DM Fflash's Shattered Star Campaign

Game Master DM Fflash

Chapter 4: Beyond the Doomsday Door
Windsong Abbey

Roll 20 Link


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FWIW, bleed effects do not stack unless its a different type of damage. If you have multiple bleeds, you take the worst.


Yeah, you're right ... I misread that somehow. So you guys just take the 1d6 hp bleed damage then each round until healed.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

So would we roll all the bleed d6s and take the highest number? That makes sense to me.


Nah, just roll one.

-Posted with Wayfinder


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

It will be the loss of con that gets him and not the hit points in this fight.


Human Male bard (archivist) 9/expert 1, HP 62/78, AC 19, Fort +5, Ref +10, Will +10, Init +5, Perception +8, Shortbow +5 (1d6x2)
Tracked Resources:
Spells:5/5, 2/5; 3/4 BP 14/14

Andel's stat block has been updated to 8th level. Keeping with his role as a skill monkey buffer, I've loaded skill points under the major knowledge skills and have added the buffs displacement and haste to his spells list, along with several lower level utility/curing spells. For his 7th level feat, I gave him iron will, to make him more survivable.

Let me know if you have any better recommendations.


You got a lot of haste in the party. 2 magic items plus the blessing of fervor plus Nalar.

Flying options would be handy. Or seeing invisible things.

-Posted with Wayfinder


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Honestly you can never go wrong with dispel magic


Human Male bard (archivist) 9/expert 1, HP 62/78, AC 19, Fort +5, Ref +10, Will +10, Init +5, Perception +8, Shortbow +5 (1d6x2)
Tracked Resources:
Spells:5/5, 2/5; 3/4 BP 14/14

I picked up glitter dust for seeing invisibility.

Bard's don't have access to fly. Air step is a second level option - would require swapping out for glitter dust - worth it?

Vuloo has dispel magic covered.


Human Male bard (archivist) 9/expert 1, HP 62/78, AC 19, Fort +5, Ref +10, Will +10, Init +5, Perception +8, Shortbow +5 (1d6x2)
Tracked Resources:
Spells:5/5, 2/5; 3/4 BP 14/14

The other excellent spells on the bard 3rd level list are confusion and charm monster. I considered these, along with spell focus (enchantment) to increase the DC. Since we're heavy on buffs with Vuloo, it may be worthwhile to give Andel some limited offensive capability.


M Human Wizard (Manipulator) 9 HP 43/43 (AC 14) Fort +5 Ref +7 Will +10/+12vsEnchanmen9

Good hope is also a really good buff, decent duration on it too. In that vein Crushing despair is also an excellent debuff if you want to be a bit more offensive.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

I am a fan of the "fanale" spells too.


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

An interesting note, at Gencon Paizo announced that the second 2018 AP would be the third of the "Runelord" trilogy, which apparently includes Shattered Star.


I hear there will be Runelord stats!

-Posted with Wayfinder


Hey all, I'm in the process of moving to DC so things will be slow this week. I'll try and stay abreast by phone but my focus will be on getting set up there.

-Posted with Wayfinder


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

I am going on travel for work tomorrow through Thursday and then directly to Dragon Con for the weekend. I'll have my laptop and will try to keep up through Thursday but after that my time will likely be eaten by the con. Will be home late Monday September 4. Bot me as needed.


Female Azlanti Pureblood Alchemist (Trap Breaker)

Argh! I really wanted to hit Dragon Con this year, especially now that I'm working out of Atlanta! Working this weekend, but if I get a day free, do they have single day admission?


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Yes they do. And if $ is an issue there is a lot of good people watching you can do for free. Its worth just walking through the Marriott and Hyatt hotels to look around. And the parade is free. I think it Saturday morning but might be moved to Sunday. Easy to google if you are interested.

At night they are pretty diligent about checking badges just to get into the hotels, mostly due to the crowds, but it has been less so during the day.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

I had a lot of fun with it. It certainly felt challenging. Almost overwhelming at times. I plan to go back and read the entire dungeon part of it again as it was so spread out over time that i feel I am missing some of the coolness. :)

What all do we have to distribute and sell? And are there quests that need to be wrapped up?


There is a ton of loot to distribute and sell. You haven't been to a merchant this entire chapter.

Might need to do a scrub

-Posted with Wayfinder


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

OK. How can I help with that?


Female Azlanti Pureblood Alchemist (Trap Breaker)

I think I'm the party treasurer. I'll look back and put together a tally.


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Excellent module. Mike Shel delivers again. Arguably his best work since Mud Sorcerer's Tomb.

Vuloo would like to take some time to retrain his feats.


Female Azlanti Pureblood Alchemist (Trap Breaker)

I think I got everything, but speak up if you see any glaring omissions. I included hyperlinks to the loot drop posts. There are a few things that still need identifying or appraising which I marked with an asterisk. Relan claimed a lot of random weapons during the 2 years of gameplay, just a reminder to re-evaluate what you want to keep or put up to sell.

Make bids on what you want (including Andel). We'll sell of the remainder and I'll tally up a coin split (including Andel?).

***

The Impdrake
- 2x +1 scimitars [Relan took one]

Slug Creek
- broken mwk dagger

Barbarian Boggards
- mwk hide armor
- +1 warhammer
- 4x morningstars
- 4x leather armor
- 800 cp, 420 sp, 150 gp
- 35x agates (350 gp total), 9x bloodstones (450 gp total), 2x violet garnets (500 gp ea)
- platinum necklace (900 gp)

Sorshen Clone [Relan grabbed all of these]
* necklace of lapis lazuli
* 2x emerald-studded earrings
* 7x bejewelled rings
* silver and pink pearl anklet

Dhampir
- wand of detect secret doors (11 charges)
- Silverfang rapier
* a magic cloak
- a masterwork composite longbow (+4)
- spell component pouch
* spellbook (spells?)
- 20x arrows
- a week's worth of rations [lol!]

Mochtau Sorshen
- 20x tourmalines (2,000 gp total)
* a platinum plate inscribed in Thassilonian words

Whipping Post
- +1 keen longspear
* magic necklace made of bones
- 2x potions of cure moderate wounds (both with watertight seals)
- 36x gemstones (900 gp total)
- 2x fire opals (1,000 gp each)
* 2x magical gems (one is a clear opal, the others is a light brown topaz)
- a pale blue rhomboid ioun stone [Relan swapped for his shard]

Ladies in Waiting
- 20x potions of cure light wounds
- 300 gp
- great crossbow [Braelex claimed]

Shrine to Nocticula
- a golden cup with ancient bloodstains within (450 gp)
- +1 adamantine dagger with a curved blade (also crusty with long-dried blood) [Relan took it]
- a magical incense burner that endlessly emits a cinnamon-scented smoke (worth 200 gp)
- a narrow bronze incense case containing 2 doses of incense of mediation
- a silver scroll tube (itself worth 250gp) containing a scroll of heal
- an unholy symbol of Nocticula (a seven-pointed crown wrapped with thorny vines) made of onyx and pearl (1,000 gp)

Perfume Trap
- golden chain (250 gp)
- 20x vials of exotic perfume (300 gp each)

Opulent Lust
- 3x mwk studded leather
- 3x mwk guisarme

Charge of the Runelords
- +1 guisarme
- wand of acid arrow (11 charges)
- wand of fly (8 charges)
- wand of lightning bolt (1 charge)
- silver crown (800 gp)

Ashamintallu's Lair
* Spellbook (spells?)
- bag of holding (type II)
* magical orb
* magical red leather boots
- 4x spider silk drawstring pouches (50 gp each)
* 2x doses of magic dust
- 1x doses of dust of illusion
- immovable rod
* magical coin
* magical goggles
- ring of minor electricity resistance
- +1 light fortification breastplate, inscribed with the name Gnaeus Gnaru inside
- 12x tourmalines (100 gp each)
- 6x black pearls (500 gp each)
- 2x sapphires (1,000 gp each)

Ashamintallu's Last Stand
- +1 keen guisarme [Relan]
- boots of speed
- wand of dimension door (8 charges)
- spell component pouch

Blood Lust
- marvelous pigments

Enchantment Labs
- 'Dreams and Desires' text, grants research bonus (400 gp)
- scroll of dream
- scroll of symbol of sleep
- scroll of mind fog

Alchemy Lab
- potion of displacement
- elixer of love
- 1x dose of stone salve
- urn containing 10x doses of wax of defiance
- 'Oenopian Ooze Alchemy' text (Craft Ooze feat with pre-reqs) [Braelex]
- 3 acid neutralizers
- 1 bloating solution
- 1 congealer spray
- 2 slime grenades

Summon, Interrupted
- 'From the Minds of Monsters' text (overwhelming transmutation and divination)
- +1 keen longsword
- wand of cure critical wounds (10 charges) [Vuloo]


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

An impressive list.

I don't recall claiming the +1 scimitar and do not have it on my character sheet. I do have the +1 keen guisarme. It is currently my weapon of choice. I also have the +1 adamantine dagger with a curved blade and would like to keep it.

Please return the +1 scimitar to the party loot. Are there others?

And the only reason Relan grabbed the jewellery from the Sorshen Clone is that he was the only one who saw it. It certainly is in party loot.


Sorshen Clone [Relan grabbed all of these: I Think because he was still under the influence of the Shard of Greed at the time ... it was removed at the Whipping Post when he found the ioun stone]
* necklace of lapis lazuli: 325 gp
* 2x emerald-studded earrings 1,500gp for the pair
* 7x bejewelled rings 500gp each
* silver and pink pearl anklet 400gp

Dhampir
* a magic cloak Cloak of resistance +1
* spellbook (spells?)

Spells contained:
displacement, vampiric touch, bear’s endurance, bull’s strength, invisibility, scorching ray, spider climb, burning hands, chill touch, magic missile, shield, shocking grasp, dancing lights, detect magic, mage hand, prestidigitation, ray of frost

Mochtau Sorshen
* a platinum plate inscribed in Thassilonian words 700gp in platinum ... more if you find the right collector

Whipping Post
* magic necklace made of bones Deathbalm Talisman

Deathbalm Talisman:

Deathbalm Talisman
Aura moderate conjuration; CL 5th
Slot neck; Weight 1 lb.; Price 5,000 gp
DESCRIPTION
A deathbalm talisman grants its wearer a +5 resistance bonus
on Fortitude saves against disease or poison, and if placed
around the neck of an individual already suffering the effects
of poison or disease, it allows a new save (with no additional
bonus from the deathbalm talisman) to immediately remove
the affliction. Whenever a wearer successfully saves against
the effects of disease or poison while wearing a deathbalm
talisman, it becomes dormant for 24 hours. After this time has
passed, it refreshes and functions again. A character who wears
a functioning deathbalm talisman for a period of 24 hours heals
1d4 points of ability damage to any one ability score currently
suffering ability damage.
CONSTRUCTION
Requirements Craft Wondrous Item, lesser restoration,
neutralize poison, remove disease; Cost 2,500 gp

* 2x magical gems (one is a clear opal, the others is a light brown topaz) Fire elemental gem and an air elemental gem

Ashamintallu's Lair
* Spellbook (spells?):

Spells contained:
All 1st through 4th level core rulebook enchantment spells, plus phantasmal killer, dispel magic, fireball, reckless infatuation, flaming sphere, glitterdust, touch of idiocy, unnatural lust, burning hands, mage armor, magic missile (2), protection from good, shield, bleed, detect magic, ghost sound, mending

* magical orb orb of consumption
Orb of Consumption:

Orb of Consumption
Aura strong enchantment; CL 15th
Slot none; Weight 9 lbs.; Price 10,000 gp
DESCRIPTION
This cruel Thassilonian device could not seem less
intimidating—it appears as nothing more frightening than a
hollow sphere of pink glass the size of a halfling’s head. When
it is held in both hands and its command word is spoken, a
pulsing light throbs at the core of the sphere and the sound
of an ongoing exhalation of breath emanates from the orb.
This effect lasts for as long as the user concentrates, up to
a maximum of 6 rounds per day. All creatures within 10 feet
of the orb that possess an Intelligence of 3 or higher (save
the orb’s user, who is immune to its effects as long as it is
held) must succeed at a DC 15 Will save or be compelled to
approach the sphere and touch it—this save is required every
round the creature remains within 10 feet of the user and the
orb. This is a mind-affecting sonic effect. The first applicable
creature to touch an active orb of consumption takes 1d2 points
of Constitution damage and 1d2 points of Wisdom damage
(a successful DC 15 Will save negates this damage). The life
energy and sanity consumed by the orb grant the user a
+4 enhancement bonus to Charisma for 1 hour per point of
Constitution or Wisdom damage dealt. Additional uses do not
increase the bonus to Charisma but do increase the duration
of the effect.
CONSTRUCTION
Requirements Craft Wondrous Item, bestow curse, eagle’s
splendor; Cost 5,000 gp

* magical red leather boots boots of striding and springing
* 2x bags of of magic dust 2 doses each of dust of appearance, dust of dryness, dust of illusion
* magical coin whispering coin
Whispering Coin:

Whispering Coin
Aura moderate divination; CL 9th
Slot none; Weight —; Price 3,000 gp
DESCRIPTION
This ancient gold coin measures an inch in diameter and
a quarter of an inch thick. One face bears one of the seven
Thassilonian runes for magic and sin, while the opposite
side bears the image of a broken column. When carried,
a whispering coin periodically haunts its carrier with soft
whispers that seem to be in Thassilonian, but which are never
loud enough to understand. These whispers are only slightly
distracting, and in fact offer a boon to the carrier of the coin—
they grant a +1 resistance bonus on saving throws against
spells of the school of magic associated with the coin’s rune
(the coin found in this adventure bears the rune of lust, and
thus grants a +1 resistance bonus against enchantment spells).
Once per day, when the bearer flips the whispering coin and
asks a question in Thassilonian while the coin is in the air,
the coin provides an answer to the question as it lands, either
“yes” (the Thassilonian rune) or “no” (the broken column);
the word “yes” or “no” is also whispered into the user’s ear
as the answer is determined. A whispering coin’s knowledge is
limited to events that have a significant chance to affect the
coin’s carrier in the immediate future (no further out than a
few minutes), and is further limited to facts, not conjecture.
You could ask a whispering coin whether a door you were about
to open is trapped, but not “Is the king the mastermind of the
conspiracy we just learned about?” If the coin can’t answer,
it spins on its edge upon landing for several seconds before
flopping over to a random side and does not whisper a “yes” or
“no” into the user’s ear. The coin’s one use for the day is
still consumed.

* magical goggles goggles of night

Summon, Interrupted
- 'From the Minds of Monsters' text (overwhelming transmutation and divination)

Minor Artifact, From the Minds of Monsters text:

The book is penned by Sorshen herself, written in her hand in an
elegant script. The book is in fact a minor artifact—it
functions as a tome of clear thought +1 that automatically
recharges its power a month after it is used, although a
single creature can benefit from the book only once. In
addition, if it is referenced, it grants a +10 circumstance
bonus on all Knowledge checks made about monsters
that utilize significant mind-affecting attacks


Female Azlanti Pureblood Alchemist (Trap Breaker)

Braelex would like the alchemy lab stuff, marvelous pigments, the crossbow, and 5x cure light pots.

I'd like to claim to goggles to help make up for losing darkvision.

Also bid for the boots of speed.

Can't use the breastplate, sadly.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

I have forgotten how or if we track wealth and if that changes how we divide things up.

Here are some thoughts on the loot:

Relan cannot use the breatplate either. And that is sad too. Braeles, I do not see the Boots of Speed. Do we have them or are you thinking about the boots of striding and springing? Relan could really uses those boots as position is critical for him and an extra 10' of movement would be great. But its good for everyone, I know.

Someone should claim the Deathbalm Talisman. Its great for anyone with a neck slot open and can help after the fact with poisons or disease and can even heal ability damage.

Spellbooks can be sold after our wizard types copy spells they want from it.

I recommend we sell the one shot elemental gems but they could be great get out of trouble items. Thoughts?

Unsure what to do with the Orb of Consumption. Sell it? Destroy it?

Do we want a side quest to find the right collector for the a platinum plate inscribed in Thassilonian words?

Oh, Relan has added the cracked pale blue rhomboid ioun stone to the party loot when he claimed the uncracked needed to mitigate the cures of his shard.


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo is interested in the cloak of resistance +1, the boots of speed and the wand of CCW.


Female Azlanti Pureblood Alchemist (Trap Breaker)

The orb is nasty. I'd recommend selling or delivering it to a temple to destroy or store safely. Braelex can look around for a broker for it and/or the plate.

Nalar, any claims?

Vuloo, roll for the boots?


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

We do not want to see the bag of holding (type II) either. Keep it as a party item?


Make sure you are looking at Braelex's list, not just mine. Mine is a truncated one for items that needed more info.

-Posted with Wayfinder


Female Azlanti Pureblood Alchemist (Trap Breaker)

Agreed. Keeping the bag of holding for party haulage. Braelex doesn't have a haversack or anything, so I'm happy to carry it.


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Rolling for the boots of speed - higher roll wins.

1d100 ⇒ 8


Female Azlanti Pureblood Alchemist (Trap Breaker)

1d100 ⇒ 35 Woot!


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Vuloo would like to perform retraining to develop more of a summoning focus. Assuming there is time, he has the gold, and that he can find a suitable mentor at the lodge, he will retrain the following:

He will retrain his four feats with the following feats:

Spell Focus (Conjuration)
Augmented Summons
Superior Summons
Sacred Summons

He will retrain the following spells:

Hold Person -> Summon Monster II
Magic Circle vs Evil -> Summon Monster III
Restoration -> Summon Monster IV

By the Ultimate Campaign rules, that will require a total of 20+18=38 days and 10 x 8 x 38 = 3040 gp.

He also desires to change his alignment from NG to LG, but I don't see that as a re-training option. Does this require retraining, and if so what is the cost/time to do so?

GM, any concerns with Vuloo's retraining plan?


No problem with the retrain. There is no time pressure so if the party wishes to stay that long, it is fine with me.

Just for curiosity sake can you list the feats you are swapping out?

I'm not hard over on alignment. It's just a role playing guide primarily (although there are some crunch effects), so change as seems natural to your play.

-Posted with Wayfinder


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Vuloo, especially with superior summons I'd recommend not bothering with SM II. You will usually want to be summoning one level below the spell level to take advantage of that feat and our level there is little good as Summon Monster I.

Also have you looked at the creatures you can summon that match your alignment exactly. I guess you have since you are changing to LG. I have a cleric with this feat. She is neutral and can summon elementals, which works out quite nicely.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Are we any closer to having a list of items we intend to keep versus what we will sell?

Relan is claiming the +1 keen guisarme, the adamantine dagger, and the boots of striding and springing. I do not believe these are contested. If they are please speak up.

Of the remaining items I really think someone should keep the Deathbalm Talisman.

Are we ok to sell the spell books after wizard and alchemist get what they want from them? It looks like we have plenty of time for you to scribe.

What about the elemental gems and that orb? Lets make some decisions and move forward.


Female Azlanti Pureblood Alchemist (Trap Breaker)

Waiting on Nalar's claims and I can post the final split.


M Halfling Dual Cursed Life Oracle 10; AC 19, HP 102/106 , Fort +7, Ref +5, Will +8, Perception +12,
Tracked Resources:
Spells: 7/8 1st 7/8 2nd, 5/8 3rd 1/6 4th 3/4 5thCh: 8/8 (4d6)

Feats: Extra Revelation x 2, Skill Focus, Eldtritch Heritage.

Relan, I hear you, I'm just getting it SM II for the option to use the second level slots if I'm out of higher level spells and we're desperate.

Sacred Summons allows summoning of LG creatures as a standard action vs. full round, which is handy.


Female Azlanti Pureblood Alchemist (Trap Breaker)

Nalar? Anyone?


While waiting for Nalar and the loot distro, is there anything else the party wishes to do in Magnimar. Let's assume that he, in character, tells you about Kaer Maga. Your plans for approaching the next shard?


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

whoever has the latest shard needs to try to find a flawed or cracked (or full) ioun stone to mitigate the shard's curse. Who has it and what does it do?


Female Azlanti Pureblood Alchemist (Trap Breaker)

Nalar...


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

He is in another of my games and has been absent for a week there as well.


Female Azlanti Pureblood Alchemist (Trap Breaker)

Loot Split

The following items were claimed:
Braelex: deathbalm talisman, bag of holding, boots of speed, goggles of night, marvelous pigments, myriad dusts and potions, wand of dimension door, wand of fly, ring of minor electricity resistance, everlasting incense burner thing.
Relan: boots of striding and springing, +1 keen guisarme, +1 adamantine dagger.
Vuloo: cloak of resistance +1, wand of cure critical wounds, scroll of heal (you didn't claim, but I know you meant to...).
Nalar: (nothing, but set aside the following...) 2x spellbooks, Minds of Monsters tome.

***

Selling gems, jewelry and art: 28,475 gp (+10% / 2847.5) = 31,322.5 gp
Selling gear and unclaimed magic: 57,805 /2 = 28,902.5
Coins looted: 500
Total: 60,725 gp
Split / 4 = 15,181 gp, 2 sp, 5 cp

***

Braelex will stash the 2x cure moderate wounds and 20x cure light wounds potions in the bag of holding for general group use. I recommend we keep the Silverfang rapier, too, though I'm not sure who would ever use it. Thoughts?


Anyone using the Minds of Monsters tome? 30 days required, fysa. And then if someone else wants it after that ...

-Posted with Wayfinder


Female Azlanti Pureblood Alchemist (Trap Breaker)

Hells yes! If Nalar isn't going to use it this month, Braelex will.

I would like to upgrade my crossbow to a +1 corrosive burst light crossbow, which will cost 18,000 gp. I've nearly got the cash on hand, but do we have any standing discounts available, or does anyone happen to have Craft Magic Arms & Armor?


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

If you end up short for your purchase Braelex Relen could loan you what you the difference. Unsure what he might need at the moment. Not a big deal but I recommend we sell the minor ring of electrical resistance. We are at the point where Resist Energy lasts for 80 minutes and provides twice the resistance. I've always thought those rings were overpriced.

Thinking maybe upgrade his +1 cloak of resistance to a +3 and then start working on his AC. He had neither a ring of protection or an amulet of natural armor. We are not selling either are we?

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