GM KoKyu's Jade Regent

Game Master KoKyu

A journey of a thousand miles begins with killing a few Trolls.
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Pathbuilder link Perception +13| AC 24| Fort +14| Ref +12 |Will +17

OK will go with bull's strength and would like Koya to use 6 of her days to upgrade my headband. She can make a couple of wands as well, we can ensure we have all the other materials and she can be set up crafting while travelling.

We can buy everything you suggest.

I will not put any points into merchant and consider the matter settled.
Fenra will be dancing to earn some money, because she likes money and likes people to admire her while giving it to her.


Ok here is the REVISED final loot distribution as I have it.

Each party member gets 9050 gp.

I revised the party share to 5000 gp (1000 gp from each PC) as I don't see us needing a full party share.

SOLD:
(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) scroll outlines an experiment based on the affects of various poison's on insects ending in a rough guide for crafting an insecticide of some sort = 1d50 ⇒ 5 gp
(x1) scroll details an experiment conducted upon a captured Hellwasp with footnotes referencing the above insecticide = 1d50 ⇒ 16 gp

KEPT:
(x11) masterwork wakizashi [335 gp each = 3685 gp]
(x11) Shinobi shozoku [50 gp each = 550 gp]
(x1)manual containing the recipes and instructions to distill/craft the poisons blue whinnis and deathblade = 0-100 gp
150 gp in Tian coins

CLAIMED:
(x1) arrow of slaying, greater (Magical Beasts) (4057 gp) [Draeven]
(x1) potion of eagle’s splendor (300 gp) [Rennyn]
(x1) Ring of Freedom of Movement (40,000 gp) [Fenra]
(x3) scrolls of magic circle against evil (CL 5th) (375 gp each) = 1125 gp [Anara]
(x1) wand of flame arrow (CL 5) (10 charges) (2250 gp) [Anara]
(x1) +2 bracers of armor (4000 gp) [Anara]
(x1) +1 tetsubo "Oathtaker"(Large) (18,540 gp) [Ameiko]
(x1) Boots of the Winterlands (2500 gp) [Sharadei]
(x1) +1 Golden Greataxe (2360 gp) [Sharadei]
(x1) Staff of Minor Arcana (8000 gp) [Anara]
(x1) Helmet of Alluring Charisma +2 (4000 gp) [Anara]
(x1) +3 Studded Leather (9160 gp) Sharadei
(x1) Ring of Swarming Stabs (6000 gp) [Draeven]
(x1) Scroll of Black Tentacles (CL 7) (700 gp) [Anara]

TRANSFER:
(x1) Ring of Counterspells from Fenra to [Rennyn] (w/ Hold Person)

TO BE DISTRIBUTED (from Jeryn):
(x2) Fugitive's Grenade [Anara and Sharadei]
(x1) Potion of Blur [Sharadei]
(x2) Potions of CLW [Anara and Sharadei]
(x2) Potion of Restoration, Lesser [Fenra]
(x1) Scroll of Dispel Magic (CL 5) [Anara]
(x1) Wand of Identify (17 charges) [Anara]
(x1) Handy Haversack [Fenra]

Please make sure you add your items above to your character sheet(s)!

We should also do a wealth check and make sure the party is relatively balanced. Don't count consumables (ie arrows, scrolls, potions etc) and you can designate 1 item that doesn't count in your calculation (ie Rennyn's katana or Fenra's Ring of Freedom of Movement) Anara to complete.

Next I will put together a list of party purchases with the 5000 gp.


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

Draeven is selling his +1 chain shirt (+625 gp), ring of climbing (+1250 gp), ring of swarming stabs (+3000 gp), fugitive's grenade (+375 gp) and potion of blur (+150 gp) and purchasing a +2 agile breastplate (-4550 gp) , adding "keen" to his +1 greatsword (-6000gp) and a belt of giant strength +2 (-4000 gp).


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

Rennyn is adding +1 to his armor (-3000 gp), getting a belt of physical might +2 (Str and Dex) (crafted by Koya -5000 gp) and an amulet of natural armor +1 (crafted by Koya -1000 gp).


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

UPDATED Wealth distribution comparison:

+1 keen greatsword (8350 gp) *designated item
Orc Hornbow (530 gp)
+2 agile breastplate (4550 gp)
amulet of natural armor +1 (2000 gp)
belt of giant str +2 (4000 gp)
cloak of resistance +1 (1000 gp)
eyes of the eagle (2500 gp)
ring of protection +1 (2000 gp)

Coin = 400 gp 21 sp 2 cp

= 16,980 gp


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

UPDATED Wealth distribution comparison

+1 comp longbow (2700 gp)
mswk cold iron elven curve blade (460 gp)
Suishen (priceless) *designated item
Whispering Shrike (5940 gp) *not used
+2 chain shirt (4250 gp)
amulet of natural armor +1 (2000 gp)
belt of physical might +2 (Str and Dex) (10000 gp)
boots of elvenkind (2500 gp)
ring of counterspells (4000 gp)
ring of protection +1 (2000 gp)
traveller's any-tool (250 gp)

Coin = 50 gp 7 sp 3 cp

= 34,150 gp (28,210 gp without Whispering Shrike)


~Half-orc Fighter 8~ Perc +16 (+2 init) AC 26 HP 132 Fort +16 Ref +13 Will +14 (bravery) PATHBUILDER Link

UPDATED:

Draeven is selling his +1 chain shirt (+625 gp), ring of climbing (+1250 gp), ring of swarming stabs (+3000 gp), fugitive's grenade (+375 gp) and potion of blur (+150 gp) and purchasing a +2 agile breastplate (-4550 gp) , adding "keen" to his +1 greatsword (-6000gp), a belt of giant strength +2 (crafted by Koya -2000 gp), an amulet of natural armor +1 (crafted by Koya -1000 gp) and a cloak of resistance +1 (crafted by Koya -500 gp).


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

Rennyn and Draeven updated to 7th on Paizo.

Rolls for Lute's possible discount:

Rennyn's armor: 1d100 ⇒ 67
Draeven's armor: 1d100 ⇒ 48
Draeven's sword: 1d100 ⇒ 56
Scroll of Dispel Magic: 1d100 ⇒ 1
Potions of Neutralize Poison: 1d100 ⇒ 37

Suggestions for party expenditures:

(x4) Wand of Endure Elements CL 1 = 1500 gp (crafted)
(x1) Scroll of Dispel Magic CL 5 = 337.5 gp (10% discount)
(x2) Wand of CLW CL 1 = 1500 gp (crafted)
(x2) Potion of Neutralize Poison = 750 gp

1662.5 gp remains Forgot to add Lute's reward to the loot distribution. We will just add it into the party share.

Changes? Suggestions?

And don't forget to add your gold arm-ring set with five freshwater pearls worth 250 gp from Lute.


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

So far I have the crafting tally to be 18,500gp. One item for Fenra requiring six days, three items for Draeven at one day each (4 days), two for Rennyn taking 6 days and six wands which will take another six days. The total so far sees Koya slaving away for 22 days.
The DCs are as follows:

  • belt of physical might +2 DC 17
  • amulet of natural armor +1 DC 10
  • belt of giant strength +2 DC 13
  • amulet of natural armor +1 DC 10
  • cloak of resistance +1 DC 10
  • wand of CLW x2 DC 6
  • wand of Endure Elements x4 DC 6
  • headband of alluring stuff +4 DC 13

Almost forgot Fenra's headband!


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

Koya takes 10 on each item.


Pathbuilder Perception +16| Init +2 (++1 favoured terrain)| AC 26| Fort +15| Ref +19 |Will +15

Sharadei wants a ring of sustenance and ring of protection and an amulet of natural armour, Koya can make none of these so I am hoping to roll well for discounts, can only afford 2 anyway and only if I get a discount.

discount for amulet if natural armour: 1d100 ⇒ 3
discount for ring of sustenance: 1d100 ⇒ 4

Sweet!

amulet of natural armour 10% discount 7200 gp
ring of sustenance 10% discount 2250 gp


Pathbuilder Perception +16| Init +2 (++1 favoured terrain)| AC 26| Fort +15| Ref +19 |Will +15

BTW I don't know why we can't just ask Lute which stores are affiliated and shop there.


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

Why can't Koya make the amulet?
Do I infer correctly, Sharadei wants the +2 version?
There is no roll for the ring of protection, did you change your mind?There is always the chance Lute's stores are out of stock of that item.


Sorceress (lvl 8) -- PERC +11 / INIT +2 / AC 23 / HP 80 / FORT +14 / REF +13 / WILL +13 Pathbuilder Link

Anara is:
- selling her wand of MM (+1875)
- having Koya craft robe of the arcane heritage (-8000)
- having Koya craft belt of incredible DEX +2 (-2000)


Sorceress (lvl 8) -- PERC +11 / INIT +2 / AC 23 / HP 80 / FORT +14 / REF +13 / WILL +13 Pathbuilder Link

Confirming that I am taking all items marked for Anara in Chads updated loot list.


Sorceress (lvl 8) -- PERC +11 / INIT +2 / AC 23 / HP 80 / FORT +14 / REF +13 / WILL +13 Pathbuilder Link

Roll for Lutes discount:

Potion of CMW: 1d100 ⇒ 14
Potion of CMW: 1d100 ⇒ 75
Belt: 1d100 ⇒ 75
Robe: 1d100 ⇒ 65

Regarding suggested party spending, looks good except I may have a poison solution and we wont need the potions. Will know soon.


Sorceress (lvl 8) -- PERC +11 / INIT +2 / AC 23 / HP 80 / FORT +14 / REF +13 / WILL +13 Pathbuilder Link

WEALTH DISTRIBUTION COMPARASON

- Belt of Incredible DEX +2 (4000 gp)
- Bracers of Armor +2 (4000 gp)
- Helmet of Alluring CHA +2 (4000 gp)
- Ring of spell Knowledge 2 (6000 gp)
- Robe of Arcane Heritage (16000 gp) *Designated Item*
- Staff of Minor Arcana (8000 gp)

Coin = 331 gp, 4 sp, 2 cp

TOTAL = 26,331 gp + 4 sp + 2 cp


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

I'm confused. Every item on your list is either just claimed or just purchased except for the ring of spell knowledge. You only had that, the wand of MM and a few potions when you joined?


Sorceress (lvl 8) -- PERC +11 / INIT +2 / AC 23 / HP 80 / FORT +14 / REF +13 / WILL +13 Pathbuilder Link

I believe so but I'll check again when I'm home. Are you thinking of any specific items that I haven't claimed?


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

No. You should have had WBL equipment when you joined. For 5th that is 10,500 gp.


Sorceress (lvl 8) -- PERC +11 / INIT +2 / AC 23 / HP 80 / FORT +14 / REF +13 / WILL +13 Pathbuilder Link

I'm on site again today and not at my computer but what is the total for the wand of MM (CL 5) and the ring of ring of spell knowledge? Isnt that plus some mundane items and potions creeping up on 10,500 gp?


17 pp 283 gp and 886 sp

(x2) +1 hide armor (large)
(x2) cloak of resistance +1 (large)
(x2) barbed troll claws (Probably worth 40gp to a smithy)

We still have to finalize our party purchases.


17 pp 283 gp and 886 sp

(x2) +1 hide armor (large)
(x2) cloak of resistance +1 (large)
(x2) barbed troll claws (Probably worth 40gp to a smithy)
(x1) tian spices (150 gp)

We still have to finalize our party purchases.


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

Are you waiting on me for the purchases? I thought that was taken care of.


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

No. Waiting on player input.


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

Testing


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

Testing. 1, 2, 3.


Here is my explanation:

"Combat" began the instant that Katiyana encountered the party. Now not open hostilities, but seeing as how Katiyana had ill intent towards the party and Rennyn, at the very least, was of the mindset that anyone/thing encountered on their way up would be considered hostile until PROVEN otherwise, but "combat" non-the-less.

Using your initiatives as rolled, and the posts as indicators of actions this is how I see the encounter proceeding.

Round 1 (Katiyana rounding the corner)

Katiyana = MA and speak ("Help me!")
Rennyn = speak and delay
Anara = unsure if she should accompany Katiyana chooses to delay
Fenra = <no post> so delay
Sharadei = <no post> so delay
Draeven = speak and delay

Round 2

Katiyana = speak (attempts deception again) and delay (to see if deception works)
Rennyn = speak and cast detect magic (revealing presence of auras)
Anara = cast vanish
Katiyana = comes off of delay due to spells being cast (direct reaction to actions of Renynn and Anara), speaks, and moves ("inching closer to the edge of the gorge")
Fenra = seeing spells being cast, comes off of delay and casts prot. from evil and moving to touch allies
Sharadei = continues to delay unsure if she should attack
Draeven = speak and delay

This would be the Round we are in and would need retconning)

Round 3 (Katiyana has now dropped in initiative due to delaying to see if her deception was successful)

Rennyn = speaks accusing Katiyana of deception (his actions in this round would change given the results of his 1st round of detect magic and Katiyana's reaction to his casting it) (I never committed to the second round of detect magic, you did Chris) activates Smite and has both actions to use
Anara = moves and readies action to disrupt spellcasting with MM
Sharadei = could come off of delay and act depending on what Rennyn did or continue delaying until after Katiyana.
Draeven = rages and has both actions to use
Katiyana = takes to the air and attempts to cast Ice Storm, triggering at least Anara's readied action
Fenra = both actions to use

Additional Note: You don't automatically know what spell is being cast, you need to identify with Spellcraft check.


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

The explanation presumes Katiyana had ill intent. She didn't. Rather she was surprised to see you. She then tried to bluff the party into going topside to help Tunuak. The rest is sideways.

We will nonetheless use the above breakdown of actions. Katiyana has done nothing other than be offended by the casting of a spell in her direction and backed up a few steps. Anara disappears. Using this as motivation, protection from evil is cast, smiting activated and Sharadei readies/knocks an arrow into her bow (which has already been rolled and will definitely hit). Draeven rages. Then Katiyana takes to the air and casts her final spell. I will need Anara's dmg roll to undoubtably break the concentration. I guess Anara is up?


Whether she had ill intent or not does not invalidate my point. An encounter that could devolve into violence (and did so because of her actions) is best handled within the constraints of "combat" so that it is fair for everyone.

(And I don't for one second believe that a deceptive "apprentice" who casts 4th level spell Ice Storm as a response to someone casting detect magic didn't have ill intent.)

Posting order should have no relevance when initiative has been rolled. If you have decided to move to initiative then everyone should get their chance to post their actions. None of this you posted after initiative was rolled so you lose your actions nonsense.

If we are using the above then we are at the start of round 3 with the init order starting with Rennyn.


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

Fire away.


Sorceress (lvl 8) -- PERC +11 / INIT +2 / AC 23 / HP 80 / FORT +14 / REF +13 / WILL +13 Pathbuilder Link

OK, I think things are a little .... messed. Below is what we're at according to the posts, please correct or add as needed I'm not confident that I have it all right. Bolded items are needing attention.

Round 3
Rennyn - SWA activate Smite Evil, SA to activate Divine Bond, MA to AT, -46 (Rennyn AoO?)
Anara - MA to AQ, -49, RA to cast MM
Shar - MA to AT, -47, SA to attack
Draeven - MA to AR, -48, SA to attack
(Anara) - RA to cast MM
Katiyana - SA to cast hail Storm, WhatsApp comment about flying up 20' but nothing posted.(Fly check to fly up at greater than a 45 degree angle?)
Fenra - SA to cast Dispel Magic

Round 4
Rennyn - Delay to after Anara,
Shar - Attack x 2
Draeven -(will delay)
Anara - SA to cast fly, MA to AS, -46 -47
(Draeven) - ?
(Rennyn) - ?
Katiyana - MA 15' up and 10' to AW, -45, RA (Fly check to fly up a greater than a 45 degree angle?)
Fenra - SA to cast above Katiyana

Round 5
Shar -
Katiyana - RA due to Anara casting
Anara -
Draeven -
Rennyn -
Fenra -


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

Yeah... this.


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

Just realized Suishen grants air walk (3/day). That could change things...


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

The second MA of flight was not straight up so no skill check and her skill modifier is practically an automatic but ok, falling to her death is probably better than the nukes. Skill: 1d20 + 18 ⇒ (8) + 18 = 26
Waiting on Sharadei I guess.


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

Pretty amazing she has a +18 to fly. Why not make it an even +20 and be done with it...

The 2nd MA was ascending greater than 45° so yeah fly check required.

Darren's summary of the "mess" was entirely correct. What's this about "I guess"? What's the problem? Are the pesky rules, consistency, accuracy and our input/participation getting in the way of how you want things to go?

I mean, my posts are labeled by rounds, have all pertinent information contained in them (including all actions, coordinates, durations etc) and yet you skip both of my characters in round 4, still don't see it when it is pointed out and you are the aggrieved party here? What am I doing bothering to make my posts like that if they are basically ignored?

This encounter out of the AP? Cause it doesn't feel like it is.


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

My jumping ahead (and I think this is what you mean by ignoring) has nothing to do with ignoring anyone. It only speaks to my ability to keep things straight and thinking I'm up when actually I'm not. This is nothing new, this is consistency. Let' just say I am not in danger of losing my Pro Rating status as a GM because I've never even come close to getting an amateur rating. This bothers you and I'm sorry.

Regardless, I do try to be flexible and have retconned as much as needed on numerous occasions until everyone is happy. Perhaps a couple times it has gotten a bit crazy, but we've brought it back. So do you honestly think I'd not be willing to do that here? I've incurred AoOs because of my awesomeness? Ok, have at them. So and so needs to go ahead of me. My bad. Go ahead. Make those posts. When you've all gone, I'll add up the damage and declare the team winners or add on another round.


Some suggestions, in no particular order:

-Check rules and/or ask (me) questions before you post when unsure of the rules. It is way more efficient to try and avoid the problems in the first place before they snowball into larger issues/entanglements requiring more retcons. I'm happy to talk about rules any time. You know what they say about an ounce of prevention...

-Everyone needs to be consistent with posting with round #, coordinates, actions etc. in every post. It helps the DM immensely to keep things straight.

-Stick to the AP as written as much as possible.

-Methodically work through the rounds, in init order, making changes to the init order, map, etc immediately, one post at a time. Don't look at them in posting order. Look at init, see who is to act, then look at that post. Resolve. Move to the next in init and repeat. It will help considerably.


GM wrote:

Init was rolled because A) Both Sharadei & Rennyn's had weapons drawn, ready to go & B) Draeven started roughly searching Tunuak. These actions were suggestive enough for the NPC to see the encounter as likely to "devolve into violence". Sorry, but this is his state of mind.

Which side starts the violence shouldn't matter to determine when to roll init. Parties start combat all the time without first checking if the creature is intent upon doing violence - take any classic ambush vs goblins as an example. Even if I totally muffed yet another initiative phase, just because the group is moved to this point doesn't mean deadly force is the only option. That's the player's choice. Rennyn used his turn in the init to strike. His choice
As for a surprise round, everyone is aware of each other, so why do we need one?
Tunuak is not pinned. Yes, his hands are manacled so he is "binded" but this is not a condition, the same as grappled or pinned. He is not prevented by the manacles to try something like standing if he wanted to. (Or is he? ) The only liberty I took here was envisioning his hands being manacled at the front, not behind his back. Draeven's post didn't specify. If no casting, Tunuak would have still tried to do something to defend himself & likely draw an AoO. Will try to post tomorrow.

Your explanation is not even internally consistent.

If having weapons drawn or searching someone triggers initiative(combat) why weren't we in initiative the moment Katiyana encountered the party? We had weapons drawn. We have encountered many foes with weapons drawn and init was not rolled immediately all of those times. Why weren't we in init the moment we saw Tunuak then? Or the moment we realized he was asleep as opposed to dead? Or the moment we were within melee range? Or the moment Anara lifted his staff? Or... or...or...?

If, as you say, combat begins when at least one side believes that things might devolve into violence then clearly some of the PCs believed that to be the case. Draeven attempted to shackle Tunuak while he was unconscious. That is the definition of a surprise round. Tunuak is unaware of the PCs when "combat" has started. If you want to say that Draeven attaching the manacles is his action in the surprise round you wouldn't get any argument from me. But each PC would get an action after Draeven's and before Tunuak would have a chance to cast a spell.

Spell casting requires one free hand to perform somatic components. Having both hands manacled leaves zero hands free. His right hand is not free because it is shackled to his left. And his left is not free because it is shackled to his right. No free hands means no casting.

Being bound is the same as "pinned".

"A pinned creature is tightly bound and can take few actions... A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component." I'm sure you can look up the rest.

What do you do with ropes? Bind people's hands to restrict what they can and can't do. Manacles do the exact same but have their own DC to escape as opposed to the rope users CMB +20. Are you saying that casters with their hands bound by rope can cast spells?

Initiative is not rolled because one side believes things might devolve into combat. It begins when either side takes actions to that end. In practical terms it means you roll init when one or both sides declare an action that is violent to the other. Init was not rolled when Rennyn stood with his weapon drawn because at that moment he wasn't going to attack Tunuak. Init was not rolled when Anara grabbed the staff for the same reason. Draeven did not initiate combat because he didn't intend to attack Tunuak. Tunuak caused init because he intended to use violence. If he didn't intend to use violence, then we didn't need init or the rules of combat to resolve the encounter.

Precisely "which side starts the violence" determines when we go to init. Tunuak intended violence so we have to roll to see who reacts fastest.

Tunuak could have averted the situation even after init was rolled and Rennyn acted. Rennyn has offered to show mercy twice and has been ignored so far. Doesn't sound like someone who has any self preservation in them. Or intelligence maybe. Only you know.


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

The deciding point for me was Draeven roughly searching Tunuak. This is what woke him up. For a moody, quick to anger person of his stature in the community, waking up this way, finding himself in binders and seeing weapons drawn, he reacted with indignation and as though his life were in danger. He was also confused (for a completely different reason) and so not likely to be thinking though his actions with kind of stone cold logic expected.


Sorceress (lvl 8) -- PERC +11 / INIT +2 / AC 23 / HP 80 / FORT +14 / REF +13 / WILL +13 Pathbuilder Link

Nobody seems eager to jump on here; Im not sure this is the right format either. Chris, I know you wanted to use this so you could reference different material, and that's fine, but I don't see any point in approaching this that way. If we go over story details, one at a time, back and forth, not only will it likely spoil upcoming events but what's done is done.

As it sits, I believe there are two main issues. One is the lack of consistency in posting and the other is, let's say, issues with the storied details. I have a feeling both will be remedied at the same time and here's my suggestion as to how.

It doesn't matter whether changes to the AP were made or not. Either way, we're at a point where it doesn't seem to be working. I suggest we move the story forward to the next important encounter, landmark or conversation, that needs to take place for the storyline. At this point, you could do a post that brings where we are currently into where you're dropping us in. Personally, I don't care how/if things get explained fully or if you just retcon/fabricate. Of course, this requires that the realignment would be used to have the party follow the details of the AP more closely.


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

Perhaps looking at the big picture will help. The singular issue preventing the group from reaching Tian Xi, and on to Minkai, is the Morozkos, also known as "The Hungry Storm". Apart from being the title of this chapter of Jade Regent, it has been presented to the group in a few ways. Everything else in the AP, with the exception of Iqaliat, amounts to random challenges adding zero to the plot other than nordic themed experiences. I could literally throw crazed frost gaints, spiders, mammoths, suspicious acting hunting parties or nordic themed haunts at the group for years and not advance the storyline one inch. As a play by post, enough time is wasted just waiting for everyone to act, so I cut much of dungeon crawl feel out. The Hungry Storm is the hurdle. Solve Morozkos, and the Path of Aganhei opens.

The first mention of the affect the Morozkos has was the caravan encountered in the forest. Yes, traveling through the forest is script. So is encountering another caravan although that is considered a random encounter. That group barely made it off of the Crown having been harassed by several Morozkos along the way.
The second was in Iqaliat when Sonavut mentioned trade to Iqaliat has stopped and the last word out of the only other trading post/town on the High Ice, Unaimo, was it has been completely snowed in by the storm.

Third, the black monolith encountered in the forest plays a role in the main struggle. This is supported by the black spires noted in the journal and on the map.
Iqaliat's role in this has been hinted at in Katiyana's ramblings. The dreams the group experienced hinted at Iqaliat being endangered by the Morozkos and those behind it with the one thing standing in the way being Adlartok's Lantern. The attention placed on Iqaliat suggests its importance to something greater happening, or being prevented from happening. Even Desna herself has told the group they must deal with these Hungry Storms in order to save the village and move on.

There is a demonic undertone to it all. This is the only hint provided towards Morozkos' source. As a prominent fiend, Katiyana is definitely connected. Sitthud's mark has also been encountered more than a few times throughout the AP further enforcing the demonic taint.

I hope this helps the group decide where to go next, but just in case, go north. Hit the spires.


~Elf Champion (Paladin) 8~ Perc +11 (+2 to init) AC 28 HP 110 Fort +14 Ref +12 Will +13 PATHBUILDER Link
GM KoKyu wrote:
Everything else in the AP, with the exception of Iqaliat, amounts to random challenges adding zero to the plot other than nordic themed experiences. I could literally throw crazed frost gaints, spiders, mammoths, suspicious acting hunting parties or nordic themed haunts at the group for years and not advance the storyline one inch. As a play by post, enough time is wasted just waiting for everyone to act, so I cut much of dungeon crawl feel out.

I would point out that I assume many of these encounters would provide us with some treasure/resources that would potentially assist us in future encounters. The AP was designed as a whole. Minor tweaks, additions and omissions are to expected, but skipping huge parts of it might get us the end faster, or get us all killed. Neither of which is desired by me. I signed up to play Jade Regent as close to its entirety as is practical.

As far as posting rate goes, that is a separate issue. Clearly we need more consistency. I don't think it is out of line for players to be able to post most days. Every other day at the very least. I know we all understand the extra effort the GM must put in, so if anyone would be given some slack it is them.

In other news, I have mostly finished converting Rennyn and Draeven to 2e, albeit minus gear/weapons/armor/magic items/etc. They are, as expected, drastically different. I'm fine with moving forward with them, or staying in 1e, whatever the group desires. Switching to 2e means a heap more work for you Chris. Are you sure you are up for it? I'm not talking about learning the new system, we will all be helping with that. I'm mainly talking about converting the AP. Maybe someone has already done a conversion? Probably worth a look.

Link for rules regarding wealth/items for PCs starting at a level above 1st.

Again some tweaking/converting/customizing would be needed for special campaign items.


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

This issue of treasure is kind of futile in an artic wasteland. There are no true treasure hoards to pillage and what is given as treasure is primarily listed as units of cargo. The group is more than capable of dealing with the upcoming main encounter if we continue in 1e. I had/am planning to combine what few items are listed in the random encounters in the main encounter so everyone should be fabulously wealthy by the time the caravan makes its 3000 mile push to Tian Xi.
What concerns me is figuring out how to translate Suishen, or any of the other crafted items the group has, into 2e. That the sword should be covered in runes is a given, but I don't have to skills to figure out the waking intelligence part....yet. I can take a stab at it, but I'd also like everyone to convert their items as well. We can post the stats here so everyone can go over them to make sure rules aren't completely warped. I'll be leaning heavily on oKOyA here as I have a history.
Issues of 2e WBL for 8th level PCs can be addressed after we're done the conversions. I'm sure magic items alone will rocket the group into line, but if not, there is wealth waiting at the pole.


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

1st draft...

Suishen, Guardian of the Amatatsu --- ITEM 20
[Unique] [Artifact (minor)] [Abjuration] [Conjuration] [Divination] [Enchantment] [Evocation] [Magical] [Transmutation]

Base Weapon: Katana
Damage: 1d6 S; Bulk: 1
Hands: 1
Category: Martial
Group: Sword; Traits: Deadly d8, Two-Hand 1d10, Uncomman, Versatile P
A katana is a curved, single-edged sword known for its wickedly sharped blade.

Critical Specialization Effects
Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.
Sword: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.

Statistics:
Alignment: NG
Senses: darkvision (precise), detect Amatatsu scions 60' (precise)
Int 12, Wis 16, Cha 13
Communication: speech, telepathy (wielder only)
Languages: common, Tien, Jotun
Skills: Deception +23, Diplomacy +23, Intimidation +23, Lore (Oni) +29, Lore (Minkai) +27, Lore (Amatatsu) +29, Religion +27, Society +27
Suishen's Abilities:
Activate: [free action] Frequency: once per day Effect: dominate (vs wielder only) (heightened to 10th) Will save DC: 42
Activate: [free action] Frequency: 3 times/day Effect: comprehend languages (Suishen only) (heightened to 3rd)

Suishen is a +2 Greater Striking Flaming Keen Katana. The ancestral blade of the Amatatsu family, Suishen is believed to contain the soul of the first Amatatsu emperor of Minkai. It has been passed down through generations of the family, serving as advisor and spiritual guide. It was actually Suishen’s idea to be sold to Fynn Snaevald in order to save the family line.

Suishen can detect any scion of the Amatatsu family within 60 feet, whether a natural-born descendant or a person invested with the right to rule as an Amatatsu (such as a creature marked by the Amatatsu Seal). Although Suishen is neutral good, any Amatatsu scion, regardless of alignment, can wield the sword. This is at Suishen’s discretion, however, and should such a scion ever betray the family or prove unworthy as an heir, the sword can withhold all abilities, making the sword function as a normal katana. Even though Suishen can likely dominate anyone who tries to wield it, the sword usually acquiesces to the wishes of its wielder, provided she is a rightful Amatatsu scion though after 50 years of holding its silence, Suishen is a bit rough as a conversationalist, communicating in a very gruff, no-nonsense manner.

Granted Abilities:
Activate: [free action] interact (held) Frequency: constant Effect: endure elements (heightened to 3rd)
Activate: [2 actions] interact Frequency: 3 times/day Effect: air walk
Activate: [2 actions] interact Frequency: 3 times/day Effect: light (heightened to 4th)
Activate: [2 actions] interact Frequency: 3 times/day Effect: resist energy (cold only) (heightened to 4th, self only)
Activate: [2 actions] interact Frequency: 3 times/day Effect: see invisibility

Suishen has a number of additional abilities as well, though it reveals these powers to its wielder only after she has shown herself honorable and worthy of bearing the family’s heirloom blade. Each time Suishen’s wielder is involved in a fight in which an oni of the Five Storms (such as Kimandatsu) is killed, the wielder is made aware of one new power in the following order:
1 - resist energy (cold only) 3/day is replaced by: Activate: [free-action] interact (held) Frequency: constant Effect: immunity (cold)
2 - Suishen becomes a Greater Flaming Katana.
3 - Suishen becomes +3 Major Striking Katana.
4 - Suishen gains the Vorpal property.

If a new person wields Suishen, that person must earn the sword’s additional powers all over again.

Destruction
Suishen is destroyed if the blade is used to slay the last Amatatsu scion.


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

Whispering Shrike --- ITEM 6
[Unique] [Necromancy] [Magical]

Base Weapon: Wakizashi
Price: 115 gp
Damage: 1d4 S
Hands: 1; Bulk: L
Category: Martial
Group: Sword; Traits: Agile, Deadly d8, Finesse, Uncommon, Versatile P
This short-bladed, single-edged sword is typically carried as part of a pair alongside a katana.

Critical Specialization Effects:
Certain feats, class features, weapon runes, and other effects can grant you additional benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialization effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialization effect of your weapon.
Sword: The target is made off-balance by your attack, becoming flat-footed until the start of your next turn.

Whispering Shrike is a +1 striking wakizashi of incredibly beautiful design. The sword is etched with images of seven shrikes perched on a coiling branch that runs the length of the blade. The blade’s tsuka (hilt) contains a secret compartment (DC 20 perception to notice if examined) just large enough to hold a small item such as a flask or rolled piece of paper.
--------------------------------------------------------------------------- ---------------------------------------------------------------------
Activate: [2 actions] command, interact Frequency: once per day Effect: shield other


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

Items continued...

Staff of Journeys:
Unique, Magical, Staff, Healing, Necromancy, Level 11 Item, 1,400gp.

Tunuak's staff looks more powerful in 2e than it does in the AP. As it is capable of casting a 4th level spell, the conversion looks like an 11th level staff. This is something Tunuak could have recharged and his predecessor capable of making. If you think this is too powerful, we can notch it down to 9th losing the 4th level spells.

Cantrip: Purify Food and Drink
1st Level: Heal, Spirit Link
2nd Level: Create Food, Endure Elements
3rd Level: Remove Disease, Show the Way
4th Level: Remove Curse, Soothing Spring


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

As I said before, you shouldn't try to port over all the magic items we had in 1e to 2e. It will unbalance things in 2e.

Each PC at 8th level gets 1100 gp in gear. Spending 1400 gp on one item is not tenable. Instead of the Staff or Journeys you have created, you could just give Fenra a Staff of Healing (Greater) 470 gp and Anara a Staff of Abjuration 230 gp.

In reality, everyone should just spend their wealth as they see fit. If you want to sprinkle a few AP items on top that would work.


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

I agree, it is futile to try converting and far easier to just re-equip. Staying within 2e's WBL, everyone should refer to Table 10-10 of the Core Book (pg.511) for PCs starting at levels higher than 1. Please select items that fit with your character and stay within the allotment provided. As for AP key items, such as Suishen, which were already unbalanced, we will continue to work on a close conversion so those items can fulfill their roles.

The re-equip will also affect those items crafted prior to leaving Kalsgard (wands of endure elements, CLW, etc.) The group will have to get together to discuss which items will replace what was brought/purchased as well as setting a gp limit.


GM wrote:
I'm comfortable with the Sure-Step Crampons but want to clarify; it is an action to activate them so moving through difficult terrain, such as the icy environment, is a two action movement with PCs benefiting from a +2 circumstance bonus to shove or trip at the end of their movement. Do I have this right?

No, the difficult terrain ability of the Sure-Step Crampons functions constantly. No need to spend an action. The (one) action is for activating the trip/shove resistance ability and lasts until you move. It is for "digging in", making yourself harder to trip/shove as long as you don't move after doing so. If you do, you would need to use another action to dig in again.

GM wrote:

Can we clarify the crafting of the Spellhearts and wands. For example, Prerequisite: Craft Magical item + Have/purchase a formula + ability to cast spell. Time: 4 days per item isn't too difficult.

However problems come up with:
Cost: (Presumably there is a way to determine this? I had a hard time just trying to attach a value to some basic jewelry!)
DC: Determined by GM - Is this always the case? Does the GM scale this by something or is it on a whim?
And how do we determine the Item's Level? Is this based on spell level alone or that plus something else?

Everything about crafting is actually pretty straight forward. Rather than try and explain everything here, have you watched this? Crafting (Part 1) There are 3 parts and two full example videos as well. Highly recommend his Youtube channel for all his rules breakdown videos.

GM wrote:
We also need to determine some sort of budget for how much can be spent on items to be used by the group. I was thinking of taking the total spent to make the original items and adjusting that to fit with 2e economics, say 10% of 1e value. Figuring this out could also help me with straight coin treasure values later on.

I'm not exactly sure what you are asking/suggesting here. We each have our wealth on table 10-10. You can add a bit more if you wish. We would buy group items out of that amount. As for encounter design/conversion, again Chapter 10 is your friend. Table 10-9 shows how much treasure you should give over the course of a level of play. The Gamemastery Guide also contains loads of useful information. Both books will be invaluable when converting encounters. PF2e really makes designing balanced encounters easy.

I get the distinct impression you only consult the Archives of Nethys. The information there is great but I think you would benefit greatly from reading the actual rule books. Context is helpful. AoN has the raw info but the books actually explain things. AoN does not contain the entirety of the content within the books.

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