GM Endless Forms' Jade Regent (Inactive)

Game Master Mike Tuholski

Forest of Spirits (Book 4)

Combat Map

Hongal and the Forest of Spirits

LOOT!


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The Flaxseed Pathfinder Lodge

Up the stairs are tall black lacquered screens with prancing dragon designs, turning the corridor into a twisting maze. Jennix notes a trap ahead which would spring 2d4 ⇒ (4, 1) = 5 shuriken when the pressure pad was depressed but just as Jennix disables this trap, something leaps out from behind the screen ahead! It has a thick tangle of discolored entrails clinging to its skeleton, winding upward to loll from its jaw like a clawed tongue.

gm rolls:

m: 1d20 + 8 ⇒ (1) + 8 = 9
Jennix: 1d20 + 3 ⇒ (11) + 3 = 14
Miso: 1d20 + 2 ⇒ (2) + 2 = 4
Terflynn: 1d20 + 3 ⇒ (18) + 3 = 21
Zachary: 1d20 + 2 ⇒ (12) + 2 = 14

DC 18 KN (religion):
Those who slay many over the course of their lifetimes, be they serial killers, mass-murderers, warmongering soldiers, or battle-driven berserkers, become marked and tainted by the sheer weight of their murderous deeeds. When such killers are brought to justice and publicly executed for their heinous crimes before they have a chance to atone, the remains sometimes return to unlife to continue their dark work as a mohrg.

Undead dead traits but no special DR or resistances. Their tongue can paralyze victims.

Initiative:

Terflynn, Jennix, and Zachary
2. Undead
3. Miso

Terflynn, Jennix, and Zachary are up!


Male

Knowledge(religion): 1d20 + 10 ⇒ (3) + 10 = 13
"I'm fairly certain that thing isn't naturally alive!"

Terflynn attempts to bring a curse of eldritch justice down upon the flesh and bones before them.
DC 21 Will negates Retribution: target takes 1/2 damage it deals to others in melee, bypassing resistances, DR, etc, for 6 rounds


The Flaxseed Pathfinder Lodge

Will: 1d20 + 9 ⇒ (11) + 9 = 20

The undead resists Terflynn's retribution!

Initiative:

1. Terflynn, Jennix, and Zachary
2. Undead
3. Miso

Jennix and Zachary are up! Jennix is away on his trip I believe so I'll bot him as necessary for a while.


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Not sure if I can see him from here, if not I'll hold until I can then shoot.

Zack shoots past his allies at the unnatural creature.

Attack 1 1d20 + 7 ⇒ (5) + 7 = 12
Damage 1 2d8 + 28 ⇒ (8, 7) + 28 = 43 (Manyshot)

Attack 2 1d20 + 7 ⇒ (5) + 7 = 12
Damage 2 1d8 + 14 ⇒ (3) + 14 = 17

Attack 3 1d20 + 2 ⇒ (8) + 2 = 10
Damage 3 1d8 + 14 ⇒ (5) + 14 = 19
(PBS, Clustered Shots, Deadly Aim, Rapid Shot, Cover)


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Knowing he will likely regret it, Jennix draws his blades, steps forward,and slashes at the creature with his katana. He then swiftly uses a trick of the ninjas, disappearing.

Attack!: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Fire: 1d6 ⇒ 2


Male

20 beats DC 21? Am I confused about something? It's not mind-affecting or anything.


The Flaxseed Pathfinder Lodge

Whoops, I read your DC as 20 for some reason and thought he beat it on the nose. My bad!

Zachary's arrows miss but Jennix leaps forward and stabs into the undead! It attacks Jennix back!

slam: 1d20 + 15 ⇒ (18) + 15 = 33
damage: 2d8 + 5 ⇒ (7, 3) + 5 = 15
grab: 1d20 + 19 ⇒ (18) + 19 = 37

slam: 1d20 + 15 ⇒ (13) + 15 = 28
damage: 2d8 + 5 ⇒ (7, 1) + 5 = 13
grab: 1d20 + 19 ⇒ (1) + 19 = 20

tongue (touch): 1d20 + 10 ⇒ (18) + 10 = 28
DC 21 or paralyzed for 1d4 ⇒ 4 minutes!

Initiative:

1. Terflynn, Jennix, and Zachary
2. Undead (24 dmg, 1/2 dmg to self)
3. Miso

You guys are up!


Male

If it dealt 28 damage in melee, then it received 14. Hex damage!

Terflynn tries to bend fortune away from the creature.
DC 21 Misfortune, 2 rounds


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Jennix used his vanish trick after the attack, so he should be invisible.


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Zack fills the hallway with more arrows.

Attack 1 1d20 + 7 ⇒ (2) + 7 = 9
Damage 1 2d8 + 28 ⇒ (4, 1) + 28 = 33 (Manyshot)

Attack 2 1d20 + 7 ⇒ (2) + 7 = 9
Damage 2 1d8 + 14 ⇒ (6) + 14 = 20

Attack 3 1d20 + 2 ⇒ (13) + 2 = 15
Damage 3 1d8 + 14 ⇒ (2) + 14 = 16
(PBS, Clustered Shots, Deadly Aim, Rapid Shot, Cover)


The Flaxseed Pathfinder Lodge

Oh, sorry. I misread that and thought you went invisible before the attack for some reason. I guess it makes more sense to go invisible after.
miss chance: 1d100 ⇒ 93
miss chance: 1d100 ⇒ 8
miss chance: 1d100 ⇒ 40
So the first one hits anyways.
---

Will: 1d20 + 9 ⇒ (6) + 9 = 15

Terflynn's magic again takes hold but Zachary's aim is still off.

Initiative:

1. Terflynn, Jennix, and Zachary
2. Undead (18 dmg, 1/2 dmg to self, misfortuned 2 rnds)
3. Miso

Jennix and Miso are up!


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

As a swift action, Miso will spend a ki point for +4 to AC (makes AC 30). He will then charge the undead abomination.

unarmed strike & charge: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
unarmed damage: 1d8 + 8 ⇒ (8) + 8 = 16


The Flaxseed Pathfinder Lodge

Acro: 1d20 + 15 ⇒ (1) + 15 = 16

Jennix takes advantage of his invisibility to try to slip behind the undead but can't push past!

slam AoO: 1d20 + 15 ⇒ (12) + 15 = 27
slam AoO: 1d20 + 15 ⇒ (6) + 15 = 21 <-
miss, high hits: 1d100 ⇒ 48
Misses anyways!

Attack!: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Fire: 1d6 ⇒ 2

Jennix then digs his katana into the monster's side! With a terrifying groan that can only be produced by an undead, the miserable thing swings back at Miso:

slam: 1d20 + 15 ⇒ (4) + 15 = 19 <-
slam: 1d20 + 15 ⇒ (13) + 15 = 28
damage: 2d8 + 5 ⇒ (8, 6) + 5 = 19
grab: 1d20 + 19 ⇒ (18) + 19 = 37 <-
grab: 1d20 + 19 ⇒ (18) + 19 = 37

slam: 1d20 + 15 ⇒ (8) + 15 = 23
slam: 1d20 + 15 ⇒ (1) + 15 = 16 <-
damage: 2d8 + 5 ⇒ (3, 1) + 5 = 9
grab: 1d20 + 19 ⇒ (1) + 19 = 20 <-
grab: 1d20 + 19 ⇒ (11) + 19 = 30

tongue (touch): 1d20 + 10 ⇒ (19) + 10 = 29
tongue (tough): 1d20 + 10 ⇒ (18) + 10 = 28 <-
DC 21 Fort save or paralyzed for 1d4 ⇒ 3 minutes

So I don't think it managed to hit Miso or do damage to him but the tongue will connect.

Initiative:

1. Terflynn, Jennix, and Zachary
2. Undead (48 dmg, 1/2 dmg to self, misfortuned 1 rnds)
3. Miso

You guys are up!


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

DC 21 Fort: 1d20 + 10 ⇒ (20) + 10 = 30
Miso shakes off the loathsome touch and flurries!

unarmed strike flurry of blows: 1d20 + 11 ⇒ (12) + 11 = 23
unarmed strike damage: 1d8 + 8 ⇒ (5) + 8 = 13

unarmed strike flurry of blows: 1d20 + 11 ⇒ (1) + 11 = 12
unarmed strike damage: 1d8 + 8 ⇒ (5) + 8 = 13

unarmed strike flurry of blows: 1d20 + 6 ⇒ (19) + 6 = 25
unarmed strike damage: 1d8 + 8 ⇒ (1) + 8 = 9

As a swift action, Miso will spend a ki point for +4 to AC (AC 30).


The Flaxseed Pathfinder Lodge

The undead is starting to fall apart after Miso's powerful attacks!

Initiative:

1. Terflynn, Jennix, and Zachary
2. Undead (70 dmg, 1/2 dmg to self, misfortuned 1 rnds)
3. Miso

Terflynn, Jennix, and Zachary are up!


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Katana Attack 1: 1d20 + 12 + 1 - 2 ⇒ (3) + 12 + 1 - 2 = 14
Damage: 1d8 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Fire: 1d6 ⇒ 2

Handaxe: 1d12 + 13 + 1 - 2 ⇒ (3) + 13 + 1 - 2 = 15
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Katana Attack 2: 1d20 + 7 + 1 - 2 ⇒ (11) + 7 + 1 - 2 = 17
Damage: 1d8 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Fire: 1d6 ⇒ 3

Handaxe: 1d12 + 8 + 1 - 2 ⇒ (3) + 8 + 1 - 2 = 10
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Jennix hacks ineffectually at the undead.


The Flaxseed Pathfinder Lodge

Jennix misses with his flurry of attacks!

Initiative:

1. Terflynn, Jennix, and Zachary
2. Undead (70 dmg, 1/2 dmg to self, misfortuned 1 rnds)
3. Miso

Zachary is up!


Male

Hey, I'm up too!
Terflynn waits to see how his companions fare against the abomination.
Delay in case I need to do something important.


The Flaxseed Pathfinder Lodge

Haha! No offense intended. You were still bolded after all.


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Zack steps forward and take shis first clear shots on the creature.

Attack 1 1d20 + 11 ⇒ (8) + 11 = 19
Damage 1 2d8 + 28 ⇒ (6, 1) + 28 = 35 (Manyshot)

Attack 2 1d20 + 11 ⇒ (18) + 11 = 29
Damage 2 1d8 + 14 ⇒ (1) + 14 = 15

Attack 3 1d20 + 6 ⇒ (10) + 6 = 16
Damage 3 1d8 + 14 ⇒ (3) + 14 = 17
(PBS, Clustered Shots, Deadly Aim, Rapid Shot)


The Flaxseed Pathfinder Lodge

Zachary takes down the undead!

Out of combat!

More screens fill the rest of this floor but as you work inward they are made of metal and depict writhing dragons in bas-relief devouring hidden prey.

In the very center four great columns carved with depictions of dragons overlook a gruesome scene in the center of the pagoda. Four gibbets hang from an iron column in the center of the chamber, next to a steep stone spiral stair that climbs to the ceiling.

Upside down in the cages hang two prisoners, a man and woman.


Male

Like, living prisoners?


The Flaxseed Pathfinder Lodge

Yes, living prisoners.


The Flaxseed Pathfinder Lodge

Moving upstairs? Doing something with the prisoners? Anything?


Male

I guess I'll do the talking.
"Ho there! What fate has brought you here?" Terflynn asks, absentmindedly reaching for his robes that he no longer wears.


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

How high up are the cages?

Miso studies the two figures when/if they reply to Terflynn's inquiry. Sense Motive: 1d20 + 11 ⇒ (13) + 11 = 24

He will also look about for any mechanism to release them. Perceptioin: 1d20 + 16 ⇒ (14) + 16 = 30


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

I'm pretty sure no one has been able to understand me for awhile, sorry.


The Flaxseed Pathfinder Lodge

Miso notes that the keys are actually still in the locks of the cages but from the looks of it, it would have been nearly impossible for the captives to reach the keys and turn them themselves from the insides of the cages.

"A week. . . at least," the man whispers. "Spiders ambushed us, caught us and brought us here. I am Junzo and that is Udtsetseg."

When you unlock their cages and free them, they spend a few moments rubbing out their sore muscles before prostrating themselves at your feet. "Please, you are our saviors."


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Miso helps them up. No, my friends. Fortune has smiled upon you with our arrival, but our clothes could easily be on one another's back; we are no better people than you. We ask only that you remember, and that you repay this kindness to others in your days to come.

Do we think they can get out on their own?


The Flaxseed Pathfinder Lodge

If you show them the way out they are still healthy enough to escape.

After helping Junzo and Udtsetseg out of the place, you head up the stairs to the next floor.

Hundreds of stone needles and spikes jut from the floor of this large, open chamber. A row of iron grilles in the floor runs around the perimeter of the room, providing views into the level below. Thick webs sweep upward from the jagged floor toward the roof some sixty feet above, ending in a dark and shadowy funnel that slopes upward into the farther reaches of the pagoda. On each wall, a round window surrounded by iron barbs looks out over the garden surrounding the tower.

This place has a bunch more spider creatures but I think you have already shown that they don't pose much of a threat to you so you easily kill off the second batch of spiders living up here.

Several cupboards and concealed storage areas are hidden within the webs. One contains a trio of small bamboo chests. The first chest contains 3 flasks of elixir of tumbling, the second is filled with saffron worth 200 gp, and the third holds four simple opium pipes and 8 doses of opium, worth 25 gp each. Another small hidden cupboard high on the south wall contains an ancient string of coins worth 200 gp.

The webs on the upper level appear older, more festooned with decay and withered husks. The floor bristles with stone teeth. While most of the ceiling has been destroyed, part of the level above remains in place where the dragon pillars rise.

Various trivial oddments hang among the hundred or so bodies in the webs here. You find a beautifully delicate silver snuff box in the shape of a turtle (worth 200 gp); a rhinoceros horn drinking vessel depicting herons in f light (worth 90 gp); a jade belt hook (worth 300 gp); and a silver altar set with lotus flower decorations in a leather traveling case, consisting of a candle stand, flower vase, and incense burner, each depicting a crane standing on a turtle’s back (worth 500 gp in total). You also find masterwork nunchaku, a potion of cure serious wounds, a fine teak carving of a Tian dignitary worth 75 gp, a battered breastplate, and a pair of fine leather shoes, one of which contains a small white opal worth 300 gp hidden in its toe.


The Flaxseed Pathfinder Lodge

Heading up further, the thick webs converge around the ceiling of the shattered chamber above. Ancient skulls grin down from their last, terrible resting places, and skeletal arms seem to reach out for succor. The sagging remnants of the floor hang over the rest of the web below. A great ornamental palanquin stands on this dark ledge, next to a huge war drum. Above, another webbed funnel leads upward.

A corpulent figure swathed in filthy silk robes which look as though they haven't been changed in decades sits in this room, insects and spiders scuttling in and out of the folds of his robes and skin. He occasionally plucks one up to chew as a crunchy snack. "Gossamer! Defend me!" he shouts when you enter.

gm rolls:

ak: 1d20 + 8 ⇒ (20) + 8 = 28
Jennix: 1d20 + 3 ⇒ (5) + 3 = 8
Miso: 1d20 + 2 ⇒ (11) + 2 = 13
Terflynn: 1d20 + 3 ⇒ (13) + 3 = 16
Zachary: 1d20 + 2 ⇒ (2) + 2 = 4

The fat man then casts a spell to create 1d4 + 4 ⇒ (4) + 4 = 8 illusory images of himself.

Initiative:

1. Akinosa (8 images)
2. Terflynn, Miso, Jennix, and Zachary

You guys are up!


The Flaxseed Pathfinder Lodge

You guys are up!


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Zack responds to the fat man's yelling and multiplication with a hail of arrows.

Attack 1 1d20 + 11 ⇒ (17) + 11 = 28
Damage 1 2d8 + 28 ⇒ (6, 3) + 28 = 37 (Manyshot)

Attack 2 1d20 + 11 ⇒ (9) + 11 = 20
Damage 2 1d8 + 14 ⇒ (2) + 14 = 16

Attack 3 1d20 + 6 ⇒ (20) + 6 = 26
Damage 3 1d8 + 14 ⇒ (8) + 14 = 22

Confirm Attack 3 1d20 + 6 ⇒ (15) + 6 = 21
Crit Damage 3 2d8 + 28 ⇒ (8, 8) + 28 = 44
(PBS, Clustered Shots, Deadly Aim, Rapid Shot)


The Flaxseed Pathfinder Lodge

1d9 ⇒ 3
1d8 ⇒ 6

Zachary pops three of the images of the fat man!

Initiative:

1. Akinosa (6 images)
2. Terflynn, Miso, Jennix, and Zachary

Terflynn, Miso, Jennix are up!


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Jennix moves up to the man, then vanishes.

Knowledge?: 1d20 ⇒ 19


Male

Terflynn moves behind the pillar for cover, then weaves invisible magic into a force of oppressive calm, tempting the man to lie down for a spontaneous nap.
Slumber DC 20


The Flaxseed Pathfinder Lodge

Jennix:
You have fought several araneas already and you know that those spider-beings are capable shapeshifters. He could be another aranea.

Will: 1d20 + 9 ⇒ (6) + 9 = 15

Aaaaaaand Terflynn puts the man to sleep!

Out of combat!

gear:
wand of lightning bolt (23 charges), Medium spider venom (4 doses), dagger of venom, masterwork blowgun with 10 darts, cloak of resistance +2, flask of endless sake, silver sake drinking bowl (worth 110 gp), carved hardwood ball medallion depicting the world being devoured by an imperial dragon (worth 50 gp), silver mirror worth 1000 gp (can be used as a focus for a scrying spell, 2 doses of opium (worth 50 gp total).

flask of endless sake:

Aura faint enchantment; CL 5th
Slot none; Price 4,000 gp; Weight 1 lb.

This simple ceramic flask looks like any other normal container for serving sake, or rice wine. If the flask’s silver stopper is removed and the command word spoken, up to 1 gallon of sake can be poured from the flask per round. In addition, once per day, a character can drink directly from the flask to gain the effects of a potion, determined randomly. Roll 1d6 on the following table to determine the type of potion.
d6 Roll Potion type
1 heroism
2 cure moderate wounds
3 enlarge person
4 reduce person
5 lesser restoration
6 rage
This potion cannot be poured out or saved for later use; it must be drunk, and the potion’s effects take place immediately.

You also find a narrow wooden shelf hidden just below the roof which holds a magnificent small lacquered screen (worth 30 gp), a bolt of very fine turquoise silk (worth 200 gp), an ancient tapestry depicting a lion embroidered on blue silk (worth 100 gp), a pair of embroidered silk lotus shoes set with opals (worth 750 gp), a blue silk robe with a dragon figure embroidered in gold thread (worth 95 gp), a porcelain tea set depicting eagles with silver and platinum handles (worth 450 gp), a carved jade dragon brooch (worth 200 gp), four jade hairpins (worth 20 gp each), a carved soapstone pig (worth 25 gp), a jade belt buckle depicting a demonic face (worth 75 gp), and a jade belt hook in the shape of a heron (worth 60 gp).

And with that, level up to 11!


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Woohoo! Endless sake!


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Have it...Miso won't partake. ;-)

Miso will take the wand, though, and will suggest that we attempt to boost Jennix's dreadful Will save with the cloak.


The Flaxseed Pathfinder Lodge

Sorry, I had a big final this morning and now I won't be able to get a post off tonight as we're about to leave. I'll kick us back into gear tomorrow though!


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

No problems, take your time.


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Real Life Comes First [tm], EF. Always.


The Flaxseed Pathfinder Lodge

Previously on Jade Regent....

Concluding your epic journey across the Crown of the World, you finally reached the lands of Tian Xia and entered the city of Ordu-Aganhei. As you began to explore this strange city, you received an invitation from Batsaikhar, prince of Ordu-Aganhei, who wanted to meet these visitors from the far-off lands to the west. The prince hosted a variety of feasts for you, giving you the opportunity to impress your host while learning more about the current situation in Minkai. Batsaikhar rewarded you with gifts that should be useful for your journey.

During the final festival, you were attacked by agents of the Five Storms, who are now aware of your presence in Tian Xia. You received aid in the battle from an unexpected source—a woman named Miyaro, who had been sent by the kami, the spiritual protectors of the natural world. She told you that the road from Hongal to Minkai is guarded by the Five Storms, but that the kami would allow you passage through the Forest of Spirits, the vast, haunted forest that grows between Minkai and the rest of Tian Xia, to bypass the heavily patrolled main road.

Traveling through the wood, you encountered several of the spirits that give the forest its name. With the help of Miyaro and the kami, the journey was swift, but still dangerous. Meeting the kami in their forest home, you learned of an ancient pagoda in the depths of the Forest of Spirits called the House of Withered Blossoms. This palace once served as a prison for the Five Storms, but the oni somehow managed to escape. Unable to investigate directly, the kami asked you to search for clues as to how the oni escaped. At the same time, the kami know that the Jade Regent of Minkai is allied with the Five Storms, so any information you discover about the Five Storms while exploring the pagoda and its dungeons can only help them in their fight against the Jade Regent.

Entering the House of Withered Blossoms, you faced a tribe of araneas who have taken over the aboveground levels of the pagoda and now you are about to brave the regions beneath to discover what you can of the oni's escape.

Queue intro credits, fade to black, and begin!

A warm breeze carrying the unpleasant smell of decay wafts upward from the web-filled shaft heading below the pagoda. After a dizzying descent, the seemingly endless shaft finally ends. The tortuously narrow steps in the shaft broaden into huge, stone-flagged stairs that descend sharply into a wide, smooth-walled chamber. The room widens as it slopes upward to the northeast, ending at a vast wall of huge stone blocks. Rusting double iron doors, bristling with bloody spikes, offer the only passage through the wall. The air is hot, and smells of sweat and toil. Two Tian slaves hang impaled on the door spikes.


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

As the party descends Jennix twists his neck causing it to pop loudly, then cracks his knuckles. Elbowing his elven companion, he says. "Hey Terf, how many times have I died? Two, three times? Four? I wonder if Pharasma will ever tire of my escaping the Boneyard. Maybe she'll make me a pyschopomp when my time finally comes...."

Upon reaching the bottom, which felt like months to Jennix, he makes a face at the sight of the impaled bodies. "That's welcoming....."

Creeping forward, Jennix looks for traps, listens at the door, and checks to see if it's locked.

Perception: 1d20 + 16 ⇒ (16) + 16 = 32


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

"I'd say so. With that kind of welcome I won't feel bad walking in armed." Zack says while drawing his bow on the door.


The Flaxseed Pathfinder Lodge

Jennix finds no locks nor traps on the doors and leads the way in: A broad stone-floored courtyard lies on the other side of the wall. A stone parapet runs behind the arrow slits atop the wall, connected by a wooden bridge that crosses above the door.

Four red-eyed hobgoblins are in the room and begin to shout foul curses at you in Goblin when the doors open.

gm rolls:

Jennix: 1d20 + 3 ⇒ (11) + 3 = 14
Miso: 1d20 + 2 ⇒ (3) + 2 = 5
Terflynn: 1d20 + 3 ⇒ (9) + 3 = 12
Zachary: 1d20 + 2 ⇒ (3) + 2 = 5
hg: 1d20 + 7 ⇒ (5) + 7 = 12

Initiative:

1. Jennix
2. Hobgoblins
3. Terflynn, Miso, and Zachary

Jennix is up!


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Jennix grins at the hobgoblins, then darts into the room, attacking the yellow skinned one.

Katana vs Yellow: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Fire: 1d6 ⇒ 3
Sneak: 2d6 ⇒ (3, 5) = 8

After making his attack, he calls on his ninja training to vanish!

ki point for vanishing trick. Can't edit map, atm


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Ret-conning a bit, since the Paizo monster ate my post from yesterday...

Miso doesn't always comprehend sarcasm (unlike his player, LOL) and pulls his eyes from the gruesome sight to turn to Jennix curiously. I do not find this particularly welcoming, myself.

In one hand the Kellid holds the prized javelin of lighning found in the dragon's hoard outside of Iqaliat; in the other, the trusty wand of scorching ray that he has had for some time. He remains alert as the party moves toward the imposing iron doors (blindsense 30 ft).

Take 10 Perception for 24.


The Flaxseed Pathfinder Lodge

Jennix's blade cuts into the hobgoblin and the archaeoninja then disappears, leaving the hobgoblins wondering where he went. The jaundiced hobgoblin swings wildly at Jennix:

mwk morningstar: 1d20 + 13 ⇒ (7) + 13 = 20
high hits: 1d100 ⇒ 68
damage: 1d8 + 6 ⇒ (2) + 6 = 8

mwk morningstar: 1d20 + 8 ⇒ (20) + 8 = 28
high hits: 1d100 ⇒ 23
damage: 1d8 + 6 ⇒ (1) + 6 = 7

The other three take out bows and fire at the rest of the party!

mwk comp longbow on Miso: 1d20 + 13 ⇒ (17) + 13 = 30
damage with sneak: 1d8 + 3 + 2d6 ⇒ (8) + 3 + (5, 4) = 20

mwk comp longbow on Terflynn: 1d20 + 13 ⇒ (18) + 13 = 31
damage with sneak: 1d8 + 3 + 2d6 ⇒ (4) + 3 + (6, 2) = 15

mwk comp longbow on Zachary: 1d20 + 13 ⇒ (3) + 13 = 16
damage with sneak: 1d8 + 3 + 2d6 ⇒ (8) + 3 + (2, 6) = 19

Initiative:

1. Jennix
2. Hobgoblins
3. Terflynn, Miso, and Zachary

yel: 30 dmg

You guys are up!


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

OMG I get to use my favored enemy ability!
Zack returns fire on the bowmen.

Attack 1 1d20 + 18 ⇒ (7) + 18 = 25
Damage 1 2d8 + 40 ⇒ (4, 7) + 40 = 51 (Manyshot)

Attack 2 1d20 + 18 ⇒ (6) + 18 = 24
Damage 2 1d8 + 20 ⇒ (3) + 20 = 23

Attack 3 1d20 + 13 ⇒ (12) + 13 = 25
Damage 3 1d8 + 20 ⇒ (5) + 20 = 25

Attack 4 1d20 + 8 ⇒ (7) + 8 = 15
Damage 4 1d8 + 20 ⇒ (7) + 20 = 27
(PBS, Clustered Shots, Deadly Aim, Rapid Shot, FE)

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The Flaxseed Pathfinder Lodge

Jade Regent Player's Guide

Hello all! You've all been invited to my upcoming Jade Regent PbP game. This game will be played for PFS credit. First of all, this does not mean that your character needs to be a PFS legal character (see below for my character creation info), but rather that you will receive PFS credit at certain points during the AP.

This means that I will be primarily focusing on the sanctioned parts of the AP. I will not be skipping from one sanctioned part to the next (as that would destroy the continuity of the story) but I will likely be narrating through the non-sanctioned parts and skipping most of the unrequired encounters in an effort to save time.

I understand that you might feel like you are missing something by skimming over some of the encounters and if this were real life we would be doing everything (ask my IRL Reign of Winter group). But the PbP format is slow and I do not wish to spend several extra months on unsanctioned encounters. I will do my best to narrate through everything so that you don't miss any of the essential points of the story.

And now the part you've all been waiting for: character creation!

To start with: we will be starting at 2nd level!
Point buy: 15 points (I know, I know, but I've never tried it and I like the challenge it presents)
Races: core races only (dwarves, elves, gnomes, half-elves, half-orcs, halflings, and humans)
Classes: all classes except gunslinger*
Archetypes: no zen archers, undead lord clerics, vivisectionist alchemists, anti-paladins, ex-inquisitors, (basically don't play anything icky or borderline evil) or any archetype that gives access to firearms*
Prestige Classes: allowed but again, nothing icky. Also realize that this AP caps at level 15
Alignments: no evil alignments! you're a hero! just stop it! good alignments encouraged but not required
Deities: clerics can not worship evil deities; for other characters I won't specifically disallow the worship of evil deities, but you better have a darn good reason
Traits: two traits, one of them from the player's guide. all traits are allowed but I encourage you to pick traits for role-play purposes rather than mechanical. drawbacks (from Ultimate Campaign) are allowed
Starting Gold: double the maximum for your class plus 1000 gold
Hit Points: full HD value at first level, 1/2 HD value +1 for every level after that
Because it bears repeating: we will be starting at 2nd level!

Furthermore, I would like to see some interesting backstory and reason why you are in Varisia near Sandpoint at the start of the adventure. It doesn't need to be overly detailed or show an intense grasp of the world of Golarion. I just want something more interesting than, "I'm a barbarian from the Mwangi and I like to SMASH things!" (nothing against Mwangi barbarians). I like characters who are going to be interesting and three-dimensional enough to interact with each others and the PCs.

*I have nothing against gunslingers or firearms, I just don't think they will fit into this campaign very well.

AP Sanctioned Content-Guide to Pathfinder Society Organized Play, p 28:

Because of the length and scope of Pathfinder Adventure Paths, only specific portions of these adventures are sanctioned for Pathfinder Society credit. Details on running the sanctioned content from each volume of Adventure Path can found along with the adventure's Chronicle sheet(s). In general, a single dungeon complex or adventuring location is sanctioned from each Adventure Path volume, though some variation from this may arise from time to time. For a list of sanctioned content from Pathfinder Adventure Paths and their Chronicle sheets, see paizo.com/pathfinderSociety/about/additionalresources

Legal Pathfinder Society Characters-Jade Regent PFS rules, p 1:

Alternatively, if you are participating in the Jade Regent Adventure Path with an ongoing group undertaking the entire, six-chapter campaign, you may receive credit for playing the sanctioned portions of the adventure as if you had played a pregenerated character. In this case, GMs running the Adventure Path are not bound to the rules of the Pathfinder Society Organized Play campaign (such as 20-point buy, unavailability of hero points, etc.) when running the campaign or the sanctioned portion of the adventure. Pathfinder Society characters and characters from an ongoing Adventure Path campaign may not play in the same adventure.

Applying Credit-Jade Regent PFS rules, p 2:

Playing each distinct portion of Adventure Path sanctioned content from beginning to end earns a character 3 XP and 4 Prestige Points if that character is on the medium advancement track, or 1-1/2 XP and 2 Prestige Points for characters on the slow advancement track. There are no Day Job checks when playing a sanctioned Adventure Path.

If a character dies and is brought back to life, the GM must determine the rewards for that character. The minimum possible reward is 0 gp, 1 XP and 1 PP on the normal advancement track or 0 gp, 1/2 XP, and 1/2 Prestige Point on the slow advancement track. If a character participates in more than 2/3 of the module, she should receive the full rewards. GMs and active players are encouraged to hasten the return of any characters waiting to be raised from the dead.

Players who do not complete each game session earn 1/3 fewer gold pieces, 1 fewer XP, and 1 fewer Prestige Point for each session missed. This also applies to players who join later sessions; they receive 1/3 fewer gold pieces, 1 fewer XP, and 1 fewer Prestige Point for each session missed. In both cases, players earn a minimum of 1/3 gold pieces, 1 XP, and 1 PP. If a character earns more XP than she needs to reach her next level, she may not choose to switch advancement tracks at the new level earned.

As always, each player may receive credit for each Adventure Path volume once as a player and once as a GM, in either order. Players must accept a Chronicle sheet for their characters the first time they play any sanctioned content. A player may replay sanctioned content at the GM’s discretion, but the player may not receive more than one Chronicle sheet per adventure.

Chronicle Sheet levels, for those interested:

Book 1: "The Brinewall Legacy" (2-4)
Book 2: "Night of Frozen Shadows" (5-7)
Book 3: "The Hungry Storm" (8-10)
Book 4: "Forest of Spirits" (10-12)
Book 5: "Tide of Honor" (11-13)
Book 6: "The Empty Throne" (14-16)

You guys have plenty of time to decide on who is filling what role but I encourage everyone to play what they want. We probably won't be starting for a few weeks since I will need to skim through book 1 at the very least before we start. Also, I'm sure things will get very busy once GameDay starts next week. So there's no rush on getting your character put together.

That being said, once your character is ready (and when you have a bit of background put together), let me know. I like to give out free boons and such based on backstories.


Male Mostly Harmless Incorrigible Punster 5/ Militant Grammarist 3/ Contrarian 2

Dottified.


Male

Unfortunately I don't know much about Golarion regions or Jade Regent context, so it's difficult for me to provide a full backstory. However, I submitted Terflynn here to a Jade Regent previously (that failed quite swiftly) with the concept of a gruff hermit survivalist who lives outside of town. I don't want to commit to that before I hear other's concepts, but I would like some tips on how to flesh that out for this environment.


The Flaxseed Pathfinder Lodge

If you're interested in learning more about Golarion, I always suggest The Inner Sea World Guide to people. Well worth it; it's one of my favorite books. The Pathfinder Wiki can be good too if you don't feel like spending a bunch of money of a book. I don't expect anyone to be fully fluent on the world of Golarion or the Inner Sea region though.

This AP actually travels over the Crown of the World and into the eastern land of Tian Xia, two regions which aren't covered in the Inner Sea World Guide or very extensively anywhere else. There is a Dragon Empires Primer book but that basically just gives a little info on each of the eastern countries and the continent of Tian Xia overall.

I think it's somewhat expected that your character won't know much about these eastern lands but will discover them when they get there, so it sorta works out.


Dot. 15 point buy? Ouch.


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Going to run with an archery rancher, with the student survivalist trait. Still need to build everything/history, but figured I would give everyone an idea of what I was doing and make the alias.

Grand Lodge

Male Human Father 6 / Tinkerer 3 / Aspiring Polymath 1

A lot of familiar faces in here.


Male

I updated Terflynn's sheet for this game, changing him to an elf, buying some stuff, fixing point buy, etc, etc. I think I'm trying to make a witch into an alchemist. Oh well. I'm just very fond of witches.

I made some assumptions, most notably crafting and pre-crafting. Let me know if I need to change that.


The Flaxseed Pathfinder Lodge

So we've got a witch and an archer so far. Everything looks good.

Do Hawkwen and thunderspirit have any ideas yet?

I didn't get a chance to read any of the book like I was hoping but I should get a chance this week/weekend, which means it will still be another couple weeks before we start so you have plenty of time to deliberate over your characters.

Grand Lodge

Male Human Father 6 / Tinkerer 3 / Aspiring Polymath 1

So far, I have a Fighter/Bard (Archaeologist) concept that I've been working on. He would probably take a few levels in Sorcerer at some point. (I realize that it sounds a lit like Eando) Was waiting to see what thunderspirit was thinking.


Male Mostly Harmless Incorrigible Punster 5/ Militant Grammarist 3/ Contrarian 2

I was actually thinking, if there was ever a time to build a monk, this is the AP in which to do it. But not with a 15 point buy. (I'm crazy, not suicidal. LOL)

So instead I've been leaning toward either a Samurai/Lore Warden build or maybe a Cleric/empryrial Sorcerer.


The Flaxseed Pathfinder Lodge

Terflynn and Zachary: expect a message from me later today (this afternoon or tonight) about your characters, concerning their backstories and some boons I will be handing out.

Everyone else: I have starting looking through the book and am ready to make an introductory post as soon as everyone has characters ready. There will be quite a bit of RP and narration to get the story going so you don't need to have all the minute crunch done but you should at least have your stats and feats picked out.

Be sure to flip through the Player's Guide. The most important thing will be to have some connection with Sandpoint, Ameiko Kaijitsue, and/or the Rusty Dragon tavern. Choosing a trait from the player's guide should accomplish that though.


Male Mostly Harmless Incorrigible Punster 5/ Militant Grammarist 3/ Contrarian 2

Maybe I am, in fact, suicidal. Cos I keep coming back to the monk. LOL

That's where I'm at right now, so Hawkwen: build whatcha want.

Grand Lodge

Male Human Father 6 / Tinkerer 3 / Aspiring Polymath 1

After you mentioned Lorewarden, I thought that might be a better pairing for the Archeologist.

As a side note, I have a Monk/Sorcerer (Empyreal bloodline) that I have been very happy with. The WIS. Mod to AC is quite nice.


Male Mostly Harmless Incorrigible Punster 5/ Militant Grammarist 3/ Contrarian 2

Interesting thought. Pair that with mage armor and there may just be something there. Hmm...


The Flaxseed Pathfinder Lodge

Yes, a level dip into sorcerer is a popular option for monks. Not a bad idea.


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Here is Hawkwen's Fighter/Bard. Will get a background up shortly.


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Character built, writing backstory.


Male Mostly Harmless Incorrigible Punster 5/ Militant Grammarist 3/ Contrarian 2

Character sheet here.

Backstory pending.


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

"Rough" background finished.


The Flaxseed Pathfinder Lodge

Zarchary, Jennix, and Miso will be getting private messages once backstories are completed and I have some time to look them over.


The Flaxseed Pathfinder Lodge

Ready for the introductory post? Don't think I've gotten anything about Miso yet but as long as everyone has aliases ready I can get an intro post up soon so we can get moving.


Male

I should be good to go.

-Posted with Wayfinder


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Good to go.


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Ready


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |
EndlessForms wrote:
Ready for the introductory post? Don't think I've gotten anything about Miso yet but as long as everyone has aliases ready I can get an intro post up soon so we can get moving.

Actually wrote most of it last night (since our internet was out, LOL). I'll PM it to you later on today.


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Still have some PC tweaks to do (including +2 Fun bonus), but I'm otherwise ready.


Male

I'd probably vote for the cloak. This guy smells.


The Flaxseed Pathfinder Lodge

Big thanks to Chris (Miso) for supplying me with the maps for the entire AP. Future maps will be much prettier!

Now go kill some goblins!


The Flaxseed Pathfinder Lodge

Concerning treasure:

Just in case someone wasn't aware, "trade goods" (basically anything that's not weapons, armor, magical items, or anything your character would normally buy-e.g. the chest or the fan) sell for full price (the value I list that it's worth). Weapons, armor, magical items, and gear that characters normally use sell for half price.

Could someone take the initiative to keep track of the party loot? In my Shattered Star game someone took up the job of party treasurer and made a google spreadsheet to track the party loot, what it is worth, what has been sold, how much money they have currently, etc. It's up to you guys to keep track of that so however you decide to do it is fine.

I just want to make sure we have a set way of keeping track so we don't get halfway through the book and everyone says, "I thought the other guy was doing it."


Male

I can set up a Drive file with universal write permissions. You could link it in the campaign tab and then anyone could update it with our new loot when they got the chance. I often post from phone so I won't always be the best guy for the job, but if nobody posts in discussion saying they've done it I can usually get to my laptop within 36 hours.

Also, did the goblins have any loot? Weapons, armor, alchemical or magic items...? I can have my 3 new minions fetch them if they are keeping some elsewhere.


The Flaxseed Pathfinder Lodge

That sounds good. That's pretty much how my Shattered Star group works except one guy is in charge of the spreadsheet. Send me the link when you have it set up and I'll put it in the header.

There were 15 goblins. Each of them had:

leather armor, light wooden shield, short sword, short bow, 20 arrows


Male

I have it up. Here's the link.
I have a couple of questions. Would you like us to worry about:
1) distributing random loot (small-sized goblin gear, a chest, etc) for carrying weight, etc.
2) selling off in town only.

We could instead:
1) "store" the loot nebulously, not worrying about who is carrying it or the weight (except in specific instances like the potions or the arrows).
2) sell off immediately (convert the unwanted loot directly into gold).

I would say "sell off immediately" is the simplest solution, though it is a somewhat abstracted approach. What would you rule?


The Flaxseed Pathfinder Lodge

I don't see the link above. Maybe you forgot to include it or else I'm missing it for some reason.

Carrying weight: try to keep track of the weight you are carrying (your gear, don't worry about loot). I'm not going to double-check to the ounce but if you're under medium encumbrance I expect it to be reflected in your skills. Just be honest about how much you are carrying. At a certain level with handy haversacks and bags of holding it becomes irrelevant anyways. For now you can pile the loot off to the side and come back for it later. You don't have to carry it.

Selling gear: I prefer to wait until you are back to a town or city before you can sell gear and buy new things. I'm not too strict but I do tend to enforce the buying limits of a city. No purchasing 10000 gp weapon upgrades in a town of 300; you'll need to find a big city to do that. I realize that sets some limitations occasionally but its more realistic.*

*don't complain too much: in my Reign of Winter campaign it took until the end of book 2 to get to Whitethrone; until then you are in these little towns with only a couple scrolls and wands, maybe a single belt. They had buttloads to spend when they finally got to Whitethrone though. And they survived just fine using the items they found.


Male

I added the link.

To be clear, I assumed we'd be purchase-limited based on town size. The "sell immediately" is basically a fast-forward to the selling part. Instead of:
-carrying loot
-getting to town
-selling loot
-buying stuff
It would be:
-selling loot
-getting to town
-buying stuff
Doesn't open up purchasing any faster, it just makes it simpler to track inventory. The only way it would make a mechanical difference is if you wanted us to track loot weight or if we encountered locales where we could buy but not sell.

I personally like operating on a shoe-string budget. I think it's more interesting to either be so poor or so rich that you're not just buying the same old belts and headbands.


The Flaxseed Pathfinder Lodge

Ok, yeah. That's fine if you want to just jump to what the loot is worth and add that to the sheet. I can't imagine coming across somewhere where you'd be able to buy but not sell. There are purchasing limits on towns usually but if it's that small you probably won't be buying much anyways.

I agree with you. The one thing I really like about APs/homebrew is finding magical items that you'd never buy on your own but end up being really cool when you start to use them just because you have them. In PFS everyone just jumps for the stat belts and standard things like that but there are lots of other cool items out there to be had.


The Flaxseed Pathfinder Lodge

Sorry for the pause everyone. I'll try to get the next update and map up later this afternoon. If not this afternoon then tomorrow morning.


The Flaxseed Pathfinder Lodge

Sorry for the delay again. Our Carrion Crown group got together last night after a one month hiatus and I've got an exam at 11:15. I'll be able to update this afternoon/night and get us moving.


Male

I've updated the loot sheet. I have a "running total" field where I keep track of our total gold from money, valuables (like jewelry), and junk (like broken chain shirts). Nothing else is considered sold by default, so we'll have to work out what to sell manually. If you want to claim something for your character, just put it in your inventory, fill the cell a solid color (or a weak color if you're taking only part of the set represented by that cell), and right-click to add a comment or note, and write "Jennix took 2" or something.

I took the "wand of identify" as an example. That's on sheet 2, if you're confused. Each sheet represents a different area where we found treasure.


Male

Just curious, who ended up with that cloak of resistance? If nobody objects, I'll take it to bolster my weak full-caster defenses.


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

I don't object to you taking the cloak.

The cure and LR potions should probably be divvied up; and Miso will take the shurikens. Otherwise there's been nothing that Miso might want thus far.

Incidentally, thanks for taking up the treasure tracking, Terflynn. :-)


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

I concur.


Male

There is a "per share" field on the 2nd sheet. Just the total/4. Once everyone takes their share and we agree on what to do with unsold items, I can reset the resource tracking.

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

Hey folks! Stole this idea from Tektite (who stole it from others-but that's how these things work): feel free to check in at the Flaxseed Pathfinder Lodge and hang out in-character or use the Discussion thread for out-of-character chatting. I'll likely be using it to announce upcoming PFS games and other GMs are welcome to do so as well.


AC21/T15/FF17|CMD28||HP41[64]F+7|R+12|W+6||Int.+4|Percept.+16|SenMot.+5 Human Fighter(Lorewarden) 4 / Bard (Archaeologist) 3 / Ninja! 4

Jennix is leveled up!


Male Human Ranger 11 (hp 83/83) | F +10 R +11 W +8 | AC 21 T 12 FF 19 CMD 28 | Init +2

Also leveled.


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

I've got a question, EF: I'm wondering whether I can consider rebuilding Miso.

I think I finally know what I want to do with this PC, and Brawler may be a better choice. But What I have will work fine, so it's entirely up to you; I am okay either way.


The Flaxseed Pathfinder Lodge

Brawler is close enough to monk so I'll allow it.

Same for anyone else now that the new ACG play test is available. You can retrain to one of the related classes (so sorcerer/barbarian for bloodrager, etc).


Male human (Kellid) Mnk4/Sor1/DrD6 | hp 65/115 | Init +6 | AC 27/22, T 18, FF 24/20 | CMB +15 (+17 grapple), CMD 32 (34 v. grapple) | F +11 R +9 W +11 (+2 vs exhaustion/fatigue) | Prcptn +17, blindsense SM +11 |

Okay, I will run the numbers both ways and have my updated PC done by this weekend.


Male

I'll have to level up tonight.

-Posted with Wayfinder

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