary composite longbow (+2 Str) - Worth HUGE $
01200.0 lesser talisman of good fortune
00090.0 wand of color spray (12 charges) - Save DC is only 11
00100.0 4 blocks of incense (25 gp each)
00125.0 gold wedding band (125 gp)
00010.0 Small spear x10
00130.0 13 polished pieces of red coral (10 gp each)
------
12229.0 gp


The longbow is not holy but rather a holy reliquary. Thus its price is only 250 gp more than a standard +1 longbow.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2
DM Brainiac wrote:
The longbow is not holy but rather a holy reliquary. Thus its price is only 250 gp more than a standard +1 longbow.

Darn.

You normally don't have to specify that a reliquary item is holy or unholy, since it is consecrated to a specific deity (Erastil in this case). It's still the most valuable thing we have found.

So that changes the list to:

1151.0 +1 spear
0030.0 teakwood box (30 gp)
0007.5 Small buckler x3
0009.0 Small dagger x9
0001.5 Small shortspear x3
1375.0 +1 holy reliquary composite longbow (+2 Str)
1200.0 lesser talisman of good fortune
0090.0 wand of color spray (12 charges) - Save DC is only 11
0100.0 4 blocks of incense (25 gp each)
0125.0 gold wedding band (125 gp)
0010.0 Small spear x10
0130.0 13 polished pieces of red coral (10 gp each)
------
4229.0 gp


I added several more colonists' names to the list in the Campaign Info tab.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Even as valuable as the bow is, I question if we should simply sell it off or give it to Eamon, but I'll defer to others on that point, because I'm alright with doing either.


Eamon actually already has a holy reliquary longbow, so you can do with that one as you see fit. :)


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

OK, here's what is actually allocated to people. There are some question marks where I am not sure if the listed person is getting the item:

2000 ring of protection +1 Calvin
2315 +1 longsword (it glows in the dark!) Calvin
3000 ring of ferocious action Calvin
2000 amulet of natural armor +1 Calvin
Calvin Total: 9315

2100 +1 mithral shirt Gideon
2500 ring of swimming Gideon
0310 mwk machete Gideon
Gideon Total: 4910

0310 mwk machete Tobar ?
0250 mwk chain shirt Tobar
1205 +1 darkwood buckler Tobar
Tobar Total: 1765

0110 everburning torch Weyve
1350 wand of flaming sphere (9 charges) Weyve
1000 quick runner's shirt Weyve?
Weyve Total: 2460

0050 potion of cure light wounds x4 1 Each
0020 alchemist's fire x4 1 Each
0020 swarmsuit ? Do we want to keep it? It weighs a lot.
7250 bottle of air ? Are Tobar and Gideon Sharing this?
wand of goodberry (49 charges) Let's count this one as belonging to the whole party. We've used some charges though.

--------------------

In light of this, how do you guys feel about me commissioning a set of Muleback Cords? Once that is ready, I want to find out of there is any light or medium armor available in the colony.

Tobar has the least on this list. Maybe he can commission his masterwork chain shirt get a +1 enchantment? And possibly some magic crossbow bolts?


You can purchase a suit of leather, studded leather, chain shirt, or breastplate right now, Weyve. Luetin can craft any other suit of armor you'd like if you are willing to wait a couple of weeks.

Nobody in the colony can craft magic arms and armor yet, so Tobar would have to send his gear away and wait six weeks if he wants it enchanted.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Anyone else that uses Wayfinder having trouble with the app? Mine today started lagging really bad, so I wanted to try logging it out and logging it back in, and now it's saying that the username/password are wrong.


INACTIVE - GAME DIED

I don't use Wayfinder, but I've been forcibly logged out from the site twice today. Looks like they're doing more back-end work.


Male Gillman Fighter (Steelbound) 3 Init +6; Senses Perception +1; hp 28/31; AC 20, touch 13, flat-footed 18; Fort +5, Ref +3, Will +1 (+1 vs. fear); +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments

Yep Having the same problems.


Same, lots of forced log outs.


Male Gillman Fighter (Steelbound) 3 Init +6; Senses Perception +1; hp 28/31; AC 20, touch 13, flat-footed 18; Fort +5, Ref +3, Will +1 (+1 vs. fear); +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments

Site went down for like 6 hours! Wheee!


Almost 10. I had been trying to access it since 3:30 AM. :P

Oh well, time to get caught up.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

I don't think it will have made a difference since both of the hits were on a roll of 19+, but I finally got around to updating my character sheet with the gear that I've picked up.

How long will it take to get those darkwood bucklers made, out of curiosity?


Male Gillman Fighter (Steelbound) 3 Init +6; Senses Perception +1; hp 28/31; AC 20, touch 13, flat-footed 18; Fort +5, Ref +3, Will +1 (+1 vs. fear); +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments

Don't forget to update your statline! :D


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6
Calvin Shoals wrote:
Don't forget to update your statline! :D

Thanks! I had updated the character sheet itself, but not the statline. It's fixed now, including the damage I just took.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Checkin' on you guys Wayfinder again; mine's still not letting me log in.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

GM: Will I be able to get those muleback cords and a breastplate before this encounter?

Muleback cords normally only take 1 day to make if you have the materials.

If Yes my AC becomes 19.


Yes, Eamon can make the cords for you, so you could have acquired both before the encounter.

There is no map provided for this encounter, but it is pretty straightforward. Weyve can easily get to cover with a single move action.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2
DM Brainiac wrote:

Yes, Eamon can make the cords for you, so you could have acquired both before the encounter.

There is no map provided for this encounter, but it is pretty straightforward. Weyve can easily get to cover with a single move action.

Cool... sheet is updated. Note my move is only 20 now.


Gideon, to answer your earlier question, the bucklers can be made in only a day or two, so you can have one now.


Still need Tobar's rolls for the round.


Male Human Bard (Archaeologist) 11; HP 69/69; AC 21/14/18; F+4/R+11/W+7; Init+3; Per+21; Arch.Luck+3+1,6/6

Y'know...after looking again, I've noticed that the description specifically calls out a buckler as being made of metal, so...can you even have one made of darkwood?

EDIT: Nevermind, I see it under specific magic items.


INACTIVE - GAME DIED

Did not realize another round had passed.


Gillman Oracle 6 | HP 45/45 | AC 20 : TAC 12 : FAC 18 : CMD 11 | Fort +5 : Ref +5 : Will +7 (+7 vs aboleth) | Perc. +8 : S.M. +5 | Init +2 | Move 20' : Swim 20'
resources:
Healer's Way: 5/5, Spells: 1st 7/7, 2nd 6/6, 3rd 4/4 | Bolts 10 | wand of flaming sphere 2

For the record, if the Adventure expects us to join the Pathfinder Society, Weyve can sign up - once he knows a bit more about it, it would likely be the kind of organization he would like to be a member of. But the way it is presented it kind of sounds like the Pathfinders are spying on the colony and Weyve doesn't want to participate in something like that.

If necessary further dialogue could clear that up.


It's neither expected nor necessary for you to join the Pathfinder Society.


Male Gillman Fighter (Steelbound) 3 Init +6; Senses Perception +1; hp 28/31; AC 20, touch 13, flat-footed 18; Fort +5, Ref +3, Will +1 (+1 vs. fear); +2 vs. non-aboleth enchantments and -2 vs. aboleth enchantments

Yeah it seems that it needs to be on the down-low, but it's not mandatory for the adventure.

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