| Cotton Majet |
What was the loot situation again? How much did each of us get in cash?
Would there be any time when the sorcerer's household would be mostly empty of people? ... and Cotton could set it on fire? ;)
| Cotton Majet |
Hmmm... Any big, important items on-site that I could set on fire to draw the people out (with hopes to put it out) as cover for setting fire to the house? I'd like to give the apprentice-molesting s.o.b. something to think about after we're gone... ^^
Bluff for distraction: 1d20 + 9 ⇒ (14) + 9 = 23
Stealth to escape: 1d20 + 6 ⇒ (16) + 6 = 22
Disguise so as not to be recognized, just in in case Stealth doesn't work: 1d20 + 5 ⇒ (10) + 5 = 15
| Sa'sori 'Kalisreavil' |
I don't know if you have posted the Town Kassen's stats.. like GP purchase limit. We have items ..mostly magical we could sell for a lot of gold.. if the town could actually purchase it here! We also don't know what the most expensive item we could purchase in town is.
| DM_Kumo Gekkou |
Below is a list of all the loot masterwork or greater that has been found and who is currently holding it.
Please let me know (by simple vote) any items you are interested in keeping.
Item's no one is interested in keeping will be sold (at the appropriate time and dealt with.) Since Kassen gave you a bag of holding, anything you plan to sell I will assume is in the bag of holding unless told otherwise.
This list also includes your gifts from the Mayor found during the adventure.
Weapons
2 Masterwork Short Swords (held by Moria)
Masterwork Light Crossbow (held by Vera)
+1 Dagger
+1 Longsword
Masterwork Elven Curve Blade (Sa'sori)
Armor
+1 Chainmail
+1 Wooden Bashing Shield (Dyrm)
Magic
Bracers of Armor +1 (Cotton)
Elemental Gem (Water)
Horn of Fog
Spellbook
Potions
2 Cure Light Wounds
Cure Moderate Wounds
Oil of Magic Weapon (Moria)
Scrolls
Barkskin (CL1) (Dyrm)
Scorching Ray (CL3) ) (Cotton)
Bull's Strength (Sa'sori)
Wands
Magic Missile (cl3, 22 charges)
Produce Flame (CL1, 10 charges) (Dyrm)
Magic Missile (CL1, 10 charges) (Cotton)
Cure Light Wounds (CL1, 10 charges) (Vera)
| Sa'sori 'Kalisreavil' |
Treasure being what it is...
Sa'sori will give ASAR'S Longsword to Moria... to go along with her Shortsword two-weapon fighting. Unless Moira refuses it... then she'll keep it.
Sa'sori will give ASAR'S Chainmail to Vera...who can make the most use of it. Though she might like the Elemental Gem (Water) in trade.. but she will not require it. Fire is more her element.
Sa'sori would ask Cotton for the Wand of Magic Missiles - CL1... and give her the Wand of Magic Missile - CL3. As Sa'sori is already a caster level 4 with magic missile and magic missile is not a spell Cotton currently knows.
Sa'sori would like to hold on to the +1 Dagger "Peter Hayes"
The party split of the Silver Necklace is 40gp each.
| Vera Claves |
Vera doesn't really want the gem. The chainmail on the other hand she will happily accept if there are no disputes over it. Other than that, Vera will just keep the wand of Cure Light Wounds. It may be better to give to someone else at some point, but for now she'll hold onto it.
| Moira Renet |
The gem should probably go to Dyrm.
I would say Cure Moderate potion to Vera who is melee and Sa'sori and Moira a CLW cause they are both sometimes melee.
Sell the necklace.
With weapon finesse I can't use a longsword as effectively.
I could use the +1 chainmail since it hampers the other casters and Vera has the same AC with or without it.
Horn of fog to Dyrm or Cotton I think.
| DM_Kumo Gekkou |
This is the updated list. Please post if you want anything.
Weapons
2 Masterwork Short Swords (held by Moria)
Masterwork Light Crossbow
+1 Dagger (Sa'sori)
+1 Longsword
Masterwork Elven Curve Blade (Sa'sori)
Armor
+1 Chainmail (Moria)
+1 Wooden Bashing Shield (Dyrm)
Magic
Bracers of Armor +1 (Cotton)
Elemental Gem (Water)
Horn of Fog
Spellbook
Potions
2 Cure Light Wounds (Moria, Sa'sori)
Cure Moderate Wounds (Vera)
Oil of Magic Weapon (Moria)
Scrolls
Barkskin (CL1) (Dyrm)
Scorching Ray (CL3) ) (Cotton)
Bull's Strength (Sa'sori)
Wands
Magic Missile (cl3, 22 charges) (Cotton)
Produce Flame (CL1, 10 charges) (Dyrm)
Magic Missile (CL1, 10 charges) (Sa'sori)
Cure Light Wounds (CL1, 10 charges) (Vera)
Everyone earned a total of 140 gp 8 sp each during this adventure before selling the above items.
| Sa'sori 'Kalisreavil' |
Well I guess then Sa'sori will retain the +1 Longsword, and take the Elemental {Water Gem}.
Sa'sori will suggest selling the Fog Horn...which has a Market Value of 2,000gp. That will sell for 1,000gp sale value... but I'm not sure if Kassen has the Base Value to actually sell that item.
If Kassen does and we can sell it.. everyone would gain an additional 200gp.
The Spellbook since no one wants {or needs} it might be a candidate for sale to Holgast... he may actually have the coin to buy it and have use for it. A spellbook is 15gp base plus the cost to insrcibe the spells within it, 5gp per cantrip, 10gp per 1st level spell and 40gp per 2nd level spell. Totaled all sold at half cost.
DM is that 140gp before or after the sale of the Silver Necklace?
@ Vera - I looked up the Horn of Fog... it makes a cloud of obscuring mist that move away from the horn at a rate of 10'ft per round. However the cloud is only a 10'ft square. Not sure how useful that actually is as one can easily move around it... and total concealment is only after 10'ft of fog. With it moving 10'ft a round you would have to keep moving and very slowly to use the total concealment. I guess if you were trying to approach a location from behind it unseen it could help...but you could not see anything before you either as you followed the cloud. Better target your blast carefully and hope for no wind.
In short, Yeah, VERY situationally useful~ only.
| Vera Claves |
I'm not really attached to the horn, but I figured we can always sell it later. Seemed a waste not to hold onto it as we don't lose anything by doing so. But I'm not really going to push for keeping it if you want to sell it(and Kassen can afford to buy it of course).
| Vera Claves |
Oh yeah, Vera can also prepare the spell Masterwork Transformation. Not sure how many chances she'd get to cast this before the Pathfinder's ship arrives, but she's going to cast it on her axe first and foremost(if that's alright).
| Vera Claves |
If we sell the Horn of Fog as Sa'sori wanted then we should have 382 gold each. We never did find out if we could actually get 1000 gold for it, but assuming we could, Vera would have enough to cast it on her axe(with 82 gold and 8 silvers left). She could cast it on the others weapons if they wanted, but would need their money.
| DM_Kumo Gekkou |
Characters wishing to buy goods and provisions in Kassen have no trouble finding most standard gear, so long as its value is 500 gp or less (including most armor and masterwork weapons). Magic items, however, are a bit harder to come buy. There is a 75% chance of finding any magic item with a value of 500 gp or less, generally limiting the town to 2nd-level potions and 3rd-level scrolls. These items can be purchased from Holgast and Father Prasst. In addition, the following items can be found for sale in the town. Braggar has a suit of half-plate for sale, sized for a Medium creature (that he can adjust to fit a Small creature for an additional 20 gp). He also has a +1 longsword (2,315 gp) and a +1 light wooden shield (1,153 gp) for sale. Father Prasst has a wand of cure light wounds with 22 charges remaining that he would sell for 300 gp. Holgast has a number of items for sale, including a hand of the mage (900 gp), a ring of feather falling (2,200 gp), a ring of counterspells (4,000 gp), a wand of burning hands (CL 2nd, 50 charges, 1,500 gp), and a decanter of endless water (9,000 gp).
| Sa'sori 'Kalisreavil' |
Well if we DO sell the Horn of Fog... Sa'sori will buy a Mighty, Composite Longbow-Strength 12 [200gp], 20x Arrows [1gp], and 5x Arrows-masterwork [7gp ea., 35gp]. Leaving her with 146gp.
Sa'sori is seriously considering selling the +1 Dagger [2,302gp-Market Value]... but we have so few magic weapons in the party.. that seems risky. She'd like to have that Ring of Featherfall... but selling her dagger at 1/2 market value [1,151gp] she STILL could not afford it. :(
| Sa'sori 'Kalisreavil' |
Can we get some resolution on the horn of fog? Can we sell it?
| Sa'sori 'Kalisreavil' |
AH! That's kinda what I was thinking with a maximum buy of 500gp. No problem...
Shrug, kinda annoying but I'm not gonna waste good gold buying something, just a composite longbow [100gp], that as soon as I have the money to buy what I really want, Mighty {Strength 12} Composite Longbow~masterwork [500gp]... I'll never use it again. Its not like I can upgrade what I've already bought... so I'll just wait.
| Cotton Majet |
I'll stick with my purchase of a Disguise kit.
To this, I'll add two potions of Cure light wounds and three bundles of arrows: one normal, one cold iron and one silvered.
| DM_Kumo Gekkou |
AH! That's kinda what I was thinking with a maximum buy of 500gp. No problem...
Shrug, kinda annoying but I'm not gonna waste good gold buying something, just a composite longbow [100gp], that as soon as I have the money to buy what I really want, Mighty {Strength 12} Composite Longbow~masterwork [500gp]... I'll never use it again. Its not like I can upgrade what I've already bought... so I'll just wait.
I have no issue ruling that a masterwork composite longbow can have its strength rating adjusted with time and the appropriate craft skill, or purchased from a Bowyer for the cost difference.
| Sa'sori 'Kalisreavil' |
Ok...thx! Then I will purchase my composite longbow [100gp] and 20x cold iron-arrows [2gp], 20x Alchemical silver-arrows [3gp].
| Moira Renet |
Going to the general store and armory for:
Silk rope (100ft) 20gp
Ioun Torch 75gp
MW Survival kit 50gp
Torch (10 just in case) 1sp
Iron Spikes (20)1gp
Hammer 5cp
MW Artisan's tools 55gp
Folding Pole 2sp
Grappling Hook 1gp
Crowbar 2gp
Grappling Arrow 1gp
Fishing Kit 5sp
Saw 4cp
Shovel 2gp
Acid 10gp
Crafting:
Craft (Boyer)) DC 12: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Craft (Boyer)) DC 12: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Craft (Boyer)) DC 12: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Missed one but didn't waist anything. Considering how cheap they are I can probably do this in a day.
Edit: Forgot Artisan's tools bonus.
Durable Cold Iron Arrow (10) 10gp
Durable Silver Arrow (10) 15gp
Total = 242.89
Sell the sunrods (4) for 1gp each
and the leather armor for 12.5gp
Total = 226.39
Basically I want to stuff my Bag of holding with anything and everything we might need.
| Sa'sori 'Kalisreavil' |
Hmm... I've looked and cannot seem to find it...just EXACTLY where did this campaign start in Golarion... nation, region... and the closest largest MAJOR city of note?
| Moira Renet |
I am very close to dropping this game because of the lack of interest and posting. Recruitment said once a day posting but all of us, including the DM at this point, have broken that several times. Is there something holding us back? What's going on?
| DM_Kumo Gekkou |
There have been some times when I have not posted for no good reason, but I will say a lot of times it is due to a lack of response when I post.
I say this not to blame, but seeking feedback. Am I moving too slow, or what is the issues holding everyone back?
As for not posting yesterday, the site never updated for me saying there were new posts after Dyrm's. I'm not sure why. I see now that everyone checked in on Tuesday so that one is on me. I'll get a post up soon.
| Sa'sori 'Kalisreavil' |
I'm waiting for Moira to post before Sa'sori does anything more... its NOT the Sa'sori show after all...!
| Sa'sori 'Kalisreavil' |
Posted... sorry.. Vera is in SERIOUS danger of dying here! Unexpectedly falling into water and sinking without the chance to take a deep breath means death in very few rounds in Pathfinder rules. I don't want that happening... but Sa'sori resonably does not have time to discuss that fact!
| Sa'sori 'Kalisreavil' |
Hope you can cast ...underwater with limited air.. which.. you ill loose it all when you have to incant to cast your spell. THAT'S why Sa'sori cast her light spell on the deck of the ship.. instead of trying to cast it underwater. I Never had a chance to use her alchemy skill to craft Vera and that Air Crystal she wanted... just in case of this... there were none available for purchase in Kessan.
Let's just hope I can find you quick enough.. at least I have light to do so...
| Sa'sori 'Kalisreavil' |
Hmmm... I wonder how far away our next level is?
| Vera Claves |
Any action Vera takes reduces her ability to hold her breath. There's actually no special rules for to spell casting and losing extra air(that I can find at least). You lose 1 round for each standard or full round action you take. So trying to swim to the surface she would lose just as much as casting this spell. Assuming she succeeds on the casting though(still need to roll an 11 or higher), the dolphin could then carry her to the surface without needing a 16 on her swim check.
| DM_Kumo Gekkou |
Actually this is incorrect information.
If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC for the Swim check depends on the water, as given on the table below.
Thus attempting to swim to the surface is no issue as long as you only take a move action.
Spellcasting Underwater: Casting spells while submerged can be difficult for those who cannot breathe underwater. A creature that cannot breathe water must make a concentration check (DC 15 + spell level) to cast a spell underwater (this is in addition to the caster level check to successfully cast a fire spell underwater). Creatures that can breathe water are unaffected and can cast spells normally. Some spells might function differently underwater, subject to GM discretion.
| Sa'sori 'Kalisreavil' |
Ok. So Sa'sori's heroics were not necessary..its cool.. she didn't know Vera has a summon monster prepared for the day.