From Humble Beginnings WotW (Inactive)

Game Master The Indescribable

Alternate Crafting Rules

Veil of Useful Items.

The Nine Lessons

Frost Hammer


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Just make sure it doesn't have Dexter's mark on it given what his crime was.

Dark Archive

Female Half-Elf Magus 4| AC (18)16/14/12| F:+5 R+3 W+3| HP 34/34| 1st: 4/5 2nd: 1/2 | APool: 7/7 |Atk: +6| Init: +2|CMD: 18 | Perc: +2| FX: Bull's Strength, Shield

List:

Katana-- 50gp
Chainmail--150
backpack--2
2 bandoliers--1
lamp and 9 oil flasks--1
rope, silk--10
canteen--2
Flint and steel--1
whistle, 20 pcs. chalk--1
10 days wandermeal--1sp
2 days trail rations--2

total: 220.1gp

Lukasz, if you want an unmarked longsword, you can have mine.


What makes you think yours is unmarked. All of it was prison equipment. And who was selling carp equipment to Talingarde.


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

Am I able to keep the chain shirt I have hidden under cloth to hide the marking without being obvious. When Tiadora goes into town is she able to sell the marked items to a black market dealer they have?


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

Good point. In that case, I will still go with a new long sword instead of a mace. It isn't Asmodeus' weapon of choice, but I figure it will help with blending in a bit when we have to mingle with the populace and it is lighter. Here is hoping that Tiadora knows what to avoid.


Couldn't you just wear a tunic with sleeves under the armor? As to selling I'll allow it. The Dexter thing was a joke though.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

List:
Leather Armor 10gp
Dagger (3) 6gp
Javelin (4) 4gp
Portable Alchemy Lab 75gp
Masterwork Backpack 50gp
Manacles 15gp
Average Lock 40gp
Silk Rope (50ft) 10gp
Alchemist's Kit 40gp (alchemy crafting kit, backpack, bedroll, belt pouch, flint & steel, ink, inkpen, iron pot, mess kit, soap, torches (10), trail rations (5), waterskin)

250gp total

Still technically need a Formula Book.

Can we add these items to our sheets?


Go ahead. And you have your formula books.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

Shopping List:
Short Bow: 30gp
Padded Armor: 5gp
Alchemist's Kit: 40gp
Bandolier: 5sp
Alchemist's Fire x2: 40gp
Acid Flask x2: 20gp
Masterwork Backpack: 50gp
Total: 185.5

I wanna save the rest of the gold for an exotic military saddle for my bat whenever I get it.


Sorry, posted earlier but it got ate. Also took some time for me to figure out how to make a contract you guys could sign.


Still not sure I did it right.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3
The Indescribable wrote:
Just make sure it doesn't have Dexter's mark on it given what his crime was.

LOL, I will have to change my mark on the new stuff I build! :-)


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

Part of me wanted to save money to have Dexter make a masterwork weapon for me, but her knowing what she does of your last armor I think I'll take a common quality one for now.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3
Allyson "Allister" Zoren wrote:
Part of me wanted to save money to have Dexter make a masterwork weapon for me, but her knowing what she does of your last armor I think I'll take a common quality one for now.

The new stuff will be quality, the Mitrans paid cut rates so they got cut rate goods...


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

Tempting. I must reconsider my list once more.


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

The contract link is not opening. I google searched it and found the contract in the book so I'm posting off that. Let me know if there are any changes.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Addendum to my list:
If there's a 5gp swing between the gp from the veil, items sold, Dex crafting, & my own overlapping items (got mwk backpack for weight, but a regular backpack is included in the Alchemist's Kit), I'd like a buckler for 5gp. Otherwise, two less javelins, 1 less dagger & a 1gp swing frees up 5gp as well.

I really don't feel like pricing out & choosing individual items from the Kit just to free up a couple gp.

Contract link isn't working for me either. Requests a login with google or a profile for their website, but even after logging in the link still says you don't have access.


I'm going to be clear here. While it is his main role in the party, Dexter will not be crafting anything at this time. He doesn't have the equipment.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Gotcha. Can I have a buckler though?

Lotsa interesting stuff in the Alchemy book. S#@$ ton of different items. The crafting system seems a bit cumbersome to me (I had trouble getting the normal system down, where you don't track ingredients), but it's definitely interesting.

The things that struck me the most are the various poisons & the feats for making/applying poison. The fungal grafts are also really cool - I wish there were more like those. Flavor-wise it's exactly what Izzy wants to do (more with other animals than fungi, but similar principle) It'd be awesome to delve into that a bit.

There's a way to make contact poisons last for a week as ink in a document... & the officials receiving Lukasz's forgeries mysteriously fall ill..

I haven't looked at Black Markets more yet myself, I'll see about uploading it and shooting you a link tonight.


Alright. And you are restricted to your spending limit. I've already been generous by giving you more money than suggested to compensate you for your NPC classes. We wait for Leekoo, I'm drawing this out on purpose, I want you to feel the momentousness of this moment.


Okay. Should be fixed. If you need to ask permission or something let me know.

Dark Archive

Leekoo:
Expert 1/Alchemist (Winged Marauder, Grenadier) 3 | HP [26/26] [0 NL] | AC 15, T 15, FF 12, CMD 13 | Fort +2 , Ref +5 , Will +4 | Darkvision 60', Perception +7 | Init +3 | Bombs [10/10]
Goblin
She:
Animal Companion 3 | HP [2/13] | AC 16, T 14, FF 12, CMD 16 | Fort +2, Ref +7, Will +3 | Blindsense 40', Perception +7 | Initiative +4

It worked for me!


Sign your name if you can. Let me know if you can't. That's the point of having it there.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Need to retrieve my Googlemail password, will try to get that signed soon. Once I update the games I GM I will create my equipment list.

Bummer, I was hoping to make a few things here before we move on! :-)


You'll have some time but probably only enough for scrolls and potions.

Dark Archive

Female Half-Elf Magus 4| AC (18)16/14/12| F:+5 R+3 W+3| HP 34/34| 1st: 4/5 2nd: 1/2 | APool: 7/7 |Atk: +6| Init: +2|CMD: 18 | Perc: +2| FX: Bull's Strength, Shield

You mean sign the contract on Dochub? I can view it and sign in to the site with google just fine, but I don't get a prompt to sign anything. :/


There shouldn't be a prompt. Just an option. I'll try to figure it out.


Did you try creating an account?


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

I have created an account and set up a signature, but I don't know how to get the signature onto the document as I can't find the dropdown box where the signature is saved while looking at the document. This is an interesting site though, thanks for bringing it to my attention.

Though we can view the document, I think each of us still needs signing access in order to sign it.


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

I was also able to view it. Thank you.


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Equipment selection tonight, too damn tired to do it last night.


Use the text tool, it creates a box you can place on the contract.


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

What kind of outfits were we given when we arrived at the manor house?


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9
The Indescribable wrote:
Use the text tool, it creates a box you can place on the contract.

After signing in I do not have a text tool available. Maybe after you send a Sign request to everyone?


You don't see an A on the tool bar?

And we'll call them Courtier outfits


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

I don't see a tool bar after signing in and following the link you posted here in the forum. From what the DocHub support says, it should be on the top of the page after opening the document. However, there is no toolbar at the top of the page. Based on what I read on the Support page, if you made it Public then that allowed us to view a Read-Only version.


Sigh. F*@+ it. I thought making it signable would be a great idea. Guess I got ahead of myself.


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

It is a great idea. Just needs a bit of work in setting up. If you would still like to do it, I don't mind sharing the email I use for DocHub through PM.


Forget it. Thanks though.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Sorry the signing function didn't work, but thanks for putting up the contract :)

Good way to keep an all-evil party from killing each other heh


Male Human (Chained) Rogue 1 | HP = 11 | AC = 14 (FF=10) (T=14) | F+0 R+6 | W -1 | Ini. +10 | Per +3

Cool contract for sure :-)


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

Shopping List:

Starting Items: Marked Longbow, 19 Marked arrows, Marked Chain Shirt, Courtier Outfit, Sack

Purchasing:
Rapier 20 gp
Dagger (x2) 4 gp
Bandoleer (x2) 1 gp
Belt Pouch 1 gp
Mess Kit 2 sp
Potion of Cure Light Wounds (x2)
Remaining coin. 10 PP, 23 GP, 8 SP

I'm keeping most of my gold in hopes of a masterwork Rapier or Mithral chain shirt in the near future. Allyson has 2 potions of CLW if any comes of need later. She keeps them in a bandoleer on her hip. I'll express it in game later, but she travels very lightly. Mostly for two reasons. She has never adventured and has no clue what to bring. She doesn't like the idea of being encumbered by a heavy backpack should a fight break out. Besides these fine gentleman wouldn't allow a lady such as herself to carry her own items would they?

If the clothes brought to me work as a kilt or something of that nature where her tail is still usable, Allyson will just continue to use the new outfit given by the Cardinal. If not I will shop again.


Yeah, no. Tiadora is doing the buying. You get your shopping list, not the left over money.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

I shared Black Markets to everybody. Also swapped silk rope for hemp on the shopping list, which is 9gp cheaper, allowing me to get a buckler for 5gp.

The undead aspects to Black Markets is pretty cool. Necrografts & necrotoxins. We lost our fledgling vamp, but I recall you saying something about possible lichdom..? That could be fun to explore. Although Izzy's schtick is kinda operating on living flesh, I don't think it'd be much of a stretch for her to aspire toward a superior undead form, with the challenge of then applying her knowledge to non-living flesh. I was already planning to work up to the mummification discovery.

This is exciting, can I run with it Korak!?


I need to peruse necrografts and toxins. As to lichdom I need more books. It would also help if you spelled out what you're excited about.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Just generally excited about adding an undead theme. Specifically, I'd like help/permission to eventually make her a lich. My thought is that Izzy will slowly come to realize that, despite all her wondrous discoveries, Life (as a source of knowledge & power) is too weak & fleeting for her goals. So she starts fiddling with necrografts & necrotoxins (more of the latter), eventually making herself a living mummy, & (with Dex's help) creates a phyllactery where she ultimately stores her soul to become a lich. CL 11th requirement on the phyllactery, & plenty IC development needed before the final step, so it'd be level 11 at the earliest, probably closer to 15 when she'd technically be able to become a lich.

With multiclassing I probably won't get the mummification discovery until about level 11 or 13.

I've gotta look more closely at the specific poisons/feats/etc I want to use from the books as well. I'll make more concrete requests for those once I have a better idea, but most of them have requirements well beyond what we're capable of now, so it wouldn't even be an option until we get a few more levels under our belt.

I'll need outside help (maybe Lukasz can assist) with some of the necrotoxins, which have neg energy type spells as part of the creation requirements.


Sounds like a good plan. I believe an actual ritual is in the books somewhere. Just head towards it and when I get the correct book we can discuss it more. If the ritual doesn't work with the alchemist set up we'll figure something out.


Human Expert (Physician) 2/Alchemist (Vivisectionist/Beastmorph) 1 | HP: 23/23 | Init: +4 | AC:16 | T:14 | FF:12 | CMD:15 | Fort:+1 | Ref:+6 | Will:+4 | Perception: +7

Sweet sounds good


Male Human Aristocrat 1 / Unholy Barrister Cleric 3; AC 15; HP: 31/31; Init: +4; Fort: +6 Ref: +2 Will: +10; Perception: +9

Sure, so long as there is a contract that ensures those toxins won't be used against them...but who knows, by then, both characters might trust each other. ;)


AC 21, T 15, FF 16; HP (28/28); Fort 3, Ref 9, Will 2; Init +7; Panche (4/4), Charmed Life (3/3); Perception +6; Sense Motives +6

My updated shopping list is as follows:

Shopping List:

Starting Items: Marked Longbow, 19 Marked arrows, Marked Chain Shirt, Courtier Outfit, Sack 250 GP Shopping List.

Selling:
Marked Chain Shirt 50 GP
Marked Longbow 37 GP 5 SP.

Purchasing:
Rapier 20 gp
Bandolier (x2) 1 gp
Belt Pouch 1 gp
Waterskin 1 gp
Mess Kit 2 sp
Weapon Cord 1 sp
Dagger (x6) 12 gp
Masterwork Chain Shirt 250 gp
Potion of Cure Light Wounds 50 gp
Trail Ration (x4) 2 GP

That leaves 2 silver coins.

If anyone has a bow, I have 19 arrows I am happy to give away.

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