How to paint a Raven Silver (Hell's Rebels)

Game Master Jesper Roland Sørensen

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M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

Ah yes the ooze. Can we assume Logan picked up a masterwork scimitar?

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I'm not sure we have come across something like that Logan, perhaps a dagger for you.

Can look through the book but I don't think there is any scimitar found as loot anywhere.


M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

By picked up I meant buy one, I assume such items are available?

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Yeah all simple and martial weapons are available in normal and masterwork.


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.

Sorry for the extended silence. Jack's poor functionality underwater (and generally bankrupt state and inability to buy his way out of uselessness) had me frustrated. I think someone else mentioned it at one point, but alter self isn't really an option, as it can't be made into a potion (it's a personal spell, not targeting others).

I finally found a solution (though not a great one): he can prepare and cast longstrider on himself, which adds 10 feet to his walking speed. Paired with a water breathing spell, Jack should be functional for a couple more underwater fights.

Now I just need a quick reminder/ruling on the speed for walking along the bottom. Half speed, correct? So Jack (speed 30 feet--20 in medium armor +10 from longstrider) has a speed of 15 while trudging along the bottom?

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You are right Jack I keep forgetting you can't make potions of self spells unless you are an alchemist.

On the second question yes it is half speed underwater, for ease of play I threat it as diffecult terrain when we are in still water like this cavern.


M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

GM is this spell what you meant by Binding? If so I think we're out of luck.

There's no way for us to get an antimagic field or mage’s disjunction at this level. FWIW I've never been in a game that was high enough level for that sort of thing.


Loot 7- AC:20 T:12 F:19| HP 66/66 | CMD:13 | F:+5 R:+3 W:+6 | Init:+1 | Perc: 14 | Resources
Logan Tanessen wrote:

GM is this spell what you meant by Binding? If so I think we're out of luck.

There's no way for us to get an antimagic field or mage’s disjunction at this level. FWIW I've never been in a game that was high enough level for that sort of thing.

I have it is very fun but can be crazy chaos. I was saved but an antimagic scoll in a high-level game once.

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Yeah it says he was bound with a scroll of binding.

I really like Bicks' idea of trying to free the devil, gonna look through the rules but I like to reward creative solutions to problems and rule of cool.

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You should have found plenty cash down here to fix the pump and have some in spare. Remember that you have in previous rooms found:
A chest containing: 388 pp, 2,345 gp, 6,590 sp, 14,400 cp, and various art objects, gems, and jewelry worth an additional 4,200 gp.
You also found a handy Haversack, which non of you ever opened to check, and a bunch of magical items.


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.

We probably ought to figure out what magic stuff we found, ID it, and do a treasure split before proceeding.

I tallied Jack's character wealth, and he's at about 17,600 gp (not including stuff he got via the Child of Kintargo trait or the figurine of wondrous power (silver raven) that all the original characters got); that's a bit above the Wealth-By-Level guideline of 16,000 gp at 6th level but well below the 23,500 gp expected at 7th level. (Not sure how close we are to leveling at the moment.)

Long story short, Jack seems to be in the ballpark of where he ought to be treasure-wise. If he's entitled a share of this latest treasure haul, his share can go toward the hideout fix-up/restoration and I'd be good with that.

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You are going to hit level 7 once you have cleared out the Lucky Bones, so very soon in fact. That also means you are about to enter book 3.


Loot 7- AC:20 T:12 F:19| HP 66/66 | CMD:13 | F:+5 R:+3 W:+6 | Init:+1 | Perc: 14 | Resources

Bicks is sitting at level 5 wealth plus the circlet of persuasion. So, 14000 give or take. In time, the goal would be to get a mnemonic vestment so I can cover more of the utility casting we have needed, but I'm not in rush.


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.
Jesper Roland Sørensen wrote:

You should have found plenty cash down here to fix the pump and have some in spare. Remember that you have in previous rooms found:

A chest containing: 388 pp, 2,345 gp, 6,590 sp, 14,400 cp, and various art objects, gems, and jewelry worth an additional 4,200 gp.
You also found a handy Haversack, which non of you ever opened to check, and a bunch of magical items.

Is this just in the areas beyond the arcane locked doors?

I may have some free time tomorrow and can compile a list.


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.
Jack Duncloak wrote:
I may have some free time tomorrow and can compile a list.

"That's it, man! Game over, man! Game over! It's a can of worms!"

Doing some preliminary work, I'm finding no sign of a +1 mithral longsword, which Jack has recorded on his character sheet and has been using since about the mid-way point of our jaunt through the ruins of the Lucky Bones. I've seen a +1 mithral short sword and a really nice magical mithral dagger, but I think the longsword's a figment of Jack's imagination (and likely a misreading on my part).

I should have left well enough alone....


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 36/36 AC21 T17 FF16 F:+ 7:R+11: W+4

I thought Jack dual wielded short swords ?


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.
Canacha Bais wrote:
I thought Jack dual wielded short swords ?

He's gone back-and-forth between that and a longsword/short sword combo.

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Jack Duncloak wrote:
Jesper Roland Sørensen wrote:

You should have found plenty cash down here to fix the pump and have some in spare. Remember that you have in previous rooms found:

A chest containing: 388 pp, 2,345 gp, 6,590 sp, 14,400 cp, and various art objects, gems, and jewelry worth an additional 4,200 gp.
You also found a handy Haversack, which non of you ever opened to check, and a bunch of magical items.

Is this just in the areas beyond the arcane locked doors?

I may have some free time tomorrow and can compile a list.

Actually I was only looking at the loot you have found since going underwater.

I didn't even notice you started using a mithral longsword, but you should have 2 mithral short swords, although one of them Octavio borrowed to the party before going into the lucky bones.


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.

Crap--looks like it took me three weeks (!!!) to compile the loot list. Deepest apologies for holding up the game like that. Some of the loot is still not identified.

Anyhow, here's a list of what we've found in the underwater sections of the Lucky Bones (dating back to 3/11/2021):

Post #3600: -210 gp (ridding Jack of his ghost-induced opium addiction)

Post #3606: Additional 380 gp for restoration spell for Jack (all 590 gp paid for by Canacha)

Post #3664: 5 suits studded leather, 5 tridents, 5 (or more) bony necklaces

Post #3675: +2 mithral shirt (IDed #3681, claimed by Canacha #3716), handy haversack (IDed #3681), +1 lawful outsider bane mithral dagger (IDed #3686), and ring of protection +2 (IDed #3681)

Post #3708: 3 Chests. Chest #1 holds: 388 pp, 2,345 gp, 6,590 sp, 14,400 cp, and various art objects, gems, and jewelry worth an additional 4,200 gp; Chest #2 holds: Eight potions of cure moderate wounds, four potions of lesser restoration, four potions of neutralize poison, four potions of remove curse, four potions of remove disease, two vials of lich dust poison, six vials of medium spider venom, and a single vial of wyvern poison (IDed in #3711) and a fine ruby vial (not yet IDed)…Mirabella grabbed a potion each of cure moderate wounds, lesser restoration, neutralize poison, remove curse, and remove disease in #3718); Chest #3 holds: a cloak of elvenkind, a folding boat, and four prisoner’s dungeon rings (IDed #3711) plus a wand and a robe.

Post #3799: 5 tridents and 5 leather armors (skum); skum spellcaster has a wand of lightning bolt (12 charges; IDed in #3801), amulet of natural armor +1 (IDed #3801), headband of vast intelligence +2 (IDed #3801; to Logan #3804?), a lesser extend metamagic rod (IDed #3801; to Bicks #3803?; to Mirabella #3808?), carving tools, pump valve ring, and a spellbook (a series of engraved clam shells).

Post #3849: -3,000 gp required to repair pumping system.

Post #3945: 25 pearls (worth 100 gp each; see #3952) and a 26th which is a pearl of power (2nd level) (according to the devil; might want to ID it ourselves)

Post #3957 Contents of handy haversack: 180 pp, 800 gp, and 3,000 gp of rings, necklaces, and bracelets.

FROM THE DISCUSSION THREAD

Post #653: 38 pp, 230 gp, 392 sp, and 43 cp from the map room and 3000 gp in the colored tile room.

Post #664: Canacha has leather armour +1 so mithril chain shirt +2 is a big upgrade. Logan has +1 ring of protection and +1 chain shirt so both are incremental.

It looks like Canacha doesn't have a ring so I propose Canacha gets the mithril chain shirt and Logan's old +1 ring and he gets the +2 ring.


Loot 7- AC:20 T:12 F:19| HP 66/66 | CMD:13 | F:+5 R:+3 W:+6 | Init:+1 | Perc: 14 | Resources

Amazing work Jack!

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That's quite a bit of gold thrown around, but I guess it does make up for limited loot in the earliere parts of the book.
If people are ready I will go ahead and assume you pay Hetamon for the repairs and we can start preparing for the next chapter.

Will give a little heads up, you are going to be out of Kintargo for a while to do some work, so it might be good to prepare for travel and also one more underwater mission.


M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

Yeah good work Jack! And sure I'm up for a switcharoo with the rings.

Re Hetamon yes I think we all agree. As for travel, interesting :)


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 36/36 AC21 T17 FF16 F:+ 7:R+11: W+4

Ready to get this a move on! :)


HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7

Great job, Jack. I’m ready as well.


Loot 7- AC:20 T:12 F:19| HP 66/66 | CMD:13 | F:+5 R:+3 W:+6 | Init:+1 | Perc: 14 | Resources

Great job team! I will level up this in the next couple days.


M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

Half way done with the level up, will try to get it sorted by the weekend.


M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

Hmm turns out Logan already has +2 ring of protection, would it make sense for him to buy a regular +2 chain shirt?

Also is anyone planning on taking haste?

HP: 1d8 + 2 ⇒ (5) + 2 = 7. HP = 64

Bonus feat: Lightning reflexes
Lvl 7 feat: Lunging spell touch (I assume this works with spell strike).

Skills: +1 fly, intimidate, Kn: Arcarna, Kn: Dungeon, Kn: Planes, Spellcraft
Background skills: +1 Kn: History, +1 Kn: Nobles

Arcane pool +1
Spells known: Displacement, either Haste or Channel Vigour

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Logan Tanessen wrote:


Lvl 7 feat: Lunging spell touch (I assume this works with spell strike).

It is only the spell's reach you increase, your rapier wouldn't get the benefit.

I think you need to take the normal Lunge feat to gain the 5ft reach on your spellstrike as you need to increase the reach of your weapon not the spell for this one.


M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

Hmm perhaps I'll go for another feat instead. Blind Fight could be useful and in a few levels unlocks some nice stuff.


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.

JACK LEVEL 7 UPDATES
Ranger (Urban) 7

BAB: +1 (+7/+2)
Saves: +2 Fortitude (from Great Fortitude bonus feat)
Feat(s): Weapon Finesse, Great Fortitude (B)
Wild Empathy now +9
Urban Ranger Class Ability: Push Through (Ex)

Skills (6 class + 1 skilled + 2 background +1 Training Boon):
Climb +1
Diplomacy +1
Disable Device +1
Perception +1
Stealth +1
Survival +1
Swim +1

Knowledge (geography) +1 [BG]
Knowledge (nobility) +1 [BG]
Knowledge (local) [Training]


Loot 7- AC:20 T:12 F:19| HP 66/66 | CMD:13 | F:+5 R:+3 W:+6 | Init:+1 | Perc: 14 | Resources

BAB +1

New spells: Sand whirlwind, hold person, Lesser restoration.

Skills: Bluff, Diplomacy, Planes, Perception, Sense Motive.

That's about it for this level.

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Are people getting ready for moving on?


M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

Yes!


HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7

Mirabella's level will be completed later today. I can take haste as one of my spells to get that good standard action haste + move action Inspire to really get the party started.


M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

Right if you're taking haste I'll go for channel vigor instead.


HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7

Mirabella level summary: Level 7

Hp: 1d8 + 2 ⇒ (7) + 2 = 9 - new total 60 hp

BAB +1
New spells:
1st: Ear-Piercing scream
3rd: Haste, Purging Finale (gets rid of some very nasty debuffs by ending performance)

Feats: Iron Will (bonus), Intimidating performance (7th level).

Skills: +1 to Diplomacy, Perform (sing), Spellcraft & UMD. +4 to perception.


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.

Mostly ready, but I'll admit I was hoping we'd do a full loot distribution before we moved on.

I was gonna try tackling that job myself, but it's looking unlikely over the next few days.

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I can start up the begining RP element or I can give you a few more days to claim what loot from Jack's list people want and put the rest in the "treasury".


M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

If possible I'd like to try and upgrade Logan's chainmail shirt from +1 to +2. Beyond that I think we'd need to figure out what the individual split is. Being honest loot accountancy is sort of thing is the part I like the least about RPGs.


Female Dhampir Gunslinger/alchemist (Mysterious Stranger) hp 36/36 AC21 T17 FF16 F:+ 7:R+11: W+4

2 levels of Alchemist.

hp gain: 1d8 ⇒ 1
hp reroll, natty one previously: 1d8 ⇒ 2 Really? Ugh
hp gain: 1d8 ⇒ 4

BAB - +1
Fort - +1
Ref - +1
Poison resistance +4
Feats - Iron Will (bonus), Ranged Disarm (level 7)
Discovery - Explosive missle - As a standard action, the alchemist can infuse a single arrow, crossbow bolt, or one-handed firearm bullet with the power of his bomb, load the ammunition, and shoot the ranged weapon. He must be proficient with the weapon in order to accomplish this. When the infused ammunition hits its target, it deals damage normally and detonates as if the alchemist had thrown the bomb at the target. If the explosive missile misses, it does not detonate.

Bomb - 3d6

Skills - 12 - Sleight of hand +2, Disable device +2, Acrobatics +2, Bluff +2, knowledge local +2, knowledge engineering +1, knowledge arcana +1


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HP 60/60, AC 20/15/18, CMD 16, F +6, R +9, W +10 (+3 bonus vs. mind-affecting effects); +4 vs. bardic performance, language-dependent, and sonic, +2 vs. fear, Init +2, Perc. +11 Halfling Bard (Argent Voice) 7

It looks like a full wipe of my browser history and cached data was needed to make me able to log in via my laptop again. Now that's fixed, expect a bit more activity from my side.

Mirabella can also take another crack at ID'ing the remaining unknown loot.

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Mirabella Lindenbrook wrote:

It looks like a full wipe of my browser history and cached data was needed to make me able to log in via my laptop again. Now that's fixed, expect a bit more activity from my side.

Mirabella can also take another crack at ID'ing the remaining unknown loot.

You can go ahead and do a few rolls for whatever items are left to identify, there are about a weeks time between the end and start of book 2 and 3.

Also if you could take what items your character would like to have and give a ready, I will move you ahead when the loot is handled.


M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

Is there anything other than the pearl of power to ID?


Male Human Urban Ranger 7 | hp -70- 70/70 NL [0] (0 taken by Bicks)| AC 22, t 15, ff 19 | Fort +8, Ref +8, Will +5 | Init +5 (+3 outside Kintargo) | Perc +15 (13 outside Kintargo) | Speed 20 ft. | FE humans +4; evil outsiders +2 |Conditions: sickened 4/4 rds.

There's a fine ruby vial plus a wand and a robe as well (#3708).

@Jesper: Do the skums' necklaces have any value?


M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

Thanks Jack. Looks like the pearl and possibly the robe still need IDing.


Loot 7- AC:20 T:12 F:19| HP 66/66 | CMD:13 | F:+5 R:+3 W:+6 | Init:+1 | Perc: 14 | Resources

As for gear, Bicks would like to start building a set of scrolls to use with a mnemonic vestment other than those there is not much I need to support the party. But no rush.


M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

Hmm I realized I have not used the extra skill point and the feat from the rebellion rank. Let's spend them on fly & iron will.

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Jack Duncloak wrote:

There's a fine ruby vial plus a wand and a robe as well (#3708).

@Jesper: Do the skums' necklaces have any value?

No they are just your typical collection of bones from kills.

Remember to also pay Hetamon 3.000 gp for fixing the magical pump and making the caverns liveable again.


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M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

Based on Jack's post we have:

Post #3600
-210g ridding Jack of his ghost-induced opium addiction)

Post #3606
-380g Additional 380 gp for restoration spell

Post #3664
5 suits studded leather -> Sell = 5x25 * 0.5 = 62.5g
5 tridents -> Sell = 5x15 * 0.5 = 37.5g
5 (or more) bony necklaces -> Sell but I don't know the price

Post #3675
+2 mithral shirt -> Canacha
handy haversack -> ?
+1 lawful outsider bane mithral dagger -> sell (8502 * 0.5 = 4251g)
ring of protection +2 -> ?

Post #3708
388 pp = 3880g
2345 gp
6590 sp = 659g
14,400 cp = 144g
4200 gp of other bits

Potion of cure moderate wounds -> Miri
Potion of lesser restoration -> Miri
Potion of remove curse -> Miri
Potion of remove disease -> Miri
Potion of neutralize poison -> Miri

Potion of cure moderate wounds -> Logan

6 potions of cure moderate wounds -> ?
3 potions of lesser restoration -> ?
3 potions of remove curse -> ?
3 potions of remove disease -> ?
3 potions of neutralize poison -> ?

Two vials of lich dust poison -> sell (2 x 400 x 0.5 = 400g)
Six vials of medium spider venom -> sell (6 x 150 x 0.5 = 450g)
Vial of wyvern poison -> sell (3000 * 0.5 = 1500g)
Fine ruby vial & potion -> Party loot

Cloak of elvenkind -> Sell (2500g * 0.5 = 1250g)

Folding boat -> Keep? (it's 7200g to buy)
Four prisoner’s dungeon rings -> sell (4 * 250g * 0.5 = 500g)

Post #3799:
5 tridents and 5 leather armors -> sell (5x15 + 5x10) * 0.5 = 62.5g
wand of lightning bolt -> sell (2700g * 0.5 = 1350g)
headband of vast intelligence +2 -> Logan
lesser extend metamagic rod -> Bicks
spellbook -> Sell but I don't know the price

Post #3849:
-3000 gp required to repair pumping system.

Post #3945:
25 pearls 2500gp
pearl of power -> One of our prepared casters

Post #3957:
180 pp = 1800g
3000 gp
3000 gp of rings, necklaces, and bracelets

Post #653:

38 pp = 380g
230 gp
392 sp = 39.2 g
43 cp = 0.43g
3000 gp in the colored tile room.

TOTAL: -210 -380 + 62.6 + 37.5 + 4251 + 3880 + 2345 + 659 + 114 + 4200 + 400 + 460 + 1500 + 1250 + 500 + 62.5 + 1350 - 3000 + 2500 + 1800 + 3000 + 3000 + 380 + 230 + 39.2 + 0.43 + 3000 = 31431.23

Split five ways that's 6286.246g each.


M Human | Resource Tracker | Hexcrafter 9 | HP 81/ 81|AC 20+4;12tch 19ff | +9 fort +5 ref +9 will | +5 init | Climb +9 Diplo +3 Fly +6 Intimidate +18 Kn: Arca +18* Kn:Dungeon +18* Kn: History +13* Kn:Nobles + 19* Kn:Planes +18* Linguistics +10 Perc +9 Spellcraft +16 Swim +10

We have a few unclaimed items:

Post #3675
handy haversack
ring of protection +2

Post #3708
6 potions of cure moderate wounds
3 potions of lesser restoration
3 potions of remove curse
3 potions of remove disease
3 potions of neutralize poison
Folding boat

Post #3945
pearl of power

Bicks and Miri need runestones of power

Jack can't cast 2nd level spells yet but will be able to next level. Jack do you want the pearl? I can't remember if 2nd level spells are a big deal for rangers (I know 3rd level ones are for instant enemy).

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