GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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Or an even scarier thought, feel sorry for all the iron golem men needed for that trap!


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Okay, now Dryn's getting abit anxious. I think I may need a new pet. I'm thinking a rust monster. Hmm, first to find it, then to tame it, and we'll name it Whiskers! Then we declare war on the Iron Golem empire!! Victory will be ours!!!

Ooh, and Whiskers could be best friends with Justin's dog!! What do you get when a dog and a rust monster mate? Let's find out!


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

A puppy named Rusty?


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin actually planned on getting Dryn a dog. He still has to train the one he has.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

DR stopped the damage?


You rolled a 14 which misses by 1

Doh never mind, will edit. I completely read that wrong. Will leave my original post as my proof of shame.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

I already subtracted the 5 damage after the missed reflex.
I updated my max hp due to disease, adjusted by ACs, and added the 4 positive now.
21/22hp now


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

As an FYI for all, I may be off the boards from Friday the 18th until Monday the 28th. I have attempted to download a program which allows me to tether my PC through my Iphone, but do not know whether it will work where I am going. Thus, I hope to keep up with my characters, but if I fall behind, feel free to DMPC me as necessary.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

"That's right, Aarakess said I get her share of loot. Yup, uh huh. Oh wait, still here? Um, nevermind!" Dryn runs to hide, wishing she had invisibility in her formulae book.

But seriously hopefully it works out for you on the iPhone end. And have fun!


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Yep, you can have my lodestone and my cursed backbiter spear. The Iphone worked today, the questions is how bad AT&T service is where I am going.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

"Lodestone, eh? Well I am an alchemi..OOF!! This thing's heavy!"


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

So I was going to stay I'd craft up some more alchemist's fire before we go back, but uh, on an average roll I could make 2 a week. Crafter's fortune would help but not enough, and I didn't take it (I know my level 3 infusion now though!). Know I understand why some people complain about crafting mundane gear.

On the other hand I could make a potion :)

Either way, are we going to wait on selling stuff? That could tip people off about there still being treasure in the Cairn.


HP: 9/9 AC:16:13:13 Saves:3:5:2

but we are keeping the really good stuff,
With the goggles I now have a +10 on disable device checks.
But it's still better to have two trap monkeys disabling the traps.

Dryn'taka, did you get Blood of Fiends and checked it out yet?


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

I did but havne't taken the time to really go through it. Tomorrow I have off and no plans so that's on my agenda.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

I thought I had some masterwork studded leather I was using to swim. We can probably sell that as lugging 'swimmming' armor around is not necessary.


I'll update the loot on the campaign tab indicating who got what and what is sold. Once someone takes an item, however I am not updating the list (So if Justin gets a healing potion, I will indicate that on the campaign tab, but will not remove it if he drinks it.)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Building discussion moved over here.

By my reading, the numbers work out as such:

Cost Breakdown:

**all carpenter and stonemason costs assume an architect was hired**

The Yard - 20hours @ 1sp/8hours = 2.5sp

Outhouse - 20gp building - Carpenters(DC10) @ 20sp/day = 10 Carpenter days

The Building
-Doors - 1 hour each(DC15) by carpenter? (I assume 1/4 of a days work for a carpenter), so 5sp = .25 Carpenter days

Clear debris - first/second floor - 60 hours @ 1sp/8 hours = 7.5sp

Repair outer structure - 200 gp value(DC15 stoneworking) @ 30sp/day/mason = 67 days

Build second floor - 500gp value (or is it 300 more than 1st floor) (DC15) @ 30sp/day/mason = 167(100) days

Windows - if 8 windows = 1 carpenter day

The Interior

Clear - 20 hours @ 1sp/8 hours = 2.5sp

Renovate first floor = 40 hours @ 1sp/8hours = 5sp

Renovate second floor - (DC15 carpentry) - 200gp value @ 30sp/day/carpenter = 67 days

Total Labor = 140 laborer hours = 17.5gp = <3 days with 6 laborers
Total Carpenter = 78.25 days = ~22gp = 13+days with 6 carpenters
Total Stoneworker = 233 days = ~70gp = 29.125 days with 8 masons


HP: 9/9 AC:16:13:13 Saves:3:5:2

So about 110gp for the whole house


Aarakess Halcorn wrote:

Building discussion moved over here.

By my reading, the numbers work out as such:

** spoiler omitted **

I'm still confused by the numbers, must have played too much D3 last night or something.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I did not actually do the costs, just the labor costs and time. The actual costs should be less than 300 gp I think as we need to rebuild the second floor and then get furnishings.

Gotta get back to work, so I will check on this later.


But even the labor costs don't make sense, how is 20 sp Ten labor days, shouldn't it be 100 days?

I don't have an issue with cost, 110gp for labor seems good and material cost would be

200/10=20 gps ground floor
500/10=50 gps upper floor
15 windows @ 2gp/each=30 gp
2 locks= 40gp or 80gp or 160gp or 300gp depending on quality
then furniture is 200-1000gp depending on how you want to play it

So I see gp cost for material about 340gp minimum for a functional base of operation

So total cost to get this up and running is 450gp at a minimum.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

On the labor costs - and I could be completely wrong - this is what I get.

Say something costs 200gp (the first floor)
1 Mason can do 30sp work per day. This is 3gp.

200/3=67 days.

If there are 8 masons working @ 30sp/day, then this 67 days should be able to be done in 1/8 the time.

67days/8masons = 8.375 days


Ok, I was math challenged yesterday. For some reason I was thinking 20sp=.2 gold, its like I just started playing or something

That makes a lot more sense.

I would say sleeping helped, but I was up way too late last night


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Lol - you are probably thinking of AD&D where there were electrum pieces between gp and sp.

10cp = 1sp, 10sp=1ep, 10ep=1gp, 5gp=1pp as I recall.


OK, with selling I am going under this assumption:You sold everything that was listed except the Pathfinder rings.

So that would give you as a party: 598 gold and 2 sp

So will you split that up, or use it for now to use for your HQ? You have enough right now to cover getting that building up and running with regular furniture. Do you want to just take off the 450gp from that total?

If you decide to upgrade your furniture or fittings later you can pay the difference (800gp)

Remember this doesn't cover anything out of the ordinary furniture, so if Dryn wants a meth lab err alchemy lab that is above and beyond.

Oh, and Justin, are you starting to wear the mw banded mail or sticking to the leather?


Aarakess Halcorn wrote:

Lol - you are probably thinking of AD&D where there were electrum pieces between gp and sp.

10cp = 1sp, 10sp=1ep, 10ep=1gp, 5gp=1pp as I recall.

Yeah maybe I was! Whatever it was I had a mental roadblock that I couldn't overcome. I knew I was wrong, but I couldn't see it.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)
Aarakess Halcorn wrote:

Lol - you are probably thinking of AD&D where there were electrum pieces between gp and sp.

10cp = 1sp, 10sp=1ep, 10ep=1gp, 5gp=1pp as I recall.

Nope. In 1ed, electrum was the old half-dollar

10 cp = 1 sp ; 10 sp = 1 ep ; 2 ep = 1 gp ; 5gp = 1pp

Really, despite all prices being in gp, it kind of seemed to be what should have been the predominant coin (in that 1 ep = .1 pp = 10 sp = 100 cp).

Also, I now feel old.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

For rounding purposes, I am assuming 600 gp. I think we should put 120gp toward the building. That way we have some for any scrolls or potions we may want. We need a little more for a Wand of CLW although between me, Ingrid and Rohara, we have a ton of healing. Not even considering Justin's Lay on Hands and Dryn's ability to craft LSD, er, CLW, so that we think we are healed and keep fighting. (It is interesting, this may be the first six person party in history where every character can use a Wand of CLW without a UMD check.)

Everybody can add the other 80gp each to their characters, or we can just keep it as a group pot until there is enough to be worth buying something expensive. Unless what is behind the door is nothing, we should be able to pay for the rest of the building fairly soon.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17
Kilthan Hammerstone wrote:
Aarakess Halcorn wrote:

Lol - you are probably thinking of AD&D where there were electrum pieces between gp and sp.

10cp = 1sp, 10sp=1ep, 10ep=1gp, 5gp=1pp as I recall.

Nope. In 1ed, electrum was the old half-dollar

10 cp = 1 sp ; 10 sp = 1 ep ; 2 ep = 1 gp ; 5gp = 1pp

Really, despite all prices being in gp, it kind of seemed to be what should have been the predominant coin (in that 1 ep = .1 pp = 10 sp = 100 cp).

Also, I now feel old.

Thats right, I knew there was something strange in the money. It was that the predominant coin was actually the only one which was not a multiple of 10.


The blacksmith will give you 1.8 gold for the rusty longsword to even it out to 600gp total!


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

That's because it's of dwarven make, surely! :)

Seriously, though, I would agree -- assuming the prices above are valid we can get most of the *core* structural work (ground floor) and the privy done within 120gp -- so while it won't lock or hold any furniture, it's still at least as good as sleeping in a cave -- and hope we find more money to start actual "upgrades" to the property.

At this point, personally, I don't see a huge need for personal coin (though Kilthan will have probably bought more rations yesterday), so I'd probably suggest we each toss 40gp into the pool, keeping the remaining 40 -- and use that pool to buy group healing and/or other useful things (for instance, if Justin doesn't recover on his own, that fund can get his disease removed). Not saying that the 50-50 split always makes sense, but just to get the ball rolling as it were (and, later, a wand of CLW that everyone can use would certainly be useful).


So with basic locks on the doors the material cost will be 140gp
Labor Costs will be 110gp

Regular standard furnishing will cost 200gp

Renovations will take 4 weeks assuming you hire the maximum amount of people to work on it.

Spending the 120 gold will get you half way there and cover two weeks of labor.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Sounds good. We have enough cash on hand to pay for the rest if necessary, but I would prefer holding on to the cash until we need it. We are only 3-4 days underway at this point, so we should be able to get enough by the time the two weeks are up.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Worst case, we can set poor Kilth and Dryn to using their Craft skills to make money to finish the work...


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin needs an onsite stable for horses and kennels for dogs, then he can earn some money too.

Maybe the outbuilding can be converted to a stable?


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I could just spend all day casting CLW on people at 5gp a pop, much cheaper than the temple.


Ok, here is my new experiment in map.This is just a start in what I'd like to do and want to add more.

Example map of new format

To the right you see enemies (Kullen's group) and friendlies (which is just your party for now)

Below that are the beginnings of come conditions (Prone will probably be a good one to have available)

Below that some effects (smoke and fire for now)

Underneath the map is a 30' radius template for channels. (and is easily resized) and I'll work on a cone template.

This allows me to copy the main template and import the map. Then I can copy your icons and place them in their spot. Import the most pics, and add them in the enemies spot and their location on the map.

What I eventually would like to do, but still on the fence is to give you all edit access and you can move your own characters. The dashed line on the right would be used to track your movement path of your move action, color coded to keep each character separate.

The however requires you to log in with a gmail account, which I have to grant access to. It can potentially make your posts longer. Requires you to be able to copy and paste your character/movement line and manipulate it (like resizing). And most importantly, not mess anything else up!

What are your thoughts? Both on some of the new things and of having more map access?

Thanks for any feedback!


HP: 9/9 AC:16:13:13 Saves:3:5:2

Freaking sweet


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

Sounds, interesting. I have actually done this before (although the maps were simpler) in another game and it worked pretty good. As long as you remembered to move.

Would the trailing lines of movement follow you, or do we add that in as well?


You would copy the line and you can enlarge/rotate it in case its a zig zag path, but it isn't too hard.

I guess my main hang ups on having you guys able to move/edit is having something get screwed up, more burden on you guys posting, maybe posting an illegal move and having to clean it up. I'm not super worried about it though. And if this worked in another game than that is fine.

Instead of the trailing lines you could always just post the movement path if needed to avoid an AoO or something.

Again these are thoughts and they may not all be good ones :)


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

First off, great map! Love it!

Secondly, I'm curious if you used Google Drawing for it? The reason I ask is that I'm capable of accessing certain google docs from work (like pictures), but I do know Google drawing is something I cannot access for some reason (the image is always distorted). Not saying I don't like it or don't do it, just wanting to make sure that's the same issue I'm seeing. I was able to take a quick look before leaving the house, but at work now and it doesn't load properly.


Yes the maps I have done are in google drawing., including this one. Were you having issues with the other ones too?


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

At work I did. It's not consistent either. I use Google drawing as well for the games I run here, and I pretty much am SOL at work with them. The biggest issues I see is that I cannot move the tokens around at work at all, and it usually won't display the full image. I've found I can view the full image from my iPad if it's absolutely necessary to see it.

At home it's perfectly fine though, no troubles at all (well, there is trouble at present as something on my home computer is corrupted, but I'll be fixing that tonight).


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

I also have problems with maps at work (since I have to use my tablet) -- however, this map is, indeed, freakin' sweet, as Ingrid said.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Looks great. I think it rocks.


I think I'll err on the side of not letting people move for now since some people will have issues with it. I'm sure things will change before the next 11 chapters will end!


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Just a heads up that this weekend I will be attending a local anime convention to chaperone my youngest sister. My ability to post will be spotty.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Just checking in for a moment (away from convention). Just wanted to say you technically can't ready an action for a coup de grace. Coup de grace is a full round action, you can only ready a standard action.

But it was such a cool scene I couldn't say anything (please forgive me, Rohara!)


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

Eh. It happens. Bad dice for one... and sleeping spells can suck at this level. :)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Na, I screwed up. Realized afterwards that I could have had my owl attack you for like 1 damage to wake you up. There were other options, but for me that would have been best - unfortunately I don't have many characters with familiars so I totally forgot.

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