GM Parrot's The Ferry and the Depths: Rappan Athuk

Game Master parrot familiar

Google Drive for maps, loot, etc.

Adelie 48/50
Anzath 48/48
Aurora 39/50
Bedlam 57/57 (1 negative level)
Lolly 49/60 (raging)
Moneduloides 32/32 (1 negative level)
Talathel 40/40
Tragershen 30/30

Date: Augusta 30


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Talathel Rhuiren wrote:
@All: Any consensus on Talathel having over those two blades?

Note that the two magical blades in question are considered 'sold' in the above calculations


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

Ah, gotcha!

So that hasn't reduced Talathel's wealth?


Tal got paid! Y'all got paid! Payout in bold.


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

Are the +1 Longsword and +1 Dagger technically, officially SOLD, or can we reserve them for Agnarak?


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

NVM, I see the +3 Dagger is reserved for Agnarak.


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

Anzath's Shopping List:

Sell: MW Crossbow: -167
MW Comp LBow +2 Str: 600
Arrows (20): 1
Blunt Arrows (20): 2
Tanglefoot Arrows (5): 100
Trip Arrows (4): 100
Potion Protection from Evil (4): 200
Potion Cat's Grace (3): 900
Potion Remove Disease: 750
Potion Neutralize Poison: 750
Sell: Thieves Tools: -15
MW Thieves Tools: 100
Sell: MW Backpack: -25

ReInvest 3064 back into bank.

Let me know if this is all easily purchased, if anything needs to be special ordered or anything let me know and I'll rethink it over.


Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |

Do you think the dragon will be satisfied with the single item, even if it is more valuable than Anzath's blades?

And giving it two blades in return seems unlikely to statisfy it. Maybe if he give it Tal's two blades, plus the bag of holding full of coins?


Uh, I sold everything, forgot I tagged the dagger for him.

I can retroactively hoard things for him, though! It'll just come out of everyone's share, but shouldn't make a super significant difference.

Tragershen: I'm not going to trick you with Aragnak--if you give him swords+ value, he'll likely be satisfied for the month. Two blades and a bag of holding full of gold is a safe bet.


And by "everything" I mean not the Spike, either.

Sorry, it's been a long couple days! Zigzagging gradually to clarity...


Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |
GM Parrot wrote:

And by "everything" I mean not the Spike, either.

Sorry, it's been a long couple days! Zigzagging gradually to clarity...

No worries! Don't push too hard. This time of year can be stressful, even if you are having a good time.

It will take me a little time to work through Trag's purchases; I need to work out what he'll be doing for scroll scribing and such.


Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |

I did a little math. If we give the dragon the two blades that Tal's been carrying, the little bag of holding we found and fill it with 950 gp worth of miscellaneous coins, it would reduce the shares for all seven of us by 600 gp each. Does that sound like a good plan to buy us another month on the dragon clock?


Female Human Cleric of Nethys 6 | 45/56 HP | AC 22, T 12, FF 20, CMD 19 | Fort +9, Ref +5, Will +10 | Init +1 | Perception +3 | 3/6 Channel Energy; 5/6 Divine Vessel; 1/1 Magical Epiphany | Active Effects: Bless, Divine Favor

Sounds like a good plan to me, Trag.


Male Dwarf Alchemist [Grenadier] 6 Initiative+6 Hp 57/57 AC 22/18 Fort+9, Ref+9, Will+5 (+3 spells, sp, poison)Perception+10/+12(+2 stone) Active: alchemical grease, enlarged person, mutagen , Barkskin

Sounds good.


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

Yeppers


Lolygert 'Lolly' Endeferr Human Barbarian 5/Cleric 1 HP:52/52 AC:21 CMB:+11 CMD: 22 Fort +10 Ref +4 Will +6 Rage:17/17

Lolygert not really being good with numbers, nods mutely.


Human Druid (6) | HP:50/50 | AC:17 | FF:15 | T:12 | F+7; R+3; W+9 | Init +1 | Perc +10 |

Fine with me


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

Agreed also.


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

As for buying, Tal's a bit short for upgrading his branched spear from +1 to +2 (6000g). Wait, he can trade in his +1 dagger.

If a belt of constitution +2 is a available, he would go for that. Disease and injury are occupational hazards in Rappan Athuk!


Male Dwarf Alchemist [Grenadier] 6 Initiative+6 Hp 57/57 AC 22/18 Fort+9, Ref+9, Will+5 (+3 spells, sp, poison)Perception+10/+12(+2 stone) Active: alchemical grease, enlarged person, mutagen , Barkskin

Bedlam does plan to craft and purchase stuff....i will figure 1 week of Crafting (wouldn't mind 2) for gp amounts and quantity.
If anyone wants anything special?


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

If available, i might also pick up a ring of protection +1. With trags calculations, brings my remaining balance to 464gp.


Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |

I'd be willing to give you the ring of protection that Drusilla gave our group. That would be half price of getting one in Riddleport.


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

If'n you don't want it?


Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |

Go for it. I have plans to build a ring of protection into my bonded object after we hit 7th level. And as a front liner, you definitely need the AC.


Important to remember that your wizard has graciously taken Craft Wondrous Item and Craft Magic Arms and Armor! And Scribe Scroll, and that means he can collaborate with our other casters on scrolls if you'd like.

Tragershen is capable of upgrading Talathel's spear, I think, and he can make you any Belt, as well. Spellcraft rolls required, of course!

8000 GP minus 2000 for starting at +1 divided by 2 for crafting = 3000 GP for the +2, Tal, and will take Tragershen six days (the magical smithy rental fee can be part of the price). Caster level 6.

The belt would be 4000 divided by 2 for crafting - 2000 GP and will take Trag two days. Caster level 8.

Magic Item Creation has the relevant rules.

You have 9 days until the dragon deadline, so there's still that to figure out (creativity encouraged).


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

Cheers for noting that, Parrot.

Tragershen, would you be okay with upgrading Talathel's spear and fixing him up with a belt?


Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |

I would be willing, but I have a load of crafting planned for myself. Let me work out a schedule. I have a handy haversack, so I can bring crafting supplies with me and work on stuff while we travel.


I don't think you're on any sort of time schedule other than Aragnak's bargain, so if you can placate the beast somehow, you can hang around Riddleport as long as you want.

A prior RA group once crafted in the nearest city to Rappan Athuk (different setting) for months of in-game time.


Female Human Cleric of Nethys 6 | 45/56 HP | AC 22, T 12, FF 20, CMD 19 | Fort +9, Ref +5, Will +10 | Init +1 | Perception +3 | 3/6 Channel Energy; 5/6 Divine Vessel; 1/1 Magical Epiphany | Active Effects: Bless, Divine Favor

Happy 2020 everyone!

I'll try to get my shopping list finalized and up soon.


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

Happy new year folks!


Human Druid (6) | HP:50/50 | AC:17 | FF:15 | T:12 | F+7; R+3; W+9 | Init +1 | Perc +10 |

Happy new year!


Let's roar into the 20s!


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

Happy new year everyone!


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)
GM Parrot wrote:
Let's roar into the 20s!

I see what you did there. ;)


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

If we can appease the lizard, that's a lot of crafting. Sounds good!


Male Dwarf Alchemist [Grenadier] 6 Initiative+6 Hp 57/57 AC 22/18 Fort+9, Ref+9, Will+5 (+3 spells, sp, poison)Perception+10/+12(+2 stone) Active: alchemical grease, enlarged person, mutagen , Barkskin

Apologies; prepping for Age of Ashes for tomorrow. I shall catch up Saturday!


No apologies necessary, Bed!


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Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |
GM Parrot wrote:
Tragershen: Good point, but I might ask for your list of to-be-created items before you leave town to reflect that you can't just bring generic magic supplies, you've got to bring the right ones.

Right! I've done this one before with a character. What I did was on his character sheet, I listed to supplies under equipment like this:

Handy Haversack, 5#
-Materials to craft belt of incredible dexterity, 1#
-Materials to craft boots of the cat, 1#
etc.

And on the character sheet, I added another spoiler that showed the order he planned to craft in. It looked like this
Trag’s belt dex 2 of 4.
Trag’s belt dex 3 of 4.
Trag’s belt dex 4 of 4.
Tal’s spear 1 of 6.
Tal's spear 2 of 6.
etc.

Once an item is complete, then it goes on the character's equipment list, stats are adjusted if necessary, etc. Does that work for you?


Works for me!


Male Dwarf Alchemist [Grenadier] 6 Initiative+6 Hp 57/57 AC 22/18 Fort+9, Ref+9, Will+5 (+3 spells, sp, poison)Perception+10/+12(+2 stone) Active: alchemical grease, enlarged person, mutagen , Barkskin

The dwarf won't be as organized as the elf...lol.


Female Human Cleric of Nethys 6 | 45/56 HP | AC 22, T 12, FF 20, CMD 19 | Fort +9, Ref +5, Will +10 | Init +1 | Perception +3 | 3/6 Channel Energy; 5/6 Divine Vessel; 1/1 Magical Epiphany | Active Effects: Bless, Divine Favor

I've been busier than expected trying to corral a feral kitten that showed up in the local feral colony in the last few days and make sure it's okay. It's very small, very cute, and has adorable little toe socks.

Ahem.

As for Aurora's shopping list, I'm thinking the following, depending on availability:
+1 Heavy Wooden Shield — 1,157gp // To replace her current non-mwk heavy wooden shield.
+1 Ring of Protection — 2,000gp
Ring of the Faithful Dead — 1,000gp
Belt of Giant Strength +2 — 4,000gp
Scroll of Breath of Life x2 — 1,125gp each, 2,250gp total // It's cheaper than raise dead...
Scroll of Lesser Restoration x3 — 150gp each, 450gp total

And on the more mundane side, a spring-loaded scroll case (5gp)

I also need to go through some spells and see what has expensive material components Aurora should buy while in Riddleport, and tally those up later.


Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |

Okay, here goes. It is a lot of smaller purchases in there, so I will double check my math this week. Also, if Trag needs to kick in funds for expedited dragon attention, I’ll back off on spells and scrolls. Like Aurora, I'll double check spells to make sure I don't need to allow for expensive components.

To start, I set aside 600 gp for the dragon tithe stuff. And then…

Spoiler:

Tragershen will ask Bedlam to craft the following items for him (55 gp in crafting supplies):
-Sunrod
-Tindertwig (3)
-Alchemical grease (2)
-Alchemical glue
-Alchemical solvent (2)
-Smokestick (2)
-Tanglefoot bag

He will purchase the following items:
-Masterwork mithral buckler 1,005 gp
-Masterwork mithral dagger 502 gp
-Weapon cords (2) 2 sp
-Journals (6) 60 gp

He will also get the following supplies:
-Materials to craft belt of might constitution +2 2,000 gp
-Materials to craft stone of vast intellect +2 (see below) 2,000 gp
-Materials to enhance buckler to +1 500 gp
-Materials to craft boots of the cat 500 gp
-Materials to craft holy symbol (see below) 1,000 gp
-Materials to craft amulet of natural armor +1 (see below) 1,500 gp
-Materials to enhance cloak of resistance to +2 1,500 gp
-Materials to craft ring of protection +1 (see below) 1,000 gp
-Materials to craft universal solvent 50 g
-Materials to craft ioun torch 37.5 gp

He will add the following reagents to his spell component pouch:
-Brimstone (2) 1 gp
-Saltpeter 1 gp
-Myrrh (4) 2 gp
-Spirit of wine (6) 3 gp
-Cold iron (5) 5 gp
-Black powder 10 gp
-Ginger extract (10) 5 gp
-Dew of lunary (5) 20 gp
-Nethys dagger 50 gp

Spellbook:
He has a scroll of shrink item, he’ll get the ink to scribe it to his spellbook. 90 gp
For cantrips, he’ll get one scroll and ink to add it to his spellbook 17.5 gp
-Scrivener’s chant
For 1st level spells, he’ll get ten scrolls and ink to add to his spellbook 225 gp
-Air bubble
-Ant haul
-Comprehend Languages
-Expeditious construction
-Expeditious excavation
-Reduce person
-Shocking grasp
-Snowball
-Sure casting
-Unseen servant
For 2nd level spells, he’ll get eight scrolls and ink to add to his spellbook 1,520 gp
-Acid arrow
-Alter self
-Bear’s endurance
-Create Treasure Map
-Darkvision
-Frigid touch
-Mirror Image
-Resist energy
For 3rd level spells, he’ll get two scrolls and ink to add to his spellbook 930 gp
-Ice spears
-Lightning bolt

For scribing scrolls, he’l l get the material to scribe 18 levels of 1st level spells, 5 2nd level spells and 3 3rd level spells.
-Haste (CL5)
-Lightning Bolt (CL5)
-Lightning Bolt (CL5)
-Create Treasure Map (CL3), Create Treasure Map (CL3), Create Treasure Map (CL3)
-Glitterdust (CL3)
-Web (CL3)
-Magic Missiles (CL5), Magic Missiles (CL5)
-Burning Hands (CL5)
-Vanish (CL2), True Strike (CL1)

Notes:
He is getting the materials to craft a ring of protection +1 even though he cannot do it yet. When he hits next level, he’ll be able to use it to add the power to his bonded object (ring).

The stone of vast intellect +2 is just a headband, but stylized differently. Instead of a headband, it is an agate that attaches itself to the wearer’s forehead. I’m doing this for two reasons. First, I like the style of it. Second, later I want to upgrade the item to include the abilities of a veiled eye.

The holy symbol takes the neck slot and gives a +1 sacred bonus to saving throws. Later, I want to enhance it to add a bonus to AC.

The amulet of natural armor +1 is costing 500 gp more because it is being added to an existing neck slot item, the holy symbol.


Male Dwarf Alchemist [Grenadier] 6 Initiative+6 Hp 57/57 AC 22/18 Fort+9, Ref+9, Will+5 (+3 spells, sp, poison)Perception+10/+12(+2 stone) Active: alchemical grease, enlarged person, mutagen , Barkskin

Assuming 18, 000gp to spend.

Belt of Giant Str +2 4000gp
Headband of Intellect +2 4000gp
Ring of Protection +1 2000gp
Ring of Featherfall 2200gp


Lolygert 'Lolly' Endeferr Human Barbarian 5/Cleric 1 HP:52/52 AC:21 CMB:+11 CMD: 22 Fort +10 Ref +4 Will +6 Rage:17/17

Ok 6560 to spend....sorry , got a little distracted there.
I'll figure out my purchases...


Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |

Parrot, is the temple willing to give us a scroll of restoration for Bedlam's last negative level?

If so, I think the plan is:

Days 1 through 6, Riddleport shopping and crafting.
Day 7, temple restorations for Trag, Mone and Bedlam.
Day 8 and 9, travel to Dragon Isle, meet our obligation.
Day 10, go to Zelkor's Ferry.
Days 11 to 14, hangout, collect news and rumors, craft.
Day 15, Aurora restores Bedlam and we head out to Rappan Athuk.

If we can't get a scroll of restoration, we'll have the rogue ship take us to the dragon island and then back to Riddleport. We'll get the last restoration there, and then take the Laughing Dolphin back to Zelkor's Ferry.

Does that sound like a plan to everyone?


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

Sounds like a plan!

I'm gonna revise my shopping list to account for the boat trip.


F half-elf Slayer 5/TWW 1 | AC19 T13 FF17 (+2 vs Traps) | HP 48/48 | F +7 R +6 (+8 vs Traps) W +2 | Init +4 (+6 UG) | Perc +12 (+14 UG)(+3 for traps) (DV 60ft, LB) Active Effects:

Revised Shopping List:

Spending Money: 5760gp

Sell: MW Crossbow: -167
Sell: Thieves Tools: -15
Sell: MW Backpack: -25
Boat Fare: 1600
Ring of Protection +1 (from Trag): 1000
MW Comp LBow +2 Str: 600
Arrows (20): 1
Blunt Arrows (20): 2
Potion Protection from Evil (4): 200
Potion Cat's Grace (3): 900
Potion Remove Disease: 750
Potion Neutralize Poison: 750
MW Thieves Tools: 100

Leftover Drinking Funds: 64gp


Male Dwarf Alchemist [Grenadier] 6 Initiative+6 Hp 57/57 AC 22/18 Fort+9, Ref+9, Will+5 (+3 spells, sp, poison)Perception+10/+12(+2 stone) Active: alchemical grease, enlarged person, mutagen , Barkskin

So you all know:

Buy that high level Potion that you always wanted!:
Alchemical Allocation
School transmutation; Level alchemist 2
CASTING

Casting Time 1 standard action
Components S

EFFECT

Range personal
Targets you
Duration 1 round

DESCRIPTION

This extract causes a pale aura to emanate from your mouth.

If you consume a potion or elixir on the round following the consumption of this extract, you can spit it back into its container as a free action. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this way per use of this extract.

Section 15: Copyright Notice
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn


Lolygert 'Lolly' Endeferr Human Barbarian 5/Cleric 1 HP:52/52 AC:21 CMB:+11 CMD: 22 Fort +10 Ref +4 Will +6 Rage:17/17
Tragershen wrote:

Parrot, is the temple willing to give us a scroll of restoration for Bedlam's last negative level?

If so, I think the plan is:

Days 1 through 6, Riddleport shopping and crafting.
Day 7, temple restorations for Trag, Mone and Bedlam.
Day 8 and 9, travel to Dragon Isle, meet our obligation.
Day 10, go to Zelkor's Ferry.
Days 11 to 14, hangout, collect news and rumors, craft.
Day 15, Aurora restores Bedlam and we head out to Rappan Athuk.

If we can't get a scroll of restoration, we'll have the rogue ship take us to the dragon island and then back to Riddleport. We'll get the last restoration there, and then take the Laughing Dolphin back to Zelkor's Ferry.

Does that sound like a plan to everyone?

Yup!


Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |
Talathel Rhuiren wrote:

Cheers for noting that, Parrot.

Tragershen, would you be okay with upgrading Talathel's spear and fixing him up with a belt?

Did you decide if you want Trag to craft things or have them done in Riddleport? I would be glad to do so, I would just need to add them into my crafting schedule. If so, which is a higher priority for you, the spear or the belt?


Male LN Elf Fighter 6 (Lore Warden, Martial Master) | HP: 40/40| AC: 21 (16 Tch, 15 Fl) | CMB: +10/+13, CMD: 25 | F +5, R +7, W +6 | Init: +7 | Per +8, SM +2, Darkvision 60ft | Speed 30ft | Spells: None | Active conditions: Not plagued! (to the best of his knowledge)

Tragershen making them would be Tal's preference. Spear is the higher priority. Thinking about it, Tal has enough weapons that the spear can be done on the move without him needing it ready.

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