GM KoKyu's Jade Regent

Game Master KoKyu

A journey of a thousand miles begins with killing a few Trolls.
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~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Rennyn's biggest issue with the sleeping arrangement is regarding his lack of proximity to Ameiko. As her oath bound bodyguard, he would insist on being as close as possible to her at all times. And yes, it makes more sense to have Koya and Fenra together. I would suggest they and Shakelu in one wagon. Kenan, Jeryn and Sandru in the second. Ameiko and Spivey in the third with Rennyn trancing there as well. Draeven sleeps by the fire or under a wagon (if it is raining) as he has immunity to cold.

Just out of curiosity, why is Sandru awake?

Rennyn trances in his armor. You can sleep in light armor without becoming fatigued. I believe only Draeven wears medium armor. So everyone who wears armor can have their armor on without a problem.

Fenra's penalty shouldn't really kick in until morning. You still have time to earn a reward. :)

Base DC to hear Draeven is 0. +10 for listener being asleep. +1 for every 10' from Draeven. One could argue for additional conditions (for example: -2 yelling vs talking or -2 quiet conditions or +2 the fabric walls of the wagons) but I just went with the above with no conditions for Rennyn's roll.


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Do you want me to take over an existing pc or are you dumping and replacing with new?


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

You could make a new one, or you could just run Jeryn or Kenan or the both of them.

If you make a new one it would likely need to be an arcane caster to replace Jeryn. Draeven is already Kenan's "replacement". Their characters would just fade into NPCs in the caravan until that time that they should wish to rejoin the game full time.

If you wanted to run Kenan, I could run Jeryn. That would give us both melee and spell casting focused characters to run.


Fenra Mvashti wrote:
There is a pretty big difference between being unconscious for 40 seconds or less and rising from a long sleep. Your blood pressure hasn't really had time to drop that much, also if you are in REM sleep you could wake very disoriented whereas magical unconsciousness I would think when you regain it you just kind of return to the state you were in before, no dreams or anything to fog your mind. But for the game, whatever, sometimes I just like to argue semantics.

"Oh really?" *twirls mustache* "I'll be your huckleberry..." :D

Everyone wakes up differently, and every wake up for a person is not the same either. Some people don't dream. Who says you are always waking up from REM? There is a difference between waking up from sleep and waking up to a life threatening situation. I've woken many, many, many, times straight to orientated and functional, both just normally or due to outside "stress". Am I special? :)

Who says the unconsciousness is magical? You can get there a number of ways including, but not limited to, physical damage (-1 HP) or being bludgeoned by non-lethal damage. Waking up from sleep is worse than that? You see a lot of real world boxers or MMA fighters just pop up from being knocked silly? Having been knocked unconscious many times and waking up every day of my life, I can say that getting up from sleep is waaaaaaay easier. :)

Now seeing as how the rules are no where even close to simulating reality...


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Yeah, I just think they should somewhat try to simulate reality, that way when a situation that isn't outlined in the rules is encountered, we can use real life as a guide.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Thanks for the clarification Fenra :) oKOyA has also pointed out my blundering error (add it to the list) :P What can I say, I've never boasted at having any RAW talent with this stuff but thankfully things get ironed out before too much damage is done. Rather than go back retconing a bunch of things I will extend the duration of the spell, keeping Group B on ice for however long it takes Draeven to dispatch them "a les poulets dans un tonneau," or something like that.

Lowering the HD after the creature has been affected would work but that also sounds like more work and is probably further from RAW than intended. I'd like to see this used again, mainly so I can get it right and tally up the HDs -5 per creature. I am comfortable doing that but not so much when it comes to putting creatures into negative HD territory as is the case with Group B. Everyone in that group would be at -3HD which is kind of crazy. I mean, where would the spell end? There is a maximum on the caster level so I don't think Paizo intended this to be so devastating on low level mooks. There should be reductions in HD as per the ability however to a minimum of 1HD per creature. Taking out twelve creatures, and potentially 18, with a single spell is still pretty tank.

Also, as Fenra has not indicated she would be willing to take on a second character to fill in for Jeryn, I leave it to Lord oKOyA. The new character will be found in Kalsgard where Jeryn and Kenan will be staying/disappearing once the party arrives. He/She should be at Lvl 4 and have the character wealth equivalent of what Jeryn has and should have a background placing them in Kalsgard and a reason for wanting to leave. Entrustment of Ameiko's heritage can be revealed as the group overcomes any challenges Kalsgard may pose. Barring any real challenges then perhaps Sandru can get wasted on ale and just spill the beans. You may file your complaints here in the discussion threads.


Due to the area (10' radius) of hypnotic pattern, the max number of mooks it can realistically work on is 12. No need to get all melodramatic. :)

Don't pack closely together if you dont want to fall victim to area spells. :P

My thoughts regarding the characters is I can run Jeryn as is and we can have Kenan become and NPC for now. Then should either player return they can resume with their character.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Wishing you and yours a very Merry Christmas!


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Happy New Year guys! Here's to another year of posting!


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Belated Happy Holidays to everyone!


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

It's past my bedtime, I'll get an updated map up tomorrow :/


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Sorry I have not posted anything of late. June and this first part of July have been a hard month for us and ideas just aren't flowing. I know a couple ideas were floated in the game play but there's nothing I can see as definite actions for me to respond to so I'm just floating. I will be leaving for NYC next week (July 23 to August 10th) and may not have any opportunities to post from there.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

I'm sure we can continue this short break and resume in August when you return.


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Have fun in NYC!


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Hi guys, just got back. NYC was good but the flight home was a bit of a nightmare - 4 hour delay in LaGuardia then another 6 in Toronto just for a little rain. SHeesh!
So should I put something together to cover Spivey scoping out the guild or was that just brainstorming?


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Just back from camping myself. I'm good with whatever gets things moving along.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Is it possible I've TPK'd the group out of sheer boredom?


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

I've been super busy since the start of school, hockey and other sports and with side jobs.

I think we are also suffering a bit from the lack of a clear direction forward. It seems that every "clue" or turn in the story leads us to just another dead end.

"You need a guide. This guy would be a good choice. Oops. He has been kidnapped. But wait! He is being held at this farm. *Attempt rescue*. Sorry, he is not here. And no one here will tell you anything. Why don't you try the guild? Watch out for assassins though! Good luck!"

:P


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Let's see:

  • Followed from the start - check
  • Ambushed at the river - check
  • Stonewalled by the Guild - check
  • Only available guide kidnapped - check
  • Assassination attempt - check
  • Confrontation with Asvig - check
  • Investigating the Guild office - started

Without listing what lays ahead, that's pretty much the way the AP is laid out. The party basically has to pound their way from one tiny clue to the next without really getting any solid intel (ie. go here and confront Boss X to complete the mission) until most of the city has been traversed. Given the two or three days the group has spent in Kalsgard, I think a lot has been accomplished: You know there is someone or some underground group plotting against you, you've met and made a powerful ally, confronted and defeated one of the villains in the plot, learned he was just one of a few contractors employed to thwart you and you now have a lot of arrows pointing to something being wrong with the Guild. There's no question, the railroad factor is pretty high. I was willing to uncover the sandbox and throw encounters at you from the APs as we went but then that wasn't going to be JR anymore. The alternative to all this running around was: the group arrives, is stonewalled by the guild, the group says, "screw this" and leaves town trusting to their own survival skills leaving a bunch of baddies lingering in Kalsgard to no doubt harass Ameiko and her party across the Crown (which BTW is AP#3, #4 is pretty wack too and I'm not sure how to tackle that one). I have actually cut out a bit from #2 (a couple more assassination attempts, another kidnapping, street riot and crashing a funeral) but kind of painted myself into a corner as to how the group should receive the final clue. I could have had Fynn's people do all the leg work and spoon feed you or contrive to send you into the Guild offices. Choosing the later at least keeps us in the AP, comes with a map and an actual place to search. All that remains is to dig.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

I have turned Sloth-like over the holidays and find myself caught without a few maps. But I am working on it! I just have to help the kids with their homework first/at the same time :P. Posting coming by the end of the week!


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

I was thinking that Stacy and I should take over the rest of the PCs, and to that end, replacing Kenan and Jeryn with characters of our own making seeing as how we will be playing the rest of the AP just the two of us.

I could make an arcane caster to replace Jeryn. Maybe a rogue (ranged) to replace Kenan Stacy?


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

I agree as it will eventually need to be done. Is there any chance of Pierre or Mat coming back in? As the next level approaches upgrading the two will prove difficult without access to the accounts.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

I checked with Pierre and he confirmed he won't be able to play. Same with Matt.


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

I can make a rogue/ranger level 4? or will they be level 5 by the time they come in?


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Good question. When should we be 5th Chris?

I am bouncing ideas around. I'm thinking possibly a Halfling Sorcerer (Oni or Fey bloodline) or a Tiefling Arcanist at the moment.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

I will accept halfling bards.
Depending upon how far you make it through the fortress, I will say level 5


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

I could make a halfling rogue and you could make a halfling something and they could be siblings/related somehow to make it more interesting for them to come in together!


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Sure. I'll make a halfling sorcerer (Oni bloodline). I'll give you a call to discuss some backstory.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

A Gnome bard! I meant to say gnome!


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Ok, we have decided on twin sibling halflings. Hers a rogue and mine a sorcerer with the Oni bloodline.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Can you two put up a couple quick posts here from the siblings so I can check out their backgrounds. I want to try to work them into the Fortress either as prisoners or rescuers depending on how things go. The AP suggests level 5 for this section, but so far the group is doing pretty well :)


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

We/I haven't come up with our background/backstories yet. I have crunch mostly done. Just need to gear up. We will try and hammer something out soon..

Well, it has only been 2 fights so far... and I wouldn't expect the first 2 to be the real tests.


Female Halfling Rogue 5| HP 38 | AC:19 | FF: 14 | T:16 | CMB +3 | CMD 18 | Fort:+5 | Ref:+11 | Will:+4 | Init:5 | Per: +11

Here's what we are thinking.

Halfling twins. The brother dark (think emo), feels himself to be cursed, whether that is actually the case or not. The sister light, joyful but pragmatic. Is happy and positive and will happily and positively slit your throat if needed. You would not guess they are twins, in either appearance or manner, but they are fiercely devoted to one another and have a lust for adventure and new horizons that propels them forward.

We are looking at some traits to tie us together more, we have both taken kin bond. None of the Jade Regent traits really apply as they are all designed for PCs from Sandpoint or area and being really familiar with it and at least one of the NPCs before hand. Do you have a preference for trait?

We also thought that we could be captured slaves brought in for entertainment for the funeral or something (gladiator style), but if you have a better hook please delight us! Rescuers sounds cool too.

I will post my character stats soon. Still looking at traits and tweaking though so might be a little different in final.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

The question I am trying to address is, how long should a Heal check last? RAW says one Standard Action. Considering a Standard Action is possibly less than 6 seconds, especially when taking movement into account, I have to ask, just what kind of quality first aid is being administered? I can imagine applying basic pressure to a bleeding wound in that time, but not dressing it or bringing a bleeding wound to a stop thus allowing the healer to leave. Without continued pressure upon a wound, it will resume bleeding until properly treated. In my opinion, if an injury is serious enough to require a Heal Check, the PC making the Heal Check should be expected to say with the victim for more than 6 seconds no matter what the injury. Fortunately, the Handbook lays out some examples to illustrate treating things like disease, poison, deadly wounds and wounds from caltrops but gets vague when addressing first aid.

Considering the healing options listed in the AP for being raked in the eyes are Remove blindness or a DC15 Heal check and the injury is described as scratching and tearing to the eyes resulting in blinding the victim for 1d4 days if left untreated, I'm thinking 6 seconds isn't going to/shouldn't cut it. Given the Handbook's examples, I am treating this as an equivalent to a wound from caltrops, spike growths or spike stone (p.99 Player's). I feel it is the closest in nature based on the examples and not too outrageously out of line with what might be thought of as realistic.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

And yet the damage done by caltrops, spike growth and spike stone can all be healed by a simple CLW spell. Same with a slash from a sword or being pierced by an arrow. But somehow the "tearing and scratching" done by ravens can't be healed by literal magic?!?

Seeing as how the entire fortress is likely to make its way here one after another, we will have fought pretty much everything before 10 minutes elapse. Jeryn is effectively "dead".


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

To my knowledge, no one has tried to use magical healing on Jeryn. He is not dead.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Magical healing was/is not listed as an option. Only remove blindness and a DC 15 Heal check. We don't have remove blindness and you made the heal check 10 minutes. I was asking why.

And you see the quotes yes? A blind wizard cannot effectively target his spells. Makes him essentially useless to us at best and more than likely a detriment.


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

I would think CLW would heal him and remove the blindness. It is not a magical blindness, just damage. But Chris is right in that the description for the Raven swarm specifically says cure blindness or heal check. The description of the cure blindness/deafness spell says it works on magical or normal blindness. Not sure why CLW wouldn't work though. I could see the spell used to cure congenital blindness where CLW wouldn't work, but from literal scratches where a heal check would work doesn't really make sense. It is what the swarm description states however. It does make sense to me to use the same heal check for caltrops though. Nothing else really matches. Does say its a DC11 though.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Magical healing is a head scratcher for blindness, if we go strict AP. I should check the discussion groups to see if this has come up elsewhere. Chances are VERY good that I am missing something and just waiting for a darkly hooded figure to correct me :))


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Wasn't hard to find a thread which makes some good points.
The other question I was struggling with is how long does Jeryn's blindness last? Sure caltrops is a 10 minute fix, but that makes sense as you remove the object, clean the wound and bind. However eyes are a different ball game. Should Jeryn be out of the game for 1d4 days? Does the fact there is a Heal Check provision change the duration?


I only brought up magical healing in reference to your decision to use spike stones etc as justification for your ruling.

The raven swarm's extraordinary attack (eye-rake) lists two cures for the blindness, a spell and a heal check DC 15. It does not say anything about 10 min.

Under the actions section of the heal skill it says providing first aid, treating a wound or treating poison is a standard action. If a standard action suffices for that I see no reason to rule that 10 min is required to treat the "wounds" that are causing the blindness. 10 minutes is specifically called out for treating disease, or tending to a creature wounded by the two listed spells. Eye-rake is none of those.

Personally I think it is silly that the eye-rake can't be healed with cure spells but I wasn't asking for that. I was seeking to clarify why the 10 min.

The thread you linked to isn't specific to the swarm in this AP. There are at least 3 versions of this swarm in various sources, each with differing sets of cures and DCs etc. so not as helpful as one would hope at first glance.

Bottom line is, do you want to remove Jeryn from the AP at this point or not?


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Because I know you like to argue :) ....this is not a poisoning. This is not your basic first aid requiring a Band-Aid either. This is Blindness, an injury requiring 1d4 days to heal naturally or treatment from a very specific spell. I think the cure wording is incomplete and should clarify what the results of the Heal Check mean(or perhaps I'm missing something. What does it mean by, the save DC is constitution based?) All I'm saying is, it just doesn't sound like blindness should be a quick 6 second fix. If heal checks are that good, why have clerics? That might actually be an interesting campaign...

It is not my intention to take Jeryn out of the game (and as far as I know, there are no halflings in this fortress) and suggesting as much in the discussion was a poor choice of wording. Jeryn is in the group for as long as the group wants him to be there. If the party needs to regroup and recoup so Jeryn can function independently, it is free to leave the fortress and return another day, the AP has a contingency for that.


Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

Well we do want to get rid of Jeryn (and Kenan) eventually and definitely by the time the new characters join. I think Chad was maybe just wondering if this was a planned or opportune time for that.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

While I don't have a specific plan for how Jeryn and Kenan will exit, the rolls for Jeryn's saves certain gives us a opportunity. His blinded condition doesn't mean the two have to leave now though. With combat over, the group has a chance to rest (if you want) and in 10 minutes his vision will clear with help.
The only plan I have for the halflings is to plant them somewhere in the Fortress. This can happen in one of two ways: the party finds them chained up in a room, captured or betrayed by the Guild or the pair swoops in to pull you guys out of a tight spot. Given the damage the group is capable of dolling out, we are leaning heavily to the prisoner of war story line.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link

Do we want to check again to see if Mathew wants to resume playing in this game? And Pierre? They declined in Sept but perhaps they have changed their minds? At least give them one last chance before we replace their characters.

We could also invite Darren?

Draeven could leave to keep numbers manageable.


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

As you may have already heard, players will be leveling to 5th once the party decides to rest.
To stay consistent with trends in other campaigns, I will also be adjusting how injuries are recovered. Going forward we will no longer follow the Strain variant but will be rolling for recovery while at rest using your class Hit Dice. Further details will be coming as soon as I get them from the Lord. :))


Up to date loot list:

234 gp, 380 sp, 1,000 cp
[450 gp] unworked topaz (worth 225 gp; Craft (jewelry) DC 20 to repair)
[90 gp] deep blue spinel
[80 gp] coral
[120 gp] unworked deep blue spinel (worth 60 gp; Craft (jewelry) DC 15 to repair)
[500 gp] topaz
[45 gp] citrine
[50 gp] unworked moonstone (worth 25 gp; Craft (jewelry) DC 12 to repair)
[100 gp] amethyst
wand of spark

a masterwork short sword with a walrus ivory pommel cap (worth 330 gp)
a pair of boots of elvenkind
19 gold lion’s head arm-rings (worth 35 gp each)
a jeweled box brooch (worth 150 gp)
three fine felt cloaks (worth 15 gp each)
five copper neck rings (worth 2 gp each)
five silver ringed pin brooches (worth 10 gp each)
five silver pommel caps taken from defeated rivals (worth 10 gp each)
an ornate whalebone tally stick (worth 75 gp)
three small bales of fine angora wool (worth 15 gp each)
felt bag holding 258 sp and 47 gp

2 chain shirts
3 light wooden shields
2 masterwork battleaxes
5 short swords with silver pommel caps (worth 20 gp each)
9 spears

potions of divine favor (2)
masterwork chainmail
masterwork heavy wooden shield
+1 shortspear
throwing axes (2)
platinum lion’s head armring (worth 350 gp)
fine felt cloak (worth 10 gp)
gold neck ring (worth 50 gp)
gold ringed pin brooch (worth 25 gp)

darts (4)
masterwork sickle
ring of protection +1
gold and copper box brooch (worth 70 gp)
silk rope (50 feet)

silver necklace with nine black pearls worth 900 gp

psuedowasp's lair?

1 potion of blur (used by Draeven)

6 potions of disguise self, blue whinnis poison (2 doses), deathblade poison (3 dose) distributed

6 masterwork wakizashi
6 leather armor
6 blowguns with a total of 55 darts
18 daggers
3 50-ft. silk rope with grappling hook
6 close-fitting bodysuits of dark fabric called a Shinobi shozoku. These outfits are favored by ninja and assassins. It is of masterwork
quality and grants a +2 circumstance bonus on Stealth checks while worn. A shinobi shozoku costs 50 gp and weighs 2 lbs.

Werebear and Ulfen warriors loot?

Ulfen game board with pieces made of walrus ivory worth 120 gp
3 lucky runestones carved in chalcedony worth 35 gp each
gold ringed pin brooch worth 20 gp
ornate Varki needlecase carved from whalebone with three bone needles worth 15 gp.

Offerings in the bowl before the idol are worth a total of 250 gp

20 blocks of Tian incense worth 10 gp each
a cash voucher from the Rimerunners Guild good for 80 gp
jade bracelet worth 25 gp
antique painted ebony fan worth 250 gp.

RING of COUNTERSPELLS Aura moderate evocation; CL 11th; Slot ring; Price 4,000 gp; Weight —
DESCRIPTION: This ring seems to be a ring of spell storing. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer’s part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed into it again.

CONSTRUCTION REQUIREMENTS: Feats Forge Ring; Spells imbue with spell ability; Cost 2,000 gp.

STONE SALVE Aura strong abjuration and transmutation; CL 13th; Weight —; Slot none; Price 4,000 gp per ounce

DESCRIPTION: This ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh as the stone to flesh spell. If an ounce of it is applied to the flesh of a nonpetrified creature, it protects the creature as a stoneskin spell.
CONSTRUCTION REQUIREMENTS: Feats Craft Wondrous Item, stone to flesh, stoneskin; Cost 2,000 gp

leather armor (x5)
Wakizashi (x5)
chainmail
cloak
short sword
blowgun (x5) with 4 darts left
daggers (x15)
5 Shinobi shozuku
slightly used disguise kit. Of the five kits the newest has 9 uses, a very worn kit has only 1 use left, a moderately used box contains approximately 4 uses, another worn kit is good for 2 uses and the last has at least 6 uses left

Fenra: potion of blur, potion of vanish, fugitive grenade, cloak of resistance +1, chainmail +1, 1 pp, 33 gp, 18 sp
Jeryn: potion of blur, potion of vanish, fugitive grenade, 1 pp, 33 gp, 18 sp
Kenan: potion of blur, potion of vanish, fugitive grenade, short sword +1, comp short bow +1 (+2 str), 1 pp, 33 gp, 18 sp
Rennyn: potion of blur, fugitive grenade,1 pp, 33 gp, 18 sp
Draeven: potion of blur, fugitive grenade, arrow +1 (seeking), (x10) poison (Blue Whinnis) 1 pp, 33 gp, 18 sp

Pouches of coins contained a total of 5pp, 166gp and 82 sp

oaken statuette carved in the image of an Ulfen warrior biting his shield in fury worth 10 gp
four keys
ornate jade raven statuette, this one is set with precious stones, worth 100 gp

450 gp in freshly minted Chelish coins


Up to date loot list:

COIN, GEMS, JEWELRY ART AND TRADE GOODS

COINS: 5 pp, 897 gp, 720 sp, 1,000 cp

KEEP:
(x1) unworked topaz (worth 225 gp; Craft (jewelry) DC 20 to repair) [450 gp]
(x1) unworked deep blue spinel (worth 60 gp; Craft (jewelry) DC 15 to repair) [120 gp]
(x1) unworked moonstone (worth 25 gp; Craft (jewelry) DC 12 to repair) [50 gp]
(x1) cash voucher from the Rimerunners Guild [80 gp]

SELL:
(x1) deep blue spinel [90 gp]
(x1) coral [80 gp]
(x1) topaz [500 gp]
(x1) citrine [45 gp]
(x1) amethyst [100 gp]
(x19) gold lion’s head arm-rings [35 gp each = 665 gp]
(x1) jeweled box brooch [150 gp]
(x3) fine felt cloaks [15 gp each = 45 gp]
(x5) copper neck rings [2 gp each = 10 gp]
(x5) silver ringed pin brooches [10 gp each = 50 gp]
(x5) silver pommel caps taken from defeated rivals [10 gp each = 50 gp]
(x1) ornate whalebone tally stick [75 gp]
(x3) small bales of fine angora wool [15 gp each = 45 gp]
(x1) platinum lion’s head armring [350 gp]
(x1) fine felt cloak [10 gp]
(x1) gold neck ring [50 gp]
(x1) gold ringed pin brooch [25 gp]
(x1) gold and copper box brooch [70 gp]
(x1) silver necklace with nine black pearls [900 gp]
(x1) Ulfen game board with pieces made of walrus ivory [120 gp]
(x3) lucky runestones carved in chalcedony [35 gp each = 105 gp]
(x1) gold ringed pin brooch [20 gp]
(x1) ornate Varki needlecase carved from whalebone with three bone needles worth [15 gp]
(x1) Offerings worth a total of [250 gp]
(x20) blocks of Tian incense [10 gp each = 200 gp]
(x1) jade bracelet [25 gp]
(x1) antique painted ebony fan [250 gp]
(x1) oaken statuette carved in the image of an Ulfen warrior biting his shield in fury [10 gp]
(x1) ornate jade raven statuette set with precious stones [100 gp]
TOTAL SALE: 4405 /2 = 2202.5 gp

MUNDANE WEAPONS, ARMOR AND GEAR

KEEP:
(x11) masterwork wakizashi [335 gp each = 3685 gp]
(x11) Shinobi shozoku [50 gp each = 550 gp]

SELL:
(x2) chain shirts [100 gp each = 200 gp]
(x3) light wooden shields [3 gp each = 9 gp]
(x2) masterwork battleaxes [310 gp each = 620 gp]
(x5) short swords with silver pommel caps [20 gp each = 100 gp]
(x9) spears [2 gp each = 18 gp]
(x1) masterwork short sword with a walrus ivory pommel cap [330 gp]
(x1) masterwork chainmail [300 gp]
(x1) masterwork heavy wooden shield [157 gp]
(x2) throwing axes [8 gp each = 18 gp]
(x63) darts [ 5 sp each = 31.5 gp]
(x1) masterwork sickle [306 gp]
(x4) silk rope (50 feet) [10 gp each = 40 gp]
(x3) grappling hook [1 gp each = 3 gp]
(x11) leather armor [10 gp each = 110 gp]
(x11) blowguns [2 gp each = 22 gp]
(x33) daggers [2 gp each = 66 gp]
(x1) chainmail armor [150 gp]
(x1) short sword [10 gp]
(x1) disguise kit (9 uses) [45 gp]
(x1) disguise kit (1 uses) [5 gp]
(x1) disguise kit (4 uses) [20 gp]
(x1) disguise kit (2 uses) [10 gp]
(x1) disguise kit (6 uses) [30 gp]
TOTAL SALE: 2600.5 /2 = 1300.25 gp

MAGICAL AND SPECIAL ITEMS

KEEP:
(x1) boots of elvenkind [2500 gp] Rennyn
(x2) potions of divine favor (CL 1) [50 gp each = 100 gp] Rennyn, Draeven
(x1) ring of protection +1 [2000 gp] Draeven
(x1) potion of blur used by Draeven
(x6) potions of disguise self (CL 1) [50 gp each = 300 gp] Party (distributed)
(x12) blue whinnis poison [120 gp each = 1440 gp] Party (Draeven)
(x3) deathblade poison [1800 gp each = 5400 gp]Party (Draeven)
(x1) ring of counterspells [4000 gp] Fenna
(x1) stone salve [4000 gp] Party (Fenna)
(x1) +1 comp. long bow (+2 str) [2600 gp] distributed (Kenan)
(x1) +1 short sword [2310 gp] distributed (Kenan)
(x1) +1 arrow of seeking [166 gp] distributed (Draeven)
(x5) potion of blur (CL 3) [300 gp each = 1500 gp] Party (distributed)
(x3) potion of vanish (CL 3) [150 gp each = 450 gp] Party (distributed)
(x5) fugitive grenade Party (distributed)
(x1) cloak of resistance +1 [1500 gp] Fenna

SELL:
(x1) wand of spark (50 charges) [375 gp] SELL
(x1) +1 shortspear [2301 gp] SELL
(x1) +1 chainmail armor [1300 gp] SELL
(x1) +1 comp. long bow (+1 str) [2500 gp] SELL
TOTAL SALE: 6476 /2 = 3238 gp

Psuedowasp's lair? Werebear and Ulfen warriors loot?


So, if the above is agreeable to you Stacy and Chris allows us to offload all that we want to sell, each character's share of this loot haul is:

1553 gp, 95 sp

If you want to convert these coins for gems, jewelry etc, convert using the 1/2 value of the item.

So if you want to keep the 900 gp necklace, you remove 450 gp from your share amount above as you will only get 450 gp if you sell it later.

Otherwise all items assigned to you should be addded to your character sheet.

All that will remain on the loot log will be the few items we are keeping for now, which will look like this:

KEPT:
(x1) unworked topaz (worth 225 gp; Craft (jewelry) DC 20 to repair) [450 gp]
(x1) unworked deep blue spinel (worth 60 gp; Craft (jewelry) DC 15 to repair) [120 gp]
(x1) unworked moonstone (worth 25 gp; Craft (jewelry) DC 12 to repair) [50 gp]
(x1) cash voucher from the Rimerunners Guild [80 gp]

(x11) masterwork wakizashi [335 gp each = 3685 gp]
(x11) Shinobi shozoku [50 gp each = 550 gp]


Childish Quasit...Rabble-Rousing +28| Fluff +25 ....| RAW -29 | Poor form +33 Watch order: Draeven, Rennyn, Anara, Fenra, Sharadei

Unless the group wants to dissect the wasp for alchemical ingredients, there is no loot from the nest. However, I'll give you a one time DC 17 survival check to remove its poison sack then 1d100 gold for the effort. Failing a check by less than 5 reduces the sack to poor quality and decreases its value by 50%. Failing by more than 5 makes the sack worthless for anything more than smores. Passing a check by 10 or more improves the quality of the sack value by 50%. The Ulfen warriors didn't carry much, all their valuables were in the rooms (game board).You can store all the heavy items you want in one of the locked rooms until you are ready to leave. Items & gold exchanges will be sold/conducted in town.

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