GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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

I think it's a typo, and is actually referring to Stabilize


So which one did you pick?


HP: 9/9 AC:16:13:13 Saves:3:5:2
Prev page wrote:
  • You can use cure minor wounds 3/day as a spell-like ability

  • You can cast blessing of courage and life once per day as a spell-like ability.

  • You gain a +2 racial bonus on Heal checks
  • I'm weighing which one will be better in both character concept and help in the short and long term.


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

    Blessing of Courage and Life is really nice, of the options you listed.

    Stabilize, Rohara keeps that as a 0-levle spell. You can even get that as one a trait, seems, wasted. And really any healing done to a dying character stabilizes them, plus to self stablize takes a DC 10 con check.


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

    I'll go with the blessing of courage and life once per day as a spell-like ability.


    {HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}
    Dryn'taka Devilschild wrote:
    ... uttering a few words in Infernal before tossing it.

    Everyone but Justin:
    Remember, don't tell Justin ;p

    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

    Should have power attacked--it would have done it. Now I think I set a record for hit points of damage taken in a single encounter by any second level character I have ever played!!! And this was supposed to a light day :-)


    Well this was the major fight. The dice roller hated Kilthan through almost all of it. Even average dice would have ended it much earlier.


    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 think the best Kilthan rolled was like an 8 or 10 then entire fight. I need to get fortune and cackle so that you can choose to reroll any 1 d20 every round.


    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)

    Not completely true! I hit twice! (But yes, you'd think I slept with its wife or something -- can't hit anything and then critted into near-death)


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

    Just giving you a heads-up that at the end of this month (July 31), I'll be leaving town for two weeks for work. I don't know the status of an available internet connection while I'll be gone, or how much free time I'll have, but I'll post as able.

    After that, I'll only be back for a day before heading to Gencon afterwards, getting back home late the 19th. So between those two dates I'll be sporadic at best, possibly unavailable. Sorry for any inconveniences this may impose.


    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

    For some reason Justin would have answered the Staypuff Marshmallow Man.


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

    Nice, Ghostbusters reference


    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)

    Does that mean I should say yes if it asks if I'm a god? ;)


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

    Sorry on brief post. Was checking games on phone during break, and wanted to make sure I got drinking mutagen in before opening casket (and I'm a horrible typer on my phone).


    The phone can be a blessing for checking and doing a short update, but it takes me forever to type anything out as well.


    OK, so here is the breakdown of our current status:

    There is that little bit of the Cairn to explore

    You need to find a way to get to the cult somewhere in the Dourstone Mines.

    The mine is guarded and enclosed like a fortress. So getting into the mine would be a major battle (and breaking the law) or you would have to find some way inside without being noticed

    Once you got in you would have to find where inside the cult is. The only person you know for sure has been there is Balabar Smenk. (The most powerful mine manager and maybe even the most well connected man in town whom you have already had run ins with some of his goons)

    Go ahead and level up at this point, seems like a good time

    Also ready for loot division/selling? Or waiting until the Cairn is completely explored?


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

    I'd say finish exploring that last bit of Cairn first, then take stock of what we have. In my humble opinion that is.

    Also with level 3, I get Swift Alchemy. So making three liquid ice, using Crafter's Fortune Infusion, would take...

    Take 10 skill - 25
    Liquid Ice DC - 20
    Total SP/week 500
    Swift Alchemy makes it 1000 in a week
    Three liquid ice is 1200sp, so about 8 days to make three of them, taking 10.

    ~~~~~~~~

    Or we go Aarakess's route ;p


    HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12
    Dryn'taka Devilschild wrote:

    I'd say finish exploring that last bit of Cairn first, then take stock of what we have. In my humble opinion that is.

    Or we go Aarakess's route ;p

    Finishing up the Carin would be nice... And like Arkakess, Rohara can summon an ice elemental, a small one.


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

    Cleric level 3
    Hit Points 1d4 + 4 ⇒ (4) + 4 = 8

    +1 2nd level spell per day (+1 2nd level domain spell spell)
    +1d6 to channeling (2d6 total)
    Skills: +2 Diplomacy, +1 Knowledge (Arcana), +1 Knowledge (Religion) +1 Spellcraft, +1 Sense Motive

    Considering for Feats:

    Defiant Luck (which fits with the character):
    Defiant Luck
    You can sometimes defiantly shrug off spells and attacks
    that would kill a lesser creature.
    Prerequisite: Human.
    Benefit: Once per day, after you roll a natural 1 on a
    saving throw or a critical hit is confirmed against you,
    you can either reroll that saving throw, or force the
    creature that confirmed the critical hit against you to
    reroll the critical confirmation roll. This does not stack
    with other effects that allow you to reroll a saving throw
    or an attack roll. You may only make one reroll.

    (which leads into Inexplicable Luck, (1/day) +8 to a d20 before the roll or +4 after)

    or

    Fast Learner:
    Fast Learner
    You progress gain extra versatility.
    Prerequisites: Int 13, human.
    Benefit: When you gain a level in a favored class,
    you gain both +1 hit point and +1 skill rank instead
    of choosing either one or the other benefit or you can
    choose an alternate class reward.

    (which leads the the nicer Improvisation feat, which means you get a +2 in all the skills you do not have ranks in, and you can trained skills untrained)

    Any suggestions between the two?


    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 will add 5+1d5 ⇒ 2
    +1 to Handle animal, UMD and Ride
    Feats under consideration
    Choice 1 = Mounted combat (consistent with no ACP to ride checks)
    Choice 2 = Exotic Weapon (falcata)


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

    Reading faster learner, It read as if you take it sooner the better, as it does not account what you did before, though it could be an error on the developer's part.

    Since I'm leveling up
    1d4 + 4 ⇒ (4) + 4 = 8

    getting Exotic Weapon (scorpion whip)


    Regardless how it is, ill say it is retroactive


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

    What would be a good Cantrip and 1st level spell?


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

    0-level: Prestidigitation I love this spell... cleans a person up, makes a drink cold, or sorts of little things. Otherwise, ghost sounds, or message.

    1st level: I always seem to take Silent Image (used it on a dragon no less...) and Grease is another good one. I have been told Timely Inspiration is a nice one to have as well.


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

    HP Level Up - 1d4 + 4 ⇒ (2) + 4 = 6

    will finish leveling when I get home.


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

    All right, I think I've got everything.

    Hit points went up from 20 to 28.
    +1 to will saves and BAB.
    Swift Alchemy class feature
    2d6 bomb damage
    An additional bomb/day (7 total now)
    One additional first level extract/day (4 total now)

    For my feat I took Point Blank Shot (going back, it seems I keep forgetting the -4 for bombs at a target engaged in melee for some reason).

    I added Crafter's Fortune into my Formulae Book.

    Skills, I did 1 rank each into: Disable Device, Perception, Craft (alchemy), UMD, Know (Arcana & Nature).

    For the other three points, I didn't assign them pending whether I could take the Tiefling Favored Class for Alchemist (including retroactively if it's okay). It adds 1/2 to bomb damage.

    Plus there was also the question of taking the swap out for Prehensile Tail from the ARG as well (of course, I did use my puppy dog eyes extract first!).


    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

    HP: 1d3 + 3 ⇒ (3) + 3 = 6

    Spells:
    Vomit Swarm
    Limp Lash
    --> I could also get Summon Monster II, or I can but this and have my familiar learn it. Probably easier to buy normal spells like Summon Monster and Levitate than the unusual Witch ones.

    Skills:
    Knowledge(Arcana)
    Knowledge(Planes)
    Knowledge(Local)
    Knowledge(Dungeoneering)
    Perception
    Spellcraft
    Stealth

    Feat: Extra Hex - Cackle (Works well with Evil Eye, will get Misfortune and Fortune over the next 2 levels most likely)


    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

    Do we have the stuff needed to get by the mold 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

    It is up to the group. The two ice elementals that Rohara can summon should do the job. I can take Summon Monster, or buy it. It costs 150gp, but is a very useful spell.


    Officially the mold is in 14 5' squares, but well placed attacks can reduce that to 12. If the elemental lasts 3 rounds you will need 4 summoned ice elementals. (assuming its ice attack will kill off a 5' square)


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

    Let's also buy some liquid ice to help in killing off the mold.


    With 2 summons by Rohara and one liquid ice you can take care of it in one shot.


    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

    This would be a prime spot for Ray of Frost, unfortunately that is not a spell I get.

    I will purchase Summon Monster II for 150gp unless Allustan can craft a scroll for me for 75. I assume that he is a wizard or expert based upon his background.


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

    If you were a Winter Witch, you could have Ray of Frost as a cantrip.


    Allustan can do that if you would like (He is a wizard)


    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)

    Kilthan Leveling Up

    • Hit Die: 1d5 + 5 ⇒ (2) + 5 = 7
    • Feat: Improved Shield Bash
    • Skill Increases: Climb, Heal, Knowledge (Dungeoneering), Knowledge (Nature), Perception, Stealth, Survival, Swim
    • Favored Class: +1 hit point
    • Adaptation Ability: Natural Armour +2

    I agree we should finish exploring the cairn for sure, though I wouldn't mind picking up a (spiked) shield before we head back.


    The Osgood smithy will have what you are looking for. Do you have enough money if your group hasn't split any of the loot found yet?


    Here is the loot list found so far. I have notes on what you sold/traded/wearing so far. I'll assume you will keep the lanterns at Allustan's house for now (allowing him to investigate at a later time). I haven't noted what items have been claimed in the last couple room (bad DM!). Also you can have the 2,000 gold from the owlbear (He comes in the morning). Allustan also bought the worm in the jar for the 10gp from you.

    Loot Found:

    Room 3
    Shards of strange black glass - worth 20gp [Allustan for 20gp]
    Room 5
    Elven crafted Armband worth - 75gp or 100gp to an elf [Sold to Tidwoad for 37.5gp]
    Indigo Lantern worth 50gp
    Room 7
    5 Other Lanterns worth 50gp each(Orange, Yellow, Green, Blue, Violet)
    Room 11
    3 Statuettes worth 200gp each [Sold to Tidwoad for 300gp]
    wand of unseen servant - 16 charges [Aarakess]
    wand of shatter - 7 charges [Aarakess]
    goggles of minute seeing [Ingrid]
    Room 16
    3 potions cure light wounds[/ooc]
    ring feather falling [Kilthan]
    pearl of power (Level 1)
    Room 17
    Red masterwork leather armor with older Pathfinder symbol [Sold to Osgood]
    Silver ring with older pathfinder symbol
    Room 20
    red mw leather Pathfinder armor (Needs work) [Sold to Osgood]
    Short Sword+1
    Room 21
    Gold Pathfinder Ring
    38 gp
    2 pp
    55 sp
    Room 23
    47gp, 7sp, 1pp
    Rusty longsword (junk)
    suit of masterwork banded mail [Justin]
    Room 25
    Silver Diadem of Zosiel - Circlet of Wisdom +2
    Black demon horns with red tips- 50gp each
    Box with Lamashtu glyphs on it
    Magic inside box - talisman of the sphere
    Land Farm Baby Owl bear worth 3,000gp to the right seller (2,000 in a week)
    Filge's Observatory
    Room 4 - Cenobitic Chamber
    6pp
    5gp
    Room 8 - Storage
    8 Copper candle stands - (40 gp total)
    Room 9 - Bedroom
    Small Noble's Outfit
    Blackened Spectacles (75gp) - Blocks bright light, +2 to saves vs daze or similar effects
    Silver Tray (50gp)
    Lammasu Rug worth 200 gp
    1 pp
    4 "potions" that need to be injected by Syringe
    Milky Blue potion of gentle repose
    Deep Red potion of false life
    Sallow Yellow potion of ghoul touch
    White with Black Streaks potion of chill touch
    Filge's spellbook
    scroll of animate dead
    Room 10 - Closet
    13 gp
    Room 11 - Operating Theater
    Bird skull amulet on a leather thong - Amulet of Natural Armor +1
    potion of cure moderate wounds
    potion of cure light wounds
    Silver operating instruments - 500gp as a set
    Emerald worth 20gp
    Kyuss worm in a jar - 10gp


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

    So shall we divide up some loot now then? Seems there's a few purchases out there people want.

    Also GM, can I point to my two questions above (Reposted below)

    For the other three points, I didn't assign them pending whether I could take the Tiefling Favored Class for Alchemist (including retroactively if it's okay). It adds 1/2 to bomb damage.

    Plus there was also the question of taking the swap out for Prehensile Tail from the ARG as well (of course, I did use my puppy dog eyes extract first!).


    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 a note, I have the Pearl of Power(level 1) - I believe I am the only one it will work for.


    HP: 9/9 AC:16:13:13 Saves:3:5:2
    Aarakess Halcorn wrote:
    As a note, I have the Pearl of Power(level 1) - I believe I am the only one it will work for.

    Nope, it'll work for all prepare spell casters,

    so clerics, druids, rangers, paladins, witches, wizards, etc.

    So Rohara can use it as well.

    pearl-of-power


    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
    Ingrid Anika Nina Jones wrote:
    Aarakess Halcorn wrote:
    As a note, I have the Pearl of Power(level 1) - I believe I am the only one it will work for.

    Nope, it'll work for all prepare spell casters,

    so clerics, druids, rangers, paladins, witches, wizards, etc.

    So Rohara can use it as well.

    pearl-of-power

    Yep - my bad.


    Aarakess Halcorn wrote:
    As a note, I have the Pearl of Power(level 1) - I believe I am the only one it will work for.

    I updated that in the campaign tab


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

    Also note... that if you wish to have a masterwork weapon, Rohara does have access to the Masterwork Transformation spell. While not any cheaper, it could save time.

    While a pearl of power would be nice for Rohara, she has just gotten the headband. She would have no problem with Aarakess having the pearl.

    Also, once we have rested Justin is getting some love, with a lesser restoration spell. Everyone is alright with any diseases or the like they may have been infected with?


    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

    Lets get the Cairn cleared out. It may take 2 rounds of elementals, but should work. If we have to rest once in between, so be it. Once we have that done, we can look into improving the house and figuring how to get into the mine.


    Allustan will scribe the SMII scroll today and will do web tomorrow. Your ritual to have your familiar learn it will take 2 hours.

    So if you decide to go back to the Cairn the next day, both you and Rohara should be able to cast the spell twice and take care of the brown mold.

    Also Justin will heal up the last ability point damage he has.


    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

    Works for me unless someone else wants to do something else.


    Ok I did a little historical digging, here is where we left off last:

    Sold or divvied up all the items that is ooc on the campaign tab for 600gp total or 100gp per person. Suggested split at that time was 20gp each towards the building renovations, 40gp toward party treasure, 40gp each person keeps for their own.

    Now building renovations were going to be 250gp and you paid 120gp. (130gp remaining) then furniture was at least 200gp beyond that.

    Party treasure would stand at 240gp at the moment.

    Each one of you should have around 40gp plus whatever amount you had on you.

    Now, here is the updated loot that needs to be figured out:

    Cash gained since last loot divvy: 2,028gp + 7pp

    Items to sell for value or keep for HQ?:

    Black demon horns with red tips- 50gp each
    8 Copper candle stands - (40 gp total)
    Blackened Spectacles (75gp) - Blocks bright light, +2 to saves vs daze or similar effects
    Silver Tray (50gp)
    Lammasu Rug worth 200 gp
    Silver operating instruments - 500gp as a set
    Emerald worth 20gp

    Items to divvy or sell:

    4 "potions" that need to be injected by Syringe
    Milky Blue potion of gentle repose
    Deep Red potion of false life
    Sallow Yellow potion of ghoul touch
    White with Black Streaks potion of chill touch

    Filge's spellbook
    scroll of animate dead
    potion of cure moderate wounds
    4 potion of cure light wounds


    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)

    A light spiked shield (metal) runs 19gp (a wooden one would be 13), according to the PRD -- so I could afford it, but I'd rather (if possible) get a MW for the +150gp to remove the armor check penalty -- so I'd be waiting on the (next) split for that (though I suppose I could buy it and then beg Rohara to transform it with her spell).

    [On a side note, I must say that I love that PF treats shield spikes the way they treated Klars back in the "old days" --- as a separate item that can be made masterwork and enchanted, I mean]

    Depending on the split (and how much we sell of the loot), Kilthan wouldn't mind finding enough oils and the like to allow Rohara to make his Waraxe masterwork (maybe he'll be able to hit?) and his armour as well to reduce the penalty -- but I suspect I'll need to prioritize a bit -- there doesn't appear to be quite enough to do all that, and to bribe Rohara with fine wine and a nice dinner for all the spellcasting he's asking her to do.

    Also, I would suggest that Kilthan, being the meat-shield that can't heal himself as a swift action should get the potion of Cure Mod, and the Cure Lights shared amongst everyone else.

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