Escape from Azlant Ridge (Inactive)

Game Master Gilthanis

Battle Map


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Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

I have a cloak of resistance +1, so if we did not find another, that would be me.
I will also take all the scrolls

Might be best to maybe have the loot list somewhere editable (google doc?), makes for easier adding/removing of names :)

It also seems we have not identified a few of the items on our list yet.
The blue potion and the Magical Amulet of 2/9/15


be patient with this :), I will be attempting to put a spread sheet on google drive this weekend from home,

As Liam Pointed out we have not identified the blue potion and magical Amulet.

I listed the items I believe everyone has, Liam I stuck you with anything of a magical nature or alchemical nature that seems of value, if you want to get rid of it let me know. So here are the lists.

Balthe:

boots of springing & striding
+ fancy headband
Ring Protection +2,
amulet of natural armor +1
bracers of armor +1
masterwork backback
manacles (x2)
cold outfit

Liam:

+3 mithril light fortification chain shirt
belt of giant strength +2
cloak resistance +1
masterwork rapier
wand of cure light 20 charges
wand bears endurance (5 charges)
parchment:spells: Locate object
parchment:spells: Shield,
parchment:spells:Protection from energy
scroll of blur
scroll of neutralize poison,
scroll of wall of ice,
scroll dominate animal,
potion of cute moderate wounds (x2)
orange potion: haste.
thunder stone,
2 vials of acid,
1 tanglefoot bag.

Nils:

+1 electric longsword,
+2 heavy steel shield of blinding
+1 chain shirt
belt of giant strength +2,
masterwork crossbow
25 crossbow bolts
masterwork cold iron dagger
masterwork backpack
a compass,
cold outfit

Wufgar:

headband wisdom +2,
belt: physical might +2 str/con,
cloak of resistance +2
MW plate armor
MW greatsword
climbers kit Wufgar
healers kit Wulfgar
Blackrobe

Items sold:

a plain dagger 2
a fine crafted dagger, 302
a fine crafted crossbow 325
javelins (x19) 19
scale mail (x2)50 100
heavy steel shield (x2)20 40
MWK hide armor, 165
MWK halbred (x2)310 620
MWKlongsword (x2)315 630
Mwk obsidian gauntlet, 301
MWK club. 305
MWK half-plate, 1,000
+1 Battleaxe, 1,310
+ 1 heavy wood shield 1,157
+1 longsword 2,315
+1 stone lamellar 1,650

Sub-total 10,241
50% received: 5,121

elaborate headdress, 500
ornamental headdress worth 500

Total value of good for group 6,121

or, total per person 1,530


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

I assume we will have/had time to do this so here are the checks :
Spellcraft (Blue Potion): 1d20 + 7 ⇒ (12) + 7 = 19
Spellcraft (Magical Amulet): 1d20 + 7 ⇒ (19) + 7 = 26


I just looked at the gameplay thread, didn't realize I had botched my post that bad, that's what I get for being in a hurry!

Wufgar will use his cut to add spikes to the MW armor and a +1 enhancement which will cost 1,050 gp. He will also use 300 gp to cast "masterwork transformation" on his cold iron greatsword.

Will the Dwarves be able to build us a medium wagon (75Gp) for the horses to draw, or is this a bad idea? Any opinions?

At 1,530 gp each he will spend 1,425 gp on those three items leaving him 105 gp for incidentals.

wagon:

This four-wheeled open vehicle is used for transporting heavy loads. It includes the harness needed to pull it. There are three common varieties of wagon.
•Medium Wagon: Wagons of this type are typically employed for heavy duty work, often in agricultural, mining, or construction settings. A medium wagon can carry up to 2,000 pounds of cargo and requires four Medium or two Large creatures to pull it. Wagon, medium 75 gp

Liam you said you wanted "masterwork transformation" on your whip, if no one else needs it do you want it cast on the second one also, or save the money?


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

Wagon seems like a good idea. Only want it on 1 whip, the other is a backup for a reason ;) Can always have MW transformation cast upon it at a later time :)


Unnamed

Balthe will purcahse a +1 Cloak if it is available


The dwarves do t have a lot of gold, but essentially what you wish to "sell" will be a line of credit. You would give enough good to "purchase" the enchantment or wagon or whatever. I hope that makes sense :)

When Wulfgar goes to check on the horses...he is pleasantly surprised to see them there, still alive.

I won't be a jerk...not yet lol


so is the sorceress still alive or did the ghost's kill her? Yeah the credit line makes perfect sense.


Whats left to do? while the dwarves are enhancing the armor Wulfgar will cast masterwork on his cold iron sword and Liams whip, and pick up rations for a month for four and the horses. I'll calculate that price here in a jiffy.

Nils you picking anything else up or want to keep anything on the sell list?


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Nope, think I'm good.


Unnamed

I'm good


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

@Wulfgar, If I got it right, if I ask you to do MW transformation on 1 whip, I will have 1230 GP left right?

Just asking so I can update my sheet properly. Hadn't done that yet.


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

Forgot to mention that I have a MW studded leather armor that I would also sell due to having much better armor now. It's 175 GP, so that would be around 21.8 GP each added on, but I'm equally fine giving it to the dwarves as they've given us so much already.

I know none of us have the money for it on their own, but maybe investing in some form of easy storage if the dwarves happen to have it available? (handy haversack, bag of holding, ...)


Haversack yes, bag holding no


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6
Liam Kindall wrote:

I assume we will have/had time to do this so here are the checks :

[dice=Spellcraft (Blue Potion)]1d20+7
[dice=Spellcraft (Magical Amulet)]1d20+7

Think it got lost in everything else, so reposting it.

Still think it would be a good idea to buy a handy haversack. It's 2500 GP if I'm not mistaken.


Especially if you don't mind carrying all the misc. magical/alchemical stuff.


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

So who will pitch in for that bag? I have 1230 GP (dwarven store credit?) left.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

I'll toss in what I have (which I'm not exactly sure how much that is after the smog pellets).


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6
Wulfgar Ivarsson wrote:


Sub-total 10,241
50% received: 5,121

elaborate headdress, 500
ornamental headdress worth 500

Total value of good for group 6,121

or, total per person 1,530

smoke pellets for 200 gp leaves you with 1330 gp.

of which I would need 1270 gp for the handy haversack.


Unnamed

i got 500


I have 180 to chip in, if the wagon is free, and we can sell some of the items we were putting in the bag.


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

As stated I don't mind paying the 1330 GP from my part and you guys decide how you split the further 1270 GP, means I don't need to write down how many gold I have ;)


ok count wulfar at zero also and were at 1090 :) if Balthe goes 500 Nils chips in 590 and were good. So lets go kill some Cheliaxians or is it Cheliaxers?


Blue potion is a cure mod.

Amulet is an amulet of natural armor +1

Sorry I somehow missed those lol

Wagon is free, haversack is 2500 correct.


I forgot food and grain for the horses, can I talk the king into throwing that in as well? How long will it take to add +1 and spikes to the armor? After that we can load the wagon and be on our way, yeah?


Enchanting is 1 week per 1000gp in base cost if I recall correct ?


Unnamed

1 day


Then it will take 1 day total to enchant+spike


new free gear list

5/10/15
+2 scale mail,
+2 heavy steel shield,
a masterwork heavy flail,
a holy symbol of Rovagug.


I have an encounter in my head, but it may be difficult to explain without a map. I haven't forgotten about the game, just trying to decide how best to go about it.

Thanx for the patience.


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

No problem :)


Earth Mastery (Ex)

A shaitan gains a +1 bonus on attack and damage rolls and a +2 bonus on opposed Strength-based checks if both it and its foe are touching the ground. It takes a –4 penalty on attack and damage rolls against airborne or waterborne opponents.

Metalmorph (Su)

As a standard action, a shaitan may touch a single metal object of no more than 10 pounds and transform it into any other metal for 1 day.

Stone Curse (Su)

If a shaitan wins a bull rush check by 5 or more and pushes its target into a stone barrier, the target must make a DC 19 Reflex save or be forced into the barrier as if the target had cast meld into stone until the victim makes a successful DC 19 Fortitude save as a full-round action to exit the stone. The save DCs are Strength-based.


Vitals:
HP: 46/46 | AC: 23 T: 15 FF: 18 CMD: 25 | Fort: +7, Ref: +11, Will: +6; +4 vs. bardic perf., lang.-dep., and sonic; roll 2x on saves vs diseases, take better result | Init: +5 Perc: +9 | Effects: 25% to negate crit or sneak
Abilities:
Bardic Performance 15/16, Lvl 1 Spells 5/5, Lvl 2 Spells 2/4, Lore Master 1/1
Male Human Fighter 6(Lore Warden) / Bard 6

Hi all, first of all I would like to apologize for my absence for the last couple of days.
Secondly I need to say that due to some changes in my life I've decided to quit PbP in general. I enjoyed playing with you all and I was wondering where DM Stylz was leading us in this story.

I wish you all the best in your current and future endeavors


good luck Liam, it's been fun!


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Sorry to see you go.

Do we need to find a replacement? We're getting a bit low on people now.


Sorry to see you go, but the best of luck with everything you do :)

Yes I will recruit again. Until then I will bot Liam until we get another.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

If you like I can recruit from people I know to be reliable in my games. Personally I think reliable people a valuable commodity.


Sure Nils, that would be great. Same build guidelines, but the new person will be your current level :)


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

How many do we want?

Also, I'm looking at the initial character rules, and they don't look like what we ended up with. For example, we dropped the NPC class business.

Looks like 4d6 drop low or 25 point buy, gestalt level 6 core classes only, archetypes are fine. Is that correct?


Yep


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Do we want 1 or 2?


Either is fine by me


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

I'll go for two since you never know about attrition.


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

How do you want to do equipment for any new people?


HP 103/103 AC 33 T 19 FF 26, Fort +13, Ref +12, Will +9, CMD 30, Init +6, perception +15

Having shoulder surgery today, so will be offline the rest of the day, and likely some of tomorrow. Bot as needed.


I was pointed here by Nils/Buzz.. Wasn't sure weither to post in recruit or here, but it seemed here would be better to ask questions..

I read 4d6 roll 6 times and take 25 pts if its worse right?
2 traits?
How much wbl? i saw they started with nothing and wasn't sure how they were wbl.. Prob not fair to come in at it if they weren't

Im going to make a Wizard/Sorcerer and prob go buffer/debuffer/control route with so much melee.. Was considering Sage Wildblood to make me less stat dependant and then prob go with transmutation or conjuration.. How do you feel about item creation?
Any thoughts are welcome.

Rolls:

4d6 ⇒ (6, 5, 5, 2) = 18 16
4d6 ⇒ (1, 4, 4, 3) = 12 11
4d6 ⇒ (4, 2, 5, 5) = 16 14
4d6 ⇒ (3, 6, 3, 4) = 16 13
4d6 ⇒ (4, 6, 3, 4) = 17 14
4d6 ⇒ (6, 1, 1, 2) = 10 9

Thats a 23 point buy so ill go with the 25 points

Ill have something worked up this afternoon, or at the latest tm morning..


Unnamed

well there has been no opportunity for item creation, and I would say we are still under WBL significantly


Ahh!! Mini!! Which character are you?


Wealth, I say go with 1/2 WBL

Item creation is fine, but I did not plan for extended downtime so take at own risk.

Two traits yes :)


Unnamed

The best one

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