| Vuvu |
So now that we are returning to the inn Vuvu will be retiring and setting up an alchemy shop near the town.
I lost our loot sheet when my computer crashed but we were somewhere around 7-10,000 gp each.
I would want Vuvu to remain in town w ash and offer potions at cost to the party
Not dipping out this second but once we are back
| GM Wolf |
That's fine. I will see what I can look back and collect for group loot unless there is a volunteer to do it?
I would like to offer this game to continue as is or ramp up.
You gain several levels and some strong spell like abilities. Head out to defeat other powerful foes.
I have many thoughts and ideas for campaign development but want your feedback.
| Arsil Dawnsinger |
Well you sure got my interest with and the Ghostly Warlord / the Fire Titan and the Green Gem and Goblin stuff:)
so i am not stopping this game. I like the partial intrigue / combat / exploration / investigation / and Golarion Lore....
| Mirage of the Gray Mountain |
I can be your volunteer but it would be better if you did it, since the loot is really complicated to deal with, specially once you get in the middle of the game, like I did.
Anyway, there's Arsil and me? Cause David has not showed up healthy from the hospital yet (Ghost GMs one of the games I play and he's absent there either), and Hagrin and Vuvu have stopped.
Regarding where do we go, Mirage doesn't care, but I would really like to KNOW more of the places we go to and what exactly are we doing, cause seriously, this last tomb was just like "hey, what the hell is happening here?" Maybe it was us who missed something, but I certainly had no idea on what was happening, and aside from that there's the wolf construct, the revenge seeking-ghost inside Locke, something we need to do about it, A goblin menace, a weird staff, diseased enemies, a freaking red dragon following us, Fey wanting to enchant us to do something, freaking mummies inside a smoking corridor, tombs that made you run, a freaking enchanted suit of armor, weird beings inside tubes, and whatever. There's too much content and not much closure, at least I think that way. ^_^
| GM Wolf |
Yes the game got quite slow, though I don't think it was just one person's fault. I hope to keep things going at least one post a day.
Yes I understand there is not much closure right now, unfortunately that is the players' fault. As I have said multiple times this is an open world game, so some encounters will be easy, some hard, some impossible for your level, most should be around your level. I had warned you two times to not go down into that tomb using NPCs, but you chose to ignore them. Closure will first require you to complete quests, instead of finding new ones. ;)
It looks like we will stick with this open world campaign. If there is anything specific or broad you want to do either mention it in game or PM me. On with the show!
On another note do you want me to open up the recruitment again?
Level up... Let me look back and get an answer to you.
9243 xp from before the dream... Dream 257 xp each, dealing with the zombies below 400 xp each, destroying a tube 100 XP each... 10,000 XP, how much to next level up?
| Arsil Dawnsinger |
i will say again i like this game with its combination of exploration and intrigue :)
Vuvu was keeping track of the Loot.
if you still have the list i will set up a google dock and will transfer it there if you can pass that list.
----
Are we really leveling up to 5th cause right now Arsil is still 3rd
| GM Wolf |
Well I know we are not on the fast track, at least the normal track.
So no level 5's, except for Vuvu who is bowing out. It might be nice having a fifth level alchemist for potions. Arsil I rolled for random encounters and there will be none. Level up to fourth level.
The group can easily rest either at Helios or the Dragon's Breath Inn.
| MiniGM |
Extract list
1st Level Cure Light Wounds*; Ant Haul; Comprehend Languages; Crafter's Fortune*; Polypurpose Panacea; Shock Shield; Mage Armor; Identify, Shield, Vanish, Keep Watch,Ant Haul
2nd Level Cure Moderate Wounds*, Lesser Restoration, Acute Senses, Barkskin, Empower Holy Water, Blur, Invisibility, See Invis, Resist Energy, detect Undead, Aid
This will be his final list, after purchasing spells to learn as well as his shop
He will be surly as hell but will give potions at cost to the heroes
They can be any CL 1-5
| Mirage of the Gray Mountain |
Level 4 summary (fighter):
+1 do STR
3 skill points (2 survival, 1 acrobatics)
+1 BAB
+1 Fort
Fighter 4th level feat: Weapon Specialization (Greatsword)
Weren't we rolling for hit points? Cause my sheet mentions I rolled...
In case we were: 1d10 ⇒ 10 +1 FC +3 con
| Arsil Dawnsinger |
Goblin fight with undead inside the stucture just before the ghost fight:
Small items:
MW longsword (x4)
20 javelins
2 short bows
30 arrows
leather armor (x20)
studded leather armor (x80)
Hide armor (x5)
dogslicers (x40)
horse choppers (x10)
Misc. items:
5 crystals/gems each worth 50 gp
8 crystals each worth 30 gp
15 crystals each worth 10 gp
22 crystals each worth 2 gp
2 crystals each worth 100 gp
35 crystals each worth 5 sp
3 glowing crystals worth 100 gp
Necromatic Staff
20 bars of silver
spoiled food
18 pp, 246 gp, 1267 sp, 1865 cp.
3 large chests
4 small chests
3 tiny chests/jewerly boxes
15 pieces of jewerly total price 600gp
broken equipment, musical instruments, clothing, etc.
1 signal whistle
1 climbing kit
there is also many slightly broken jars, furniture, and 'bedding' all around.
Medium items:
3 daggers
1 light mace
1 morningstar
2 spears
2 light shields, steel
1 flail
1 heavy pick
2 halberds
1 glaive
1 falchion
1 chain shirt
1 breastplate
1 halfplate with spikes
1 heavy steel shield with spikes
| Arsil Dawnsinger |
Loot from the Warforged creature as it opened internal parts of him:
Loot: The abilities of these items seem to be telepathically sent to each of you.
Ebon goggles - that allow the wearer to see 30 feet of darkvision unless underground then 60 feet.
a potion of mirror image.
scroll of Barkskin and Lesser Restoration.
Ring of Sustenance.
bracers of armor +1.
a book of learning, it allows you to learn about the speicific trait within its pages. It takes at least a week to read the book while reading for at least 4 hours a day. Once one of the traits is learned, the words are still there but the magic is no longer there.
Traits: Pragmatic Activator, Armor Expert, Extra Arcana*, Sure Thing, Magical Talent(x6), Charming, Extra Channel*. *feats I believe.
Boro Beads (pearls of power for alchemist) , 1st level.
Ring of jump, +5.
blunted longsword of training. Nothing is revealed for this item.
| Arsil Dawnsinger |
items given after the banquet of the fey creature:
the Staff of Healing, well the wood of the staff really is what allows the healing to happen. It can regenerate one charge per day, though if you try to use it more than once or more than one charge at a time it will pull from your lifeforce as well. Ah yes, you must bond with the staff for several hours before it allows you to use it. It is also best to keep it in hand after bonded." Morgrave answers Vuvu with some direct answers.
"The elixir of the vicious leopard, is one part elixir, one part magic item, and one part spirit. A spirit that has owed me dwells within that flask. Each day, yes it refills, each day you drink from it the spirit can have more control with you. Some are strong enough to use it, others becomes its pawn. Though it only lasts for a few hours until you continue to use it over a prolonged time. The benefits allow you to see at night in absolute darkness, to smell those that you hunt, to be more agile and eventually to transform into a leopard yourself. I am sure other abilities could be unlocked though none have tried to commune long enough." Morgrave answers Hagrin.
"The dagger is old, it has taken many lives, many lives of creatures of posionous nature. It takes in what it fights and makes it stronger. If you weild it long enough you might be able to figure it out, though right now it exudes its own poison. It makes joints lock up and make the victim more sluggish. Some say that it starts to enter your own mind slowly and poisons you with strange poisons I have not heard of, but I am sure those are just rumors." Morgrave tells about the dagger to Sanford, making a story of it.
"The potion of nature's wrath is a potent ally to rangers, druids, fey, and some clerics of the nature persuasion. They gain barkskin, and other features that they are connected to, such as bear claws, flippers, or a tail. They could develop tentacles or some other attack or ability. Though if you do not have a connection of such way, there is a chance that you could gain such a bonus or something else will happen to you. Honestly it depends on the person or being." He says continuing his story telling about the items.
| Arsil Dawnsinger |
Goblin groups we were tracking:
a dozen goblins
2. two dozen goblins with some wolves
3. a dozen goblins with a large humanoid with them
4. a half dozen hobgoblins with wolves
5. a half dozen goblins
6. a dozen goblins, their tracks seem to have some liquid in them that glows green
| GM Wolf |
Thanks Arsil that is a good start. Here is something I am posting to all my games:
In your profile your skills should show how you got your modifier, something along the lines:
Skills: CS=class skill (0 ACP)
Acrobatics +9 (2 Rank, +3 CS, +4 Dex)
Climb +11, (1 ranks, +3 CS, str +7 )
Craft (armor) +7, (2 rank, +3 CS, +0 Int, +2 MW items)
Handle Animal +4, (2 ranks, +3 CS, -1 Cha)
Heal +3, (0 ranks, +1 Wis, +2 Kit)
Intimidate +7, (+4 size, 1 ranks, +3 CS, -1 Cha)
Linguistics +1, (1 ranks, +0 Int)
Perception +5 (0 ranks, +1 Wis, +4 racial)
Ride +9 (2 ranks, +3 CS, +4 Dex)
Sense Motive +1, (0 ranks, +1 Wis)
Stealth +4, (0 ranks, +4 Dex)
____________
In your profile either make a link to the information or have the information available for your feats and traits. If not in the core books please link it.
How I would like your vital info to be displayed:
(Make sure to put it in your race profile line, spoiling is optional)
spoiler=Vital] HP: 49/49, AC: 23 _ T: 14 _ FF: 19 _ Perception +5, Darkvision 60 ft., Initiative: +4, Fort +8 _ Ref +5 _ Will +4 (+7 vs. fear), CMB: +11, CMD: 31, Speed: 30 spoiler]
How I would like your skills to be displayed:
(Make sure to put it in your class profile line, also include any skills that you are trained in or do not need to be trained in to use. Spoiling is optional.)
spoiler=Skills] Acrobatics +9, Bluff -1, Climb +11, Diplomacy -1, Escape Artist +4, Handle Animal +3, Heal +3, Intimidate +7, Linguistics +1, Ride +9, Stealth +4, Survival +8, Swim +11 spoiler]
This helps me find the key information as opposed to looking through everyone's different format.
Round 4
Or some sort of variation:
**Round 4**
****Round 4****
{}Round 4{}
¥Round 4¥
Also in the future please note which color or numbered enemy you strike and what it is, such as blue mite. It would also nice to see some more flavorful words in describing what the attack does or what is special about the swing, attack, victim, spell, etc.
A better example: Oscar takes his greatsword in both hands and with an over head chop brings the mighty sword down upon the small blue creature.
Then there are other descriptive words you could use: It has been several rounds of swinging his heavy blade, he can feel the sweat build on his brow and on his body through the exertions he is forcing himself through. Bringing the blade around his body from the last strike he brings it up over his body and crashing down upon the little blue man. Staying alert he looks around him to see how his allies are faring against the fey and their allies.
AoO because of a Spear attack make sure that you write in spear attack as opposed to Xara's attack. Though, with your multiple summons and mount attacking as well perhaps the best choice is {Xara's spear attack}. You could also have reach in there or explain how she strikes the mite with her spear before it becomes adjacent to her.
| Arsil Dawnsinger |
Goblin fight (the one with the dretch / goblin caster (just before encountering the Fire titan in a fight
loot:
An obsidian idol is of Lamathsu, the mother goddess of monsters.
The Glove carrying a Sihedron Rune. (For now please don't touch it)
he goblin mage seems to have a staff of some kind that has a flap of thick skin over it, making it stuck to the goblin. The staff has several crystals on the end of it, there are runes on the staff and many different feathers.
An amulet of some kind made of bones and gems - Appraise DC 10 - 40 gp
There is a dog slicer for each goblin and some peicework leather armor (small).
3 pp, 39 gp, 83 sp, 76 cp. 5 gems each worth 15 gp, and 3 small obsidian crude statues each worth about 10 gp.
Two small long spears, two potions of bear's endurance - Spellcraft DC 18, and 20 gp in misc. equipment, if you want something feel free to ask, we will subtract it from this chunk.
Two flasks of acid, jewelry worth about 20 gp, two silver bars, 2 bottles of liquid that looks like wine, and 30 gp worth of narcotics.
Two scrolls on the mage, Spellcraft DC 16 each, mage armor.
Two more potions of cure light pop up, Spellcraft DC 16 each.
-----
Goblin raid on Dragon Inn yield Total value 63 gp
----
That is pretty much it for the loot since the First goblin raid on the Dragon Inn when Arsil joined up the adventure
| Arsil Dawnsinger |
Loot notes:
---
"a strange red parchment with evil looking black writing on it."
It was with other bars of silver, if you compare them, they are identical.
The writing is in Infernal..
----
The door lifts up after Locke's final action. (Ghost Combat)
The scene before you is of glittering gold and piles of coins. The walls are covered in hieroglyphics plated in gold and other precious metals and gems. A throne covered in the similiar style as the walls holds a skeleton in full plate armor and a massive glowing greatsword.
The walls are magical, some of the items around the room are magical. The gauntlet that the skeleton wears is magical as well as the greatsword and armor. The few other items are a rod, a glaive, and a golden ewer.
Items taken but currently not ID:
Treasure from the room that is loose.
4,500 pp
21,000 gp
4,000 sp
2,000 cp
13,000 gp in gems
2,300 gp in idols and gold items
4 MW weapons: spear, javelin, kukri, chackram
Magical Greatsword
Magical full plate armor
Magical chain shirt
Magical iron urn
Magical Haversack
Magical golden chain belt
Magical corset
Magical crop
Magical whip
Magical scepter
Clay pots with powder in them... dye?
6 random magic items. to be determined later...
| Arsil Dawnsinger |
Added loot (and loot info) from Goblin fight just before the Vault
3 glowing crystals worth 100 gp
Necromatic staff of undead calling.
a broken lute (Lute of Fixing/mending)
a leg of spoiled chicken (chicken leg of mage armor )
Morningstar +1 (Morningstar of roasting, 2d6 fire, but it must first be used to make a fire that cooks your food. Intelligent... :)
one of the small jewelry boxes (box of storing - touch it to another chest and you can use it to place an item into the chest. Max holding of 300 lbs. )
one light steel shield +1
halfplate +1
Each bar of silver is likely 5 lbs, so 25 gp each
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And with that last post this is ALL the loot from since i started playing a year ago :)