GM Leinathan's Jade Regent (Inactive)

Game Master leinathan

When an ex-adventurer tavern owner is discovered to be the last scion of an ancient royal family from across the world, her friends and family will band together to take her to her ancestral homeland and ensure her birthright is delivered into her hands.

Map of the Crown of the World

Battlemap


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What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Hey all! Go ahead and say hi to each other, work out whether you all know each other beforehand and make sure your everything is totally up-to-date. I'm gonna go through the adventure again and ensure that I know what's up. I'll also be setting up the Campaign Info page with relevant info as I have time to do so.

I plan to start the AP right as the caravan hits the road on the way to Kalsgard, with the Amatatsu Seal in hand.


[ F Human 3 | HP: 32/32 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +7, Will: +3 | CMB: +4, CMD: 16 | Init: +6, Perception: +7 ]

Thanks for the selection! Incredibly happy to be here.

I'll have my profile finished in the morning most likely - I just have to spend some gold and I should be ready.

leinathan wrote:
I plan to start the AP right as the caravan hits the road on the way to Kalsgard, with the Amatatsu Seal in hand.

This raises a question for me - how familiar should we be with the first book of the AP? It's been a while so I may need to flip back through it to get a better handle on what has already transpired.

Also, for my own purposes - I know there are some... discrepancies when it comes to Ameiko's age when considering both Rise of the Runelords and Jade Regent. How old is she in our game?


Male Human Fighter 4/Ranger 3. hp 64. AC 18(21), touch 12(15), FF 16 (19) (Armor +6 Dex +2 +3 NA). Fort +9 (8), Ref +6, Will +2. Perception +9. Init +6

Calder looks at the assembled group with some amusement.

'You wanted to go adventuring Calder' He thinks wryly. 'See strange lands and meet exotic people.' A slight shake of his head, 'But this quickly?'

Calder is tall (6.4) and solidly built, with thick black hair and beard.

As a seasoned traveler he treasures his Handy haversack, which he keeps filled with little comforts to make long journeys more bearable.

He is the only one in the party who isn't connected to Ameiko or any of the others from Sandpoint. Calder worked for Sandru as a caravan guard, showing good timing by resigning to seek adventure just as the caravan reached Sandpoint.

He strolls along. matching his pace to the others, happy to chat with anyone who starts a conversation, but always keeping an eye out for trouble.


Male Kobold Unchained Rogue 2/Unchained Summoner 2

Okay... I THINK I'm all set as far as stats go. I'm sure I forgot something incredibly important... oh well, I'll fix it down the road if needed.

Super stoked to be on the team! If nothing else, this will make for some amusing adventuring. Also glad to be beyond the first book of an AP. Now we can get into the exciting stuff!

*********

Kikiri waves to the assembled caravan, as the large serpentine creature behind him gives a brief nod of its head. "Hi! I'm Kikiri, and this is my partner and brother, Kolung. Just leave Lady Amatatsu's... or... is it Lady Kaijitsu..? Erm... just leave the sneaky stuff to us!"

Kikiri looks almost like a stereotypical depiction of a ninja, his body covered head to toe in black cloth and armor, a mask covering most of his head... though it does little to hide the black scales around his yellow eyes... or the fact that his muzzle sticks out and makes his race pretty obvious.

Kolung looks very much like an imperial dragon, albeit a little more... exotic. In that his "body" seems to be mostly living and shifting rock and dirt beneath plates of pristine emerald armor covering much of his long winding figure. His claws rest lightly on the ground, but the rest of him seems to be hovering just off the surface... or is that a trick of the eyes?

Kolung remains largely silent, but Kikiri is eager and willing to hear any stories about the travels of anyone else in the caravan.


Female Gnome Fizzician | AC 34 | F +23 R +22 W +21 | Perception +20, scent, darkvision, low-light (+2 to locate w/in scent range) | Hero Points 1 | Clara portraitHats (Squirrel Familiar)Baabaa Yagoat (Construct)

Cool, looking forward to playing with yall! Leinathan, thanks for the vote of confidence...and it looks like you've gathered an interesting party.

I think my crunch is now complete in my profile. If anyone sees any errors, please let me know. I've spent most of my money but might purchase a few more formulae for my formulae book. Also, happy to tweak a bit to fit party needs.

Would anyone like to go in together on a wand of CLW? I notice we don't have any divine characters. I plan to take the Infusion discovery soon, but don't have it yet. Once I do I can use 1st level extracts to heal others. For now they can just heal me unless I make it into a potion.

Speaking of which, if anyone would like a potion of anything I can make (at cost) just ask. For that matter, if there's a spell you wish I knew, feel free to request it.

Now, let's go REDISCOVER THE RECIPE FOR THE ULTIMATE FIZZY DRINK...(oh, and restore Ameiko to her rightful throne). ;0)

EDIT: Kikiri, I just read your profile and notice your ability scores are listed with one set of values on the left column and a different set in the main stat block.


Male Human Fighter 4/Ranger 3. hp 64. AC 18(21), touch 12(15), FF 16 (19) (Armor +6 Dex +2 +3 NA). Fort +9 (8), Ref +6, Will +2. Perception +9. Init +6

Calder will happily go in for a wand of CLW.

How much do you need? He go up to 350gp.


Female Gnome Fizzician | AC 34 | F +23 R +22 W +21 | Perception +20, scent, darkvision, low-light (+2 to locate w/in scent range) | Hero Points 1 | Clara portraitHats (Squirrel Familiar)Baabaa Yagoat (Construct)

If everyone wants to chip in 150 GP, we've got it covered. If anyone doesn't have that much free, I'm sure we can divide amongst those that do. Even split 3 ways it's only 250 GP each. What a bargain for not being dead!


Male Human Fighter 4/Ranger 3. hp 64. AC 18(21), touch 12(15), FF 16 (19) (Armor +6 Dex +2 +3 NA). Fort +9 (8), Ref +6, Will +2. Perception +9. Init +6

Calder also recommends that people invest in Cleats, Snoeshoes and a cold weather outfit at the least.

We are going over the roof of the world after all.

He has added a Climbing kit in his Handy haversack.

Liberty's Edge

Female Human Sorcerer 4; HP 18/18; AC 12, Touch 12, FF 10; Fort+1, Ref+3, Will+3; Perception +4; Init +2.
leinathan wrote:


I plan to start the AP right as the caravan hits the road on the way to Kalsgard, with the Amatatsu Seal in hand.

Oh? We're not taking a ship, either from Sandpoint or Magnimar? Granted, I'm not sure how developed and safe is the shipping in the region, but overland route looks like a pain in the ass, especially on the way to Riddleport and just after Jol.

Then again, Outer Rim will probably be worse.

Anyhow, I'm up for chipping in for the healing wand. As for introductions, I'm already acquainted with Calder, but what about the other three? I understand that you've arrived to Sandpoint not long before the expedition start, so I'm unsure if I even had a chance to see you before we assembled for departure.

Also, am I blind, or is there actually no way to upload custom character image here? Or uncheck faction, for that matter.


[ F Human 3 | HP: 32/32 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +7, Will: +3 | CMB: +4, CMD: 16 | Init: +6, Perception: +7 ]
Clarabibulus Flingflopsparkfizz wrote:
If everyone wants to chip in 150 GP, we've got it covered. If anyone doesn't have that much free, I'm sure we can divide amongst those that do. Even split 3 ways it's only 250 GP each. What a bargain for not being dead!

Yeah, I'm in for that for sure.

Irissa Fiore wrote:
Also, am I blind, or is there actually no way to upload custom character image here? Or uncheck faction, for that matter.

That's correct that there is no way to upload a custom image. I am not sure what you mean by uncheck faction.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

If somebody wants to suggest taking a ship, I'm sure that's a possibility. Overland journey all the way to Kalsgard does seem like a pain in the ass, and if everyone agrees that they feel like skipping it... we can actually do that.

Liberty's Edge

Female Human Sorcerer 4; HP 18/18; AC 12, Touch 12, FF 10; Fort+1, Ref+3, Will+3; Perception +4; Init +2.
leinathan wrote:
If somebody wants to suggest taking a ship, I'm sure that's a possibility. Overland journey all the way to Kalsgard does seem like a pain in the ass, and if everyone agrees that they feel like skipping it... we can actually do that.

Well, 'skipping' sounds kind of OOC. Rather, purely in universe, why our caravan leader (Ameiko? Sandru?) wants to go overland, assuming that's their intention? Might be that the reason is ironclad, might be that one or more of us will have suggestions to voice.

Rae Keisinger wrote:
I am not sure what you mean by uncheck faction.

Getting rid of the PF faction tag next to the nickname.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Oh, I'd think that the reason is that they already have the wagons and the supplies and stuff, but none of them owns a boat.


Male Kobold Unchained Rogue 2/Unchained Summoner 2

Finally got a chance to fix the stats, but now I realize I failed to include my background skill ranks... and also missed 2 skill points. Probably gonna toss the into Diplomacy and Ride.

Because how badass would it be to have a kobold ninja riding an imperial dragon into battle!

Also, I was going to say what leinathan mentioned. I would think it's simply that the caravan is already packed and ready to roll out. Finding a boat, chartering a crew, moving everything onto said boat, sailing, and undoing it all at Kalsgard seems like a lot of work... but that could just be because I'm lazy...

@Irissa - Try going into your account at the top of the page, scrolling down your aliases and choose "Edit" next to Irissa's profile. When it lists the little factions, I think there is a choice that just says "None" or "Blank" or something like that. I think...


[ F Human 3 | HP: 32/32 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +7, Will: +3 | CMB: +4, CMD: 16 | Init: +6, Perception: +7 ]

@Leinathan - Bumping this in case you missed it!

Rae Keisinger wrote:
leinathan wrote:
I plan to start the AP right as the caravan hits the road on the way to Kalsgard, with the Amatatsu Seal in hand.

This raises a question for me - how familiar should we be with the first book of the AP? It's been a while so I may need to flip back through it to get a better handle on what has already transpired.

Also, for my own purposes - I know there are some... discrepancies when it comes to Ameiko's age when considering both Rise of the Runelords and Jade Regent. How old is she in our game?


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1
Rae Keisinger wrote:

@Leinathan - Bumping this in case you missed it!

Rae Keisinger wrote:
leinathan wrote:
I plan to start the AP right as the caravan hits the road on the way to Kalsgard, with the Amatatsu Seal in hand.

This raises a question for me - how familiar should we be with the first book of the AP? It's been a while so I may need to flip back through it to get a better handle on what has already transpired.

Also, for my own purposes - I know there are some... discrepancies when it comes to Ameiko's age when considering both Rise of the Runelords and Jade Regent. How old is she in our game?

Oh, yep! Sorry, I've been remarkably inattentive lately.

I don't think that you as players need any particular familiarity with it. It's basically a coincidence that leads to some evidence involving Ameiko's royalty, and then the evidence leading to some proof. And then you fight some monsters, and you recover the Amatatsu Seal.

So when it comes to your characters, a good assumption would be that Ameiko and her friends went out adventuring again and they came back with some crazy magical artifact that says Ameiko is royalty, and that she plans to travel across the world to see whether its true and to visit her homeland.

Liberty's Edge

Female Human Sorcerer 4; HP 18/18; AC 12, Touch 12, FF 10; Fort+1, Ref+3, Will+3; Perception +4; Init +2.
leinathan wrote:
Oh, I'd think that the reason is that they already have the wagons and the supplies and stuff, but none of them owns a boat.

So basically Sandru's expert opinion is that it'd cost us considerably more to charter a ship to haul what is worth hauling up north (and just sell and replace later what isn't) than repair and replacement cost we'd accumulate during overland travel? Taking side profits from trade into account in both cases, naturally.

It'd make sense for Ameiko not to swim in gold, and the expedition of this sort must cost a fortune, so choosing to go slowly and conserve funding would not be unreasonable.

Unless Calder, Rae or Clara have any connections in Linnorm kingdoms or Magnimar respectively that would let us raise extra resources, fast enough to still get a net win in travel time.


Male Kobold Unchained Rogue 2/Unchained Summoner 2

I just assumed that Kikiri and Kolung showed up after the fact, and Ameiko was like "Uh... yeah, I guess you guys can tag along." I picture them being the newbies of the group, relatively, anyways.

Also, didn't realize we had a gnome with us... hrm. I wonder how Kikiri would handle that. My gut instinct is that he is indifferent at worst considering he's curious about everything beyond the world of his little snarl, but... I dunno. Maybe a rivalry a la Legolas and Gimli? Just keep trying to one up each other X)


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1
Irissa Fiore wrote:
leinathan wrote:
Oh, I'd think that the reason is that they already have the wagons and the supplies and stuff, but none of them owns a boat.

So basically Sandru's expert opinion is that it'd cost us considerably more to charter a ship to haul what is worth hauling up north (and just sell and replace later what isn't) than repair and replacement cost we'd accumulate during overland travel? Taking side profits from trade into account in both cases, naturally.

It'd make sense for Ameiko not to swim in gold, and the expedition of this sort must cost a fortune, so choosing to go slowly and conserve funding would not be unreasonable.

Unless Calder, Rae or Clara have any connections in Linnorm kingdoms or Magnimar respectively that would let us raise extra resources, fast enough to still get a net win in travel time.

Another thing is that you're gonna need the wagons and the stuff and the people that Sandru's already got blocked out for the part where you actually cross the Crown of the World.

Liberty's Edge

Female Human Sorcerer 4; HP 18/18; AC 12, Touch 12, FF 10; Fort+1, Ref+3, Will+3; Perception +4; Init +2.
leinathan wrote:
Another thing is that you're gonna need the wagons and the stuff and the people that Sandru's already got blocked out for the part where you actually cross the Crown of the World.

That's what I meant by "haul what's worth hauling, sell and replace later what isn't". As in, we'd still have all the necessary stuff, it's just a matter of how it'll get up there.

That said, I don't think the AP accounts for 'head south-west, convince Magnimar merchants to fund an expanded expedition to Tian Xia' approach, and I'd feel bad about derailing, at the start at that, so I'll just go with Sandru knowing better. Overland it is.


Male Human Fighter 4/Ranger 3. hp 64. AC 18(21), touch 12(15), FF 16 (19) (Armor +6 Dex +2 +3 NA). Fort +9 (8), Ref +6, Will +2. Perception +9. Init +6
Irissa Fiore wrote:
leinathan wrote:
Oh, I'd think that the reason is that they already have the wagons and the supplies and stuff, but none of them owns a boat.

So basically Sandru's expert opinion is that it'd cost us considerably more to charter a ship to haul what is worth hauling up north (and just sell and replace later what isn't) than repair and replacement cost we'd accumulate during overland travel? Taking side profits from trade into account in both cases, naturally.

It'd make sense for Ameiko not to swim in gold, and the expedition of this sort must cost a fortune, so choosing to go slowly and conserve funding would not be unreasonable.

Unless Calder, Rae or Clara have any connections in Linnorm kingdoms or Magnimar respectively that would let us raise extra resources, fast enough to still get a net win in travel time.

Why yes, I'm secretly the High King of the Linnorms.

With a wave of my hand I summon golden dragon boats, crewed by burly Ulfen who gently pick up the wagons and animals. Placing them aboard while we sit on cushions being fanned and fed grapes.

I point in the general direction of Tien Xia and say 'Make it so!'

Liberty's Edge

Female Human Sorcerer 4; HP 18/18; AC 12, Touch 12, FF 10; Fort+1, Ref+3, Will+3; Perception +4; Init +2.
Calder Brandson wrote:

Why yes, I'm secretly the High King of the Linnorms.

With a wave of my hand I summon golden dragon boats, crewed by burly Ulfen who gently pick up the wagons and animals. Placing them aboard while we sit on cushions being fanned and fed grapes.

I point in the general direction of Tien Xia and say 'Make it so!'

At least it'd have been quite a memorable spectacle.

On a more serious note, I was thinking more along the lines of your clan and other relatives (incidentally, from Kalsgard) being interested a glorious campaign (or rewarding venture, that depends on who we'd be pitching it to). If there's actually a reliable route to Tian Xia throught the Outer Rim, it'd be a gold mine, after all.

Irissa's too airheaded to think of that IC though.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Okay, I'm getting ready for us to start soon, but I want you guys to look back into the Players' Guide and familiarize yourselves with the Caravan rules. I'll be adding Caravan and NPC info to the Campaign Info tab before we start, and I want some input from y'all.

First, the caravan's name. Does anybody have any ideas about what to call it? If not, it'll default to "Sandru's Trade Caravan".

Second, the caravan will start with a covered wagon, a supply wagon, a fortune-teller's wagon and 2,500gp that you can use to invest in caravan supplies. I want you guys to discuss what things you want to buy, whether it be enhanced undercarriages, extra wagons, etc. You can also feel free to invest your own gold into the caravan if you want to.

Third, everybody in the party gets to be Heroes, in addition to one other job. Sandru and two less-significant NPCs will be drivers, Koya will serve as the fortune-teller, Shalelu as a scout and Ameiko as an entertainer unless you decide otherwise. What jobs do the PCs want to fill?

Fourth, there are four primary stats for the Caravan - Offense, Defense, Mobility, Morale. You get three points to spread between those four stats initially (as a base that you add other bonuses to). I'd like some input about that.

Fifth, the caravan starts at 4th-level. In fact, it will always remain the same level as the PCs in the adventure, and it thus starts with four feats. Those feats need to be chosen.

I know this is a lot! I believe in you!


[ F Human 3 | HP: 32/32 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +7, Will: +3 | CMB: +4, CMD: 16 | Init: +6, Perception: +7 ]

I'll come back to say more once I've read through the Caravan rules to refresh myself, but for planning purposes, I wanted to let everyone know that I'll throw 500gp investment into the Caravan (This is in addition to throwing in for the CLW wand) so we might have a bit more we can start off with!

Liberty's Edge

Female Human Sorcerer 4; HP 18/18; AC 12, Touch 12, FF 10; Fort+1, Ref+3, Will+3; Perception +4; Init +2.

About to leave for the night (and thus too sleepy to plan), but at the very least we need to get another covered wagon to comfortably house the current party with some free space left for possible hirelings.

Also, I'm very doubtful about caravan's ability to fight off combat encounters of the level appropriate for us, especially as we advance further. Considering that AC is the only stat that the caravan doesn't gain from hero units (and thus doesn't lose when they separate), it may be prudent to invest heavily into Defence and have it turtle down while we take the field normally, if leinathan allows it, of course.

So something like one or two Enhanced Caravan to beef it up and qualify for feats, then Circle the Wagons? Offense 1, Defence 4, Mobility 3, Resolve 3?


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I'll allow any rules-appropriate strategy if you want to try it, including the PCs just taking on any enemies that threaten the caravan if you don't trust in the caravan's ability to take it on.

When it comes to advancing farther, the caravan does get plenty of additional resources and NPCs who tag along. You can also hire people for various roles if you feel you need some bonuses, though you do need to pay those people.

Another thing to consider (something that I've been thinking about today) is ensuring that the caravan can carry enough food to ferry it to whatever location it's going to. As it stands, with Shalelu providing 2 provisions per day and not counting against the person limit, the caravan can operate for 15 days, and only if you fill its entire cargo capacity with provisions.


Male Human Fighter 4/Ranger 3. hp 64. AC 18(21), touch 12(15), FF 16 (19) (Armor +6 Dex +2 +3 NA). Fort +9 (8), Ref +6, Will +2. Perception +9. Init +6

OK, I'll check with my family in Kalsgard, I'm sure my cousin Marni has forgiven me by now.

She's a Cleric of Desna, which will be useful.

No Marni hasn't forgiven Calder, any meeting with her will be loud and violent. :)

Have we got the wand of CLW? So I can mark the money off.


Male Human Fighter 4/Ranger 3. hp 64. AC 18(21), touch 12(15), FF 16 (19) (Armor +6 Dex +2 +3 NA). Fort +9 (8), Ref +6, Will +2. Perception +9. Init +6

Calder will be a Guard for the Caravan.

The name is fine as it is.

The initial 3 points I would vote for 1 each in Offence, Defense and Mobility.

Feats. I'd go for Enhanced caravan 2x and give all the primary stats an extra 1. So +1 to Offence, Defense, Mobility and Morale.

Then Efficient consumption & First strike.

I'd spend the money on another Supply wagon to carry Cold weather gear, Repair materials and extra supplies. Campsite traps would also be good to have.


Female Gnome Fizzician | AC 34 | F +23 R +22 W +21 | Perception +20, scent, darkvision, low-light (+2 to locate w/in scent range) | Hero Points 1 | Clara portraitHats (Squirrel Familiar)Baabaa Yagoat (Construct)
Calder Brandson wrote:
Calder also recommends that people invest in Cleats, Snoeshoes and a cold weather outfit at the least.

Cleats and snowshoes sound like good suggestions! I just added them to my list.

Kikiri Shadowscale wrote:
Also, didn't realize we had a gnome with us... hrm. I wonder how Kikiri would handle that. My gut instinct is that he is indifferent at worst considering he's curious about everything beyond the world of his little snarl, but... I dunno. Maybe a rivalry a la Legolas and Gimli? Just keep trying to one up each other X)

Ahhh, I didn't know of any racial rivalry but just read the Kobold PC race info and see it mentioned. Is there more that I should know beyond that?

Growing up mostly in Sandpoint (and a bit in Magnimar), I suspect you might be the first Kobold Clara's met. I see that Kobolds have a tendency toward malicious practical jokes "If unable to safely indulge their urge to physically harm and degrade members of other races, they resort to careful insults and “practical jokes” instead."

Meanwhile: "Gnome humor, for example, is often focused on physical pranks, nonsensical rhyming nicknames, and efforts to convince others of outrageous lies that strain all credibility. Gnomes find such efforts hysterically funny, but their pranks often come across as malicious or senseless to other races, while gnomes in turn tend to think of the taller races as dull and lumbering giants. Gnomes get along reasonably well with halflings and humans, who at least have some traditions of bizarre, gnome-like humor. Gnomes generally feel dwarves and half-orcs need to lighten up, and attempt to bring levity into their lives with tricks, jokes, and outrageous tales the more dour races simply cannot see the sense of."

I definitely see Clara as a joker and prankster...and in fact she believes that when things get sad or scary (or boring), that's when one most needs a bucket of water dumped on your head, to lift your spirits.

As far as the Caravan, I'll need to read those rules, I haven't yet.

As far as the wand, at least four of us are in. Kikiri, you have 150 GP to drop on a shared wand? BTW, I see you have potions of CLW and Reduce Person. If you want, I'm happy to craft those for ya at cost.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I'm popping in to let you know that I'll do the initial post to start up Gameplay tomorrow. We don't need to get the Caravan things squared away before we start playing, but we do at least need to do it before the first Caravan Combat encounter, and I'd prefer to do it before the party leaves Sandpoint.

I think it'll be easiest if we elect somebody to be the final arbitrator on the caravan advancement options, with everybody else able to weigh in. Otherwise we'll be debating forever on the merits of different builds, you know. Everybody does at least need to decide on a job that they can do on the caravan though, when it comes to individual decisions. I also really need Calder to set his statblock and backstory up in his profile, and I'd like everybody to set up their header with the appropriate header information.

That is, I'd like everybody to have headers that look like this:

Gender Race Class Hp x/y (wound threshold level) | AC x ff y touch z | Fort +, Ref +, Will +, | Perception +, senses, Initiative +

You put this in the "Class" section of your profile. If you need an example check this, one of my statblocks.


Male Human Fighter 4/Ranger 3. hp 64. AC 18(21), touch 12(15), FF 16 (19) (Armor +6 Dex +2 +3 NA). Fort +9 (8), Ref +6, Will +2. Perception +9. Init +6

Can I just recommend that people invest in Smoked goggles as well. Snow blindness could be a hazard on the Crown.

Sorry, forgot to put my statblock up.And his backstory is up in his profile as well.

Liberty's Edge

Female Human Sorcerer 4; HP 18/18; AC 12, Touch 12, FF 10; Fort+1, Ref+3, Will+3; Perception +4; Init +2.

@leinathan, would you say that a tavern serving girl knows how to cook for relatively large groups of people?

On another note, I'd prefer if at least one more PC (preferrably two) was qualified as a scout. Right now, counting Shalelu, we seem to have exactly three, and it'd be better if we could rotate shifts for RP purposes instead of being permanently absent from the camp outside of rest time. Hiring an NPC is an option, but scout's 100GP, and we won't need all 3 out there all the time, since food is relatively cheap so long as a place is available to actually buy it from. PCs can switch to another job once per day, after all.

Much as I'd love to trade, trading revenues are utter rubbish due to rules not taking into account value and scarcity of goods, so no point loading up any trade goods. We'll be paying for everything out of our pockets, it seems.

Basic idea is something like this, now got to come up with bells and whistles to spend remaining coin on.
https://docs.google.com/spreadsheets/d/1t5vhdEdWAZuqjGikbvdwuJLAoX9UMmV1yuC v5jsR0VQ/edit?usp=sharing

Edit:for some reason it's adding a space in the link after submitting the post, remove it to open.


Female Gnome Fizzician | AC 34 | F +23 R +22 W +21 | Perception +20, scent, darkvision, low-light (+2 to locate w/in scent range) | Hero Points 1 | Clara portraitHats (Squirrel Familiar)Baabaa Yagoat (Construct)

Irissa, I doublechecked the url and I don't see an extra space, but I get a "Sorry, the file you have requested does not exist." error.

Can you confirm, does clicking https://docs.google.com/spreadsheets/d/1t5vhdEdWAZuqjGikbvdwuJLAoX9UMmV1yuC v5jsR0VQ/edit?usp=sharing work for you? If so, you may need to change the share settings. If not, please re-paste the link.

As far as jobs go, Clara is qualified as a: Guard, Guide, Healer, and Spellcaster (assuming Alchemists count)...which lets her Scout as well. She'd be willing to serve as any of these...though realistically she'd be a terrible scout.

I suspect at the beginning we can do without a healer (since we're all starting out healthy). I guess I'll go with guide...though if someone else wants that role I'm happy to guard instead.

Oh, and I like the idea of someone taking on the roll of Final Caravan Arbiter...if someone's willing to volunteer. (I'm more excited for the RP than the Caravan building side of things, though that may grow on me, and I'm happy to do my share.)


Right, spellcasters can double as scouts. We're good, then.

The link works perfectly fine until I submit post (I've triple-checked after I got that error, it weirded me out). After submitting post though it ends up acquiring an extra space between 'yuC' and 'v5js' bits towards the end of the string (not a slightest clue how or why), and upon deleting that space it resumes working fine. There's no such space in edit mode either. It's freaky.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

@Irissa, there's actually skill rank requirements for each job that I think I'm going to stick with ;)

I also think I'm gonna go with that alchemists do not qualify as spellcasters.

Anyway, I'm authoring the first post now. I'm also gonna add in Clara as the guide.

Liberty's Edge

Female Human Sorcerer 4; HP 18/18; AC 12, Touch 12, FF 10; Fort+1, Ref+3, Will+3; Perception +4; Init +2.
leinathan wrote:

@Irissa, there's actually skill rank requirements for each job that I think I'm going to stick with ;)

Well, yeah, for cook it mentions, among others, Profession (Tavern keeper). Depending on how literal you're willing to be, that might also include any kind of tavern worker that deals with food, such as Profession (Serving girl) I picked up from helping Ameiko at the Dragon.

Well, a 'no' is good, too, actually. I'm already stuck being a scout every now and then when I'm in fact an entertainer.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Hmm. Sorry, I didn't actually look at your sheet to see which skills you actually have because I assumed you just didn't have profession (cook). Or something.

Anyway, I'd allow profession (serving girl) to count as Profession (tavern keeper), sure. You can serve as a cook.


Male Human Fighter 4/Ranger 3. hp 64. AC 18(21), touch 12(15), FF 16 (19) (Armor +6 Dex +2 +3 NA). Fort +9 (8), Ref +6, Will +2. Perception +9. Init +6

Calder has ranks in Cook, Handle animal and survival.

He can serve as Cook, Driver or scout if needed.

We're going to need another covered wagon for sleeping in as well as a supply wagon.

Liberty's Edge

Female Human Sorcerer 4; HP 18/18; AC 12, Touch 12, FF 10; Fort+1, Ref+3, Will+3; Perception +4; Init +2.

Oh, hey, the link seems to work when posted this way.

Link.

So, thoughts? I'm considering adding a couple guards for when the PCs are away. Maybe a ballista - unsure how long we'll be at it, but I reckon enough for it to pay for itself, compared to an extra guard.

Getting undercarriages for all four wagons outright is feasible, should save us a good deal of time on the road.

Alternatively, we could start saving for two armored wagons from the get go, they're better than covered ones in every way, and AC bonus is great, given how lame the caravan's AC is normally.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Oh, I want to contribute two small changes to the Caravan rules. After looking at some forum stuff regarding the ridiculousness of caravan encounters I'll do this:

Caravan damage dice progresses at the same rate as a rogue's sneak attack (with the same flat bonus equal to the caravan's level). So currently, with no bonuses, the caravan deals 2d6+4 damage per hit. When the PCs reach level 5, it will be 3d6+5 damage.

Additionally, the ballista item provides a +2 bonus to attack and a +1 bonus to damage instead of its original effects.

Oh, I also wanted to let you know that I'm happy to keep track of the caravan stuff. It's all in the campaign info tab.


Male Human Fighter 4/Ranger 3. hp 64. AC 18(21), touch 12(15), FF 16 (19) (Armor +6 Dex +2 +3 NA). Fort +9 (8), Ref +6, Will +2. Perception +9. Init +6

We start with 3 wagons, 5 is the max unless we spend a feat on extra wagons?

Sadly Irissa we can't afford armored wagons, we have 2500gp to spend, armored wagons are 5000 each.

I'm going with another supply wagon 300gp, containing repair materials 5 units at 125gp and five cargo spaces. Cold weather gear 200gp and 1 cargo space. The last 4 cargo spaces can be used for more stores 4 at 20gp total.

Plus another covered wagon 500gp for people to sleep in when it gets really cold. That has 4 cargo spaces which we can use for the ballista 500gp.

That spends 1625gp out of our 2500gp. leaving some for emergencies. Enhanced undercarriages and Wagon reinforcements are 500gp each, and only on 1 wagon. I'd like them, but we can't afford them yet.

Maybe 200gp for a pair of Guards? 50gp for a Healer is pretty good as well.


[ F Human 3 | HP: 32/32 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +7, Will: +3 | CMB: +4, CMD: 16 | Init: +6, Perception: +7 ]

As I said I'm throwing in another 500gp so we have 3000gp to spend, at least. :)


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I should remind you that the prices for hirelings are monthly, rather than a one-time price.

Not that that's really a problem. The route to Kalsgard is about 950 miles, and shouldn't take longer than a month to navigate. Then you can re-examine your caravan purchases afterward.

You also need a driver for each wagon you buy, remember.


Male Human Fighter 4/Ranger 3. hp 64. AC 18(21), touch 12(15), FF 16 (19) (Armor +6 Dex +2 +3 NA). Fort +9 (8), Ref +6, Will +2. Perception +9. Init +6

Ok so if we do buy the wagons I've suggested that's another 20gp for the drivers.

Perhaps buy the wagons now, when we get to Kalsgard add the Enhanced undercarriages and reinforcements?

Liberty's Edge

Female Human Sorcerer 4; HP 18/18; AC 12, Touch 12, FF 10; Fort+1, Ref+3, Will+3; Perception +4; Init +2.
leinathan wrote:
Oh, I also wanted to let you know that I'm happy to keep track of the caravan stuff. It's all in the campaign info tab.

Might get irritating, what with PC jobs going back and forth. I'm probably going to act as entertainer at least half the time unless pressed by the circustances, wouldn't be surprised if others wanted to swap around depending on the situation, too.

Calder Brandson wrote:

Sadly Irissa we can't afford armored wagons, we have 2500gp to spend, armored wagons are 5000 each.

Well, duh. That's why I said 'saving'.

Also, need at least one person qualified as wainwright to make repair checks.

Edit: Sleepy. Back in the morning.


[ F Human 3 | HP: 32/32 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +7, Will: +3 | CMB: +4, CMD: 16 | Init: +6, Perception: +7 ]
Irissa Fiore wrote:
Also, need at least one person qualified as wainwright to make repair checks.

Let me jiggle my skills around a bit and I'll pick that one up. I'm not the most suited to scouting and wainwright is pretty fitting for me.


Male Kobold Unchained Rogue 2/Unchained Summoner 2

Sorry, sorry, Rl caught me a bit.

@Clara - If you can make those potions at cost, I would be much happier chalking up the 150 GP. Call me cheap, but I always like to have a little spare cash on hand. You never know what kind of adventure you could "buy" your way into! So... yeah, add 150 from me!

Also, I imagine Kikiri would probably have a friendly rivalry with Clara, at worst, if not be outright curious as to what she's up to. He kinda flies in the face of kobolds being timid and paranoid cowards.

As to the wagon train... hrm... I know I could qualify as a Guard and probably a Spellcaster. I might could make due as a Scout. Cook... no. Entertainer, not intentionally. Wainwright... I MIGHT could rework a few ranks into Kn. Engineering, if that would help. I mean, kobolds are trap masters, and traps require engineering... He might also could qualify as a Trader, buuuuuuut... I dunno.

As to how to spend the moneys? Erm... cold weather gear and repair materials seem like a good investment. A ballista would be cool, and Kikiri's DEX could probably let him make decent use of it...? Enhanced undercarriages also seem like a decent idea. Make the trip a little faster.


Female Gnome Fizzician | AC 34 | F +23 R +22 W +21 | Perception +20, scent, darkvision, low-light (+2 to locate w/in scent range) | Hero Points 1 | Clara portraitHats (Squirrel Familiar)Baabaa Yagoat (Construct)

Oh hey, I like the idea of Claribulus offering to cook one day...and cooking nothing but fizzy drinks of various flavors + maybe some candy. ;-)


Male Human Fighter 4/Ranger 3. hp 64. AC 18(21), touch 12(15), FF 16 (19) (Armor +6 Dex +2 +3 NA). Fort +9 (8), Ref +6, Will +2. Perception +9. Init +6

Yeah, no. :)

Liberty's Edge

Female Human Sorcerer 4; HP 18/18; AC 12, Touch 12, FF 10; Fort+1, Ref+3, Will+3; Perception +4; Init +2.

Tweaked to account for the discussion.

Caravan

The only spot left to address is a Healer's role. I'd rather not take an NPC, since it's pretty situational, so if we can't cover it now, we can just wait a level and go without for now.

Total cost is 1925GP, and the remaining 1075 I propose to set aside as a beginning of our 'armored wagons and enhanced undercarriages' fund.

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