Jade Regent

Game Master Finkmilkana

current encounter map


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Male Human (Tian-Min) Samurai (Sword Saint) 3 AC 19/13/17 / HP 31/35 / F +5 R +3 W +2 / Init. +2 / Perc. +4)

@Teller - Lets hand wave the caravan rules. It sounds very boring.

@Nicat - I added the 465 GP, that's good enough for me. If everyone else wants to add in a wand we could do that. I'm not planning to buy anything. I want to save my gold to either enchant my armor, or eventually get a Scabbard of Vigor


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

I'm back from my doctors marathon. Pain is gone. Just a small remnant which is easily supressable by painkillers. It was one of the main nerves to the kidney, which was clamped at the spine.

Regarding the caravan rules: If it is possible to skip them, I think that we should ignore them.

Regarding Loot:
Gorag plans to save his gold. He bought some alchemical components for his own from his remaining starting gold. I think a wand of cure light wounds or a wand of infernal healing (if no one has a problem with this spell) would be fine.


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

Ditto on the caravan rules. Not so fond of them, myself.

As for items, Zeema doesn't need anything explicitly at the moment, but any items that boost AC or Wisdom in the future would be nice.

Glad to hear you're doing well, Gorag. I think Zeema would have a problem with infernal healing, though, but could use the wand while Aloria can spontaneously convert her spells.


While with the caravan, food is provided.


Island Elf

Okeys! Invested in one set of Gorag's clever burlap-sacks. (^_^)

Can any one else thing of somat whut'd be good ta buy fer about 300Gp?

Ir be there a 'Party item' whut'd be good ta put in fer?

Some one lookin' ta buy a wand?

Very much cheers to all! (^_^)


Current Castle Map HP 26 / 26, AC 21 (19 FF, 13 Touch) Fort +5, Ref +3, Will +6

Aloria will help pay for a wand of cure light wounds... (she has 500g to put into the en endeavor).


M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12

Sounds like everyone is interested in the wand of CLW, so let's each throw 107 gp in (I'll do 108, so the math works).

Who would like to carry it? A divine caster or someone with UMD - Zeema, Aloria (who already has lots of healing), Nicat (maybe), anyone else with decent Use Magic Device skill?


Island Elf

I don't have a good Use-Magic-Device skill yet.

So some who can put it to use should carry it. Though I do plan on pumping points into UMD in future.

So many skills...so little levels. :P

Very much cheers to all! (^_^)


Current Castle Map HP 26 / 26, AC 21 (19 FF, 13 Touch) Fort +5, Ref +3, Will +6

Aloria will take the wand for now. She does show all where she keeps it, should they have need of it.


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

In case of emergency, Gorag can use it without an UMD check too.


M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12

I was thinking it might make sense for Gorag or Zeema to carry it, so we can have an ample supply of healing available from two different sources.


Current Castle Map HP 26 / 26, AC 21 (19 FF, 13 Touch) Fort +5, Ref +3, Will +6

Zeema can carry it if she would like.

It is always a good plan to spread it around.

While UMD can work well, unless your skill is rather high and can guarantee in a reliable way that you can use the wand, a person who can use it reliably should have it. (for now at least, as I am sure it will change as we advance in level.)


M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12

I completely agree about UMD, Aloria, and spreading around the healing potential. (says the lightly armored guy who goes into melee a lot...)


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

Zeema has it on her spell list and will totally take it.


Male Human (Tian-Min) Samurai (Sword Saint) 3 AC 19/13/17 / HP 31/35 / F +5 R +3 W +2 / Init. +2 / Perc. +4)

sorry guys, super tired. Will post in morning.


Male Human (Tian-Min) Samurai (Sword Saint) 3 AC 19/13/17 / HP 31/35 / F +5 R +3 W +2 / Init. +2 / Perc. +4)

Good Evening Guys,

I have spoken with Tell of Tales in private and I wanted to make you all aware that I am going to be dropping from this campaign. ToT is aware of my reasons for doing so, but in the effort of being respectful, I think its best that I not go into details as to why I made my decision. Please know that this was a difficult decision on my part, and one that I did not make lightly, however I saw no way to overcome my reason for leaving.

Respectfully,
Hideo Kaijitus


This is a sad and unfortunate turn of events.

Wishing you well on your future endeavors. *Bows*

Very much wishing the very best for all.


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

Sorry to see you go, Hideo. I wish you luck in all your future endeavors as well.


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

I wish you good luck on your future ways. I'm sorry to see you go.


I'm sorry that you didn't see any other way, but non the less I wish you everything good, I quite enjoyed your character. Maybe we'll one day meet again in another game.


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

Sad to see you go, have fun in any future gaming you might have.


Island Elf

Are we going through the town?


M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12

Hello all - sorry to do this, but I'm going to pull out of this campaign as well, for reasons similar to Hideo's.

See you around the boards,

Nicat


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

Best of luck to you, Nicat.


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

Sad to see you go.

Do you mind, if I make a copy of your treasure sheet to continue it?


M Halfling Bard 6 | HP 50 | AC 22 | T 16 | FF 17 | CMD 19 | Fort +4 | Ref +11 | Will +6 (+2 vs fear) | Init +5 | Perc +12
Gorag wrote:

Sad to see you go.

Do you mind, if I make a copy of your treasure sheet to continue it?

Feel free to copy it and use it however you like.


Good luck to you too.

You had a few ideas in the game play thread, but what exactly do you want do now. Just walk up to whoever is in the Gatehouse?


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

I would say sneak up at least part the way and try to see who they are before walking up. As if they are creatures that are usually hostile we might as well try to get the jump on them? If they seem like they could be reasoned with we can try talking to them? Thoughts?

Also good luck Nicat, hope you had fun here.


Then let's see your stealth checks :)


Current Castle Map HP 26 / 26, AC 21 (19 FF, 13 Touch) Fort +5, Ref +3, Will +6

It might be time to address the gaps in the party and how things will be played out?

At first I considered just leaving the game, the character of Hiedeo and Nicat were are decent part of the party. I know that we have the numbers and seems like we have people that can fill most of the roles. It has been once reason that I have not posted recently. I thought about it considered that I will continue and see how things play out.

Did the others up and leave the group or were they not there to start off with? What do we the items that acquired?


For roles it should be no problem right now, Gorag has Disable Device as far as I know and we still have a few melee. The overall combat efficiency does obviously suffer but that's just something I'll have to adjust for.
I think RP it hurts most, as they were quite lively and active parts of the group, but there is sadly no helping that.

As for the leaving part, I usually prefer discrete "vanishing" as long as the player of the characters them self don't want to play it out, since I always believe it's still their characters. But if you want it played out (for example them dying in one of the next fights or something like that) I can also do that.
Either way, since the sword was a (or rather THE) major part of the loot I'm okay with saying you sold it and the group just gets the money.


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

AYes, I think, the group is still well rounded. It's the rp, that lost mostly.

I'll adjust the treasure sheet.


Current Castle Map HP 26 / 26, AC 21 (19 FF, 13 Touch) Fort +5, Ref +3, Will +6

*nods*

As for their character's dying... nah. I would have them at least have stayed with the caravan for now until they can be sent off elsewhere. Maybe Amekio sends her brother off on another important family business and Nicat joins him?

I just wanted to be sure that we are all okay (on the same page) with continuing and the like, despite the losses.

Gorag: You will need to adjust the permissions on the treasure chart to anyone with the link. I cannot open it right now.


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

Done


@Sunny No normally, a spell goes off on the initiative it is cast at. But in this case since Sleep is "1 round" it goes off when Cerana can act the next time.
Oh, and it actually can't be cast in the surprise round, but we'll let that slide here (among other reasons because I also had forgotten it). But next time only standard actions, please.


Island Elf

No worries. Sunny's actions remain the same.

Let the spells take effect and then try and take down the other critter quickly.


male Alchemist 2 / Monk 1 || HP 12/30 || AC 15, T 11, FF 14, CMD 17 || F +6, R +6, W +2 || Per. +4, Init +1 Treasure

Then Gorag will charge any one of the 2. But he won't do anything because of his natural 1.


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

@Teller: oops, sorry my bad there. I thought sleep was a standard action. I'll just say that Cerana does nothing for her turn next turn because she's effectively sped up the spell.


Island Elf

I just thought of a question though.

Would the meta-magic feat "Quicken Spell" allow a caster to get said spell off in the surprise round?

Even though it makes said spell expensive to cast 'slot' wise it might be something to think about for the future?

Much cheers to all.


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map
:Sunny: wrote:

I just thought of a question though.

Would the meta-magic feat "Quicken Spell" allow a caster to get said spell off in the surprise round?

Even though it makes said spell expensive to cast 'slot' wise it might be something to think about for the future?

Much cheers to all.

Yes, quickened 1 round casting or longer spells are very advantageous.This will probably come into play later as Cerana gains more spell levels and is able to cast quickened summoning spells. Having archons that can attack in a surprise round is incredibly advantageous.


Island Elf

Sounds awesome! Looking forwards to it.

Much cheers to all.


Island Elf

I thin we are in trouble!

Falling back and circling the wagons would seem to be the very best idea at the moment.

At least it'll give us the safer defensive position if we retreat back into the gatehouse.

Other ideas/thoughts/etc?


Female Oread Menhir Savant (Druid) 3 HP:20/27 AC:22 Touch:11 FF:21 Fort:+5 Ref:+2 Will:+8 Init:+1 Perc:+9 Current Map

Zeema's not one for running, either mechanically or personality-wise. The last time she ran from a fight, her father was killed by bounty-hunters and brigands. I know that what Sunny is suggesting is probably the wisest decision, but character dictates that Zeema stays.


Island Elf

I'm not saying 'Running away'.

I am saying taking up a defensive position in the room/place we just left.

Though, if you think we can 'take' the next room we find, I'll back you up with that as well.

But, we've been called out and it looks like things are going to get riled up quickly.

Much cheers to all.


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

We can probably bust through the front door and take the creatures in through the corridors as opposed to out in the open, if we are to move forward anyway. Taking guard in the gatehouse works too though going back to the caravan will likely get us cut down as I assume that is actually quite far away at this point.


It would take 20 min to half an hour to get to the caravan, though running could get you there faster.
But blindly running with 20 ft movement speed might not be the wisest of actions.


Island Elf

Well...that does mean we will be assaulting the place....Not something castles are know to be easy for.

Just sayin'. Still, onwards and upwards!

One can just hope that these 'monsters' don't do thing 'The Human Way' and are VERY disorganized and such.

Here's to hoping.

Wishing every one all the very best.


Female Elf Wizard 3, HP: 18/18, AC 17/14f/13t, Fort: +2 Ref: +6 Will +3, Init: +5, Perception: +9 (darkvision)

Yes assaulting a castle is probably going to be difficult, though due to my spells I could likely trap one exit with a pit or grease. (Being a bit meta) We can see the front room only has two exits, so fighting from one while trapping the other means we are fighting on one front instead of all around us in the courtyard. It also doesn't constitute 'running' so we keep it in character for Zeema. Just an idea of course, might not work.


I feel the need to point out again that those rooms on the map are NOT the ground floor but the first floor/roof. You right now have no idea how it looks inside.
(I only added the Main Gate per hand to show where it is, maybe I should change the color)


Island Elf

*Note:

While things are definitely picking up in game. I'll be off line for eight or so hours (Yah...sleep sucks) so please DNPC Sunny to the best advantage for the group.

Best of luck and much cheer to all.

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