DM Delmoth's Strange Aeons (Inactive)

Game Master Delmoth

Map

Treasure Sheet


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♀ Halfling Monk Lv.11 ☁️| 52/92♥️ | 1/10KP | 9/11SF~DC19 | (+3)AC29~20t~21ff~33aoo | CMD:28~32trip | (+3)Perc:23 | Init:5 | (+3)Fort:16~Immune:disease, Ref:19~negate/halve, Will:14~16enchant/fear +Shake.It.Off Dmg:Magic/Cold.Iron/Silver/Law Active:Endure.Elements, Ward.Against.Nature

Oh, right! You’re not on Discord. Delmoth talked me into Planescape, but I wanted to finish the current area first so it would make sense narratively.


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

Shake it Off feels like it's been paying off. I've got a spare feat this level from favored class bonuses, are there any other teamwork feats that anyone has?


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Doesn't Fist of the Godclaw eat up your regular 12th level bonus feat, so the FCB one is the only one you get?

I don't have any other Teamwork feats right now, but can use either Barroom Brawler or Tactical Adaptation to pick up a combat one on the fly if there is one you like (Outflank might be good). You could also prepare the Shared Training spell to share out teamwork feats.


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |
Dervak wrote:
Doesn't Fist of the Godclaw eat up your regular 12th level bonus feat, so the FCB one is the only one you get?

....yep! Oops. That solves that then.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Is there an opportunity to purchase gear in Okeno before we start the next book?

I would assume we split the loot 6 ways, ensuring that Pocky has some money to provide for the freed slaves. That is almost 5000 each (maybe more if we sell some of what is listed in Party Loot, like the Human-Bane Falchion).


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Yep go ahead. Purchase limit is 112,500.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theo will spend 1000gp on a new hat!


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If you wanted anything that could be useful for an expedition to a desert you can get it for free at Blossoming Thorn, extra rations, water, digging tools, tents, etc.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Find; Theo has purchased the following useful items for our trip into the great Desert!

Necklace of Adaptation (9000gp)
Hat (1000gp)


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Sound off if you're ready to go.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

The White Rabbit smiles up at Theo's new Hat.

Theo smiles back.
Ready!


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Let's see...
The Decanter of Endless Water would have us all set for water even if not for Mara and Allegra. But either of those two could cast Create Food and Water which is good.

Shelter... we could be using tents, but it might be nice if Theophilus were to get Secure Shelter. I think he could have some fun with a little chateau. But Mara gets Sylvan Hideaway of course. So either way, we shouldn't need tents.

I don't think there's much we'll need in the way of supplies.

It looks like our shares come to 7,520 each (I moved some additional things from Party Loot to Vendor Trash, like a CL5 wand of Lightning Bolt). Is it worth selling a bit more?

The Candle of Clean Air is fairly easily replaced by spells such as Life Bubble and might be a good thing to sell.

So not quite ready to go, pending party input on this topic here. Otherwise, should be ready soon.

I guess it isn't critical. There is nothing he particularly needs now. A Ring of Ancestral Blood Magic might be good... saving might be better. Not sure.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara will buy:
hot weather outfit (8 GP)
compass (10 gp).
Folding Shovel 10 gp
Folding chair 2 gp
Folding table 20 gp

Do we have a handy haversack in the party? If not, Mara will buy one (2000 gp).


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Dervak has been carrying one since you were in the Asylum.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

OK, I'll presume that Mara's extra equipment will fit in there.

Mara will also buy 12 Trail Rations (she can also cast Create Food and Water if needed).


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No need to buy rations you found all you can carry at Blossoming Thorn. Barrels of food and water.


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets

Ci Ci sold her +1 dagger for (half-price) sale value, then used it plus her share to purchase a +1 adamantine dagger (5,002 gp) and a +1 enchantment for her darkwood club (2,000 gp).


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

CiCi, don't forget that we are using Automatic Bonus Progression, so you don't buy +1 weapons or armor. You get a certain amount of attunement bonus.

Edit: Dervak will get a Lesser Extend Metamagic Rod for 3,000 GP. Ready to go.


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You can still get an adamantine dagger. If you want to make it easy you could choose a +1 equivalent weapon special ability to have instead of recalculating your gold.

Also please make sure you don't have any amulets of natural armor, rings of deflection, stat increasing headbands and the like. As they also don't exist.


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets

Cool. I will make it an Adamantine Planar Dagger, then, and the Darkwood Club Aberration Bane.

Thanks!


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

I've got a few items I'd like to buy, I'll get that sorted by tonight.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Can my Hat count as a hot weather outfit? Theo is afraid it may clash...


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No just cast endure elements. When was the last time you case a first level spell anyway.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Lucky Number takes 5. Mage Armor 1.
I suppose i can Pearl a Lucky Number...fine...endure elements...lol.
Just figured he has plenty of shade is all....hehe.

Crap! I need to get Sovereign Glue; so no one can steal my new Hat!

Priorities!


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I mean when the enemies are regularly rocking +20 or greater to hit an AC of 21 vs 17 doesn't matter much. I guess it might affect iterative attacks but those are less common on monsters.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

It eases my mind that you may need to roll a 2 at times....


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

"Well, the first roll's a natural 2, for a 22, so that hits...and the second roll is a natural 14 for a 34. So it's still a hit!"


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Exactly!


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Our party does have some good debuffs between Evil Eye and Stardust, so a 21 AC might actually be a meaningful improvement over a 17.

And, we have encountered many foes that use weapons and have iterative attacks.

I'd say that AC still matters for the casters.


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Point taken. That would make a difference between evil eye and misfortune.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2
DM_Delmoth wrote:
When was the last time you case a first level spell anyway.

Ill Omen is pretty good!


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

Allegra is going to the jewelry store where she'll pick up a Knight-Inheritor Ring for 1000 and a few other small pieces of jewelry for 50.

Then she's ready to go!


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets

Ci Ci is going to buy a Meridian Belt for 1000 gp, since she now going to be wearing three magic rings.

She is also going to spend 500 gp of her remaining coin to purchase the diamond and granite dust to get 2 more component uses for stoneskin, giving her 4 uses total.


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

The shield other ring isn't magical, it's just a focus component so I don't believe it would take up a slot.


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets

Oh, okay. That's good news. I'll spend the money on more diamond-granite dust then.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Like Ci Ci, Mara has 12 hour Overland Flight (40 Ft movement). Camels may be more trouble than they're worth, but I though I'd bring the subject up.


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You guys are forgetting about Kaklatath, "completely normal human" at 30ft speed.

I guess you could leave her on the boat. Or carry her.


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

Camels for everybody!

They're also useful to carry all the supplies we're bringing. I dont wanna drag all that stuff.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Yes, I forgot about Kaklatath. She'll need a camel at least.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Once Mara goes up to 13th lvl, she can provide better accomadations with Fairy Ring Retreat!


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Would it be OK if Mara changed her level up slightly, and takes a rank in Handle Animal? She does have a charisma penalty. Alternately she can Fly using Overland Flight at 40ft speed. At night she has no problem, adding her Wisdom bonus to charisma-based skills.


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Either option is fine.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara will trade a rank of knowledge history for a rank of handle animal (which is actually a class skill for her).


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

Huh. I thought Allegra had a charisma penalty too, but apparently not. I must have rejiggered her stats when she came over to this game.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Dervak loses Handle Animal as a class skill due to his archetype.
He does keep Ride, so that might be worth a point in the future to get the class skill bonus (particularly if he later picks up Phantom Steed as a spell known).


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theo is really good with animals. They seem to just like him.

The White Rabbit doesn't seem to agree...

Theo did purchase a Wand of Endure Elements; so if anyone needs a tap let me know.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2
Dervak wrote:
Dervak rides along. He is not thrilled with the camel. It smells bad, it is uncomfortable, and he isn't used to it. He periodically hops off and walks for periods of time.

When I went on a camel safari in Rajastan, India, I was sore enough by the 3rd day that it felt better to get off and walk for a bit. Luckily that was near the end of the safari.

DM_Delmoth wrote:
The camels only spit on the hatter and White Rabbit once or twice.

To quote the warning from one of the guides on my safari, "Camel bite!"


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Fun times. I've never had the pleasure of riding one beyond 5 minutes at the zoo when I was 6. One of these days I'll get out of the country.


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets

QUESTION for DM-Delmoth: Fireball has enough range to reach them. Can I attempt to fire a 'warning shot' (basically have it blow up in front of them, but not catching them in the blast radius)?

My goal would be to have them stop, or else change their direction and slow their escape.


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I answered in discord but yes you can accomplish this.

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