
Aleksara |

You know, this is really funny: My company is having our semi-annual company Customer and Vendor Appreciation Party today. We have a huge tent up in our parking lot, and they are serving German Food and alcohol galore. There is even a live band for the teenagers and a bounce house for little kids.
=)

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I've been unconscious for nearly two weeks now (Oct. 6th). At this point I think it's safe to say Wendell is in a coma.

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Wow, outstanding rolls Alfentinius!
Wendell will not be able to contribute with an Aid Another roll, but he will be very thankful if there is some leftover boar (his favorite).
I know it's not possible to relay this information, but Wendell would like to be spoken of as though he fought bravely and will rise again even stronger. Maybe even that he knows all that happens within his wilderness (take advantage of that bluff roll!). He would be very pleased if Chett was mentioned, too.

GM Shai Hulud |

Thanks! I saw another GM do it and thought it would be nice since that's usually managed personally anyway.

Arim Jubar |

Nice touch with the guard names. I take it those are not from the module proper?
I guess these are my first recruits if Arim is to be general of this little escapade.
Are they wearing uniform Arim recognizes, presumably they are from the same cloth as his own?

GM Shai Hulud |

Heh, thanks, the module only names the key people. They are dressed in standard Restov military uniforms, looking back at your first post, yep! You would all match splendidly. What type of insignia do you have? I'll allow a profession soldier roll for knowing them and rumors concerning them.

Arim Jubar |

The way I picture it Arim's uniform would be well kept and smart, but with all rank insignia removed leaving observers unsure of his rank.
I imagine over time this Uniform will be subtly replaced by a uniform specific to our forces.

Alfentinius Lentinels Ferington |

Okay... just for accounting purposes... The supplies we brought back...Have a few questions...
1.Does Oleg recognize some as his own property and reclaim it?
2.Does Oleg purchase anything and everything we bring back?
3.Does Oleg mind if we just set up a trade account with him... ie. we don't mind if he doesn't have the gold on hand as long as we can use credit later when he gets better gear on hand.
4.I assume everything sells at half value?
5.What kind of supplies does Oleg have on hand for purchase... any potions, wands, Masterwork weapons, alchemical weapons, armors available?

GM Shai Hulud |

Very good, let's see here..
1. Yes, but he also understands that you took risk on the efforts of retrieving it. This will need to be negotiated in the "morning" (gametime).
2&3. Yup, he works with a wide lot of traveling merchants and other clientele in addition to being able to sell directly to Restov. He has roughly 500gp at the moment on hand but can acquire whatever he needs through loans from Restov. A trade account would be great, would really simplify the money transactions. Of course if the group wants to retain a certain amount of cash on hand he can provide that to the best of his means within the trade transactions as well.
4. Half value.
5. Will post in the Gameplay.

GM Shai Hulud |

NM, will post here for the moment, will introduce into the gameplay once we move into the next day.
His stock for general sale currently consists of: a suit of leather armor, a heavy wooden shield, two hand axes, five javelins, a longbow, two dozen arrows, a scythe, two spears, two potions of cure light wounds, a potion of shield of faith +2, two vials of antitoxin, six torches, two weeks of trail rations, and a number of animal furs worth a total of 120 gp.
Other notable items he has in storage: two barrels of drinking water, a half-full barrel of lantern oil, three common lamps, a dozen candles, a week’s worth of firewood, a hooded lantern, 70 feet of hemp rope, a tent, and enough food (mostly cheese, hard bread, and dried venison) to last for 2 weeks.

GM Shai Hulud |

Absolutely, for most it's just the week delay of shipping. For very special items that must be crafted on request, standard crafting time + 1 week. Anything and everything is available.

Alfentinius Lentinels Ferington |

okay started doing some of the calculations for loots...
Weapons:
2 masterwork hand axes (sell prive 306 gp)
10 longbows (sell price 375 gp)
200 arrows (sell price 5gp)
11 shortsword (sell price 55gp)
3 daggers (sell price 3gp)
Armor:
1 studded leather armor (sell price 12.5 gp)
10 leather armor (sell price 50 gp)
Trade Goods:
1 pair of silver earrings (sell price 75gp)
1 wooden music box (sell price 45 gp)
2 crate of furs and hides sell price 50 gp)
1 polished wooden case of potent greenish herbal liquor containing:
6 bottles with liquor left worth 20 gp each.
2 Crates of food (sell price… who knows)
2 fire-wood (sell price 1 copper)
10 tents (sell price 50 gp)
3 Wolf Pelts (sell price 3-7.5 gold)
I was thinking...
Keep all the arrows for our bow users
Does Aleksara want the ear rings for disguises?
Keep 3 tents... Jerrik already has a large tent... so that would be enough for 7 medium sized creatures.
Give Oleg... 2 crates of furs, 2 crates of food, and 2 fire wood for free because they're prolly his.
Was Wendell keeping the wolf pelts?

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No plans to keep them. Wendell does not have the items needed to cure leather right now, but I would like to take Craft Leather and Craft Traps soon. For now I just trade raw hides to Oleg.
Unfortunately it takes 3-4 skill investments to have the skills that any trapper/leatherworker would require if they were worth their salt.
I agree with the rest.

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I was just searching through previous posts to find loot info (specifically to see if I chose a horse and named it), when I noticed an item that might be missing from our inventory. Does anyone have the following item found off the initial bandit raiders?
One potion of shield of faith +2
If not we should gift that to someone in the group. I think everything else got accounted for.
Also, have we been dividing up the coin, or keeping it in a group fund? Just realized I only have 7 gold listed to Wendell's name.

Aleksara |

We've been dividing the spoils...my treasure list is in my profile. What I've gotten since we started and what I've used.

Alfentinius Lentinels Ferington |

Current financials of the party.... Thinking we might want to ask Oleg to order us a cure-light wand with remaining credit.
Current Cash: 408.1 gold pieces
Credit with Oleg after Sales: 1041.5 gold pieces
5 gp. five javelins... (give some to Aleksara, Arim, and Jerrik)
100 gp. two potions of cure light wounds
50 gp. potion of shield of faith +2
100 gp. two vials of antitoxin
Here's the numbers if you guys want to double check my work...
------------------------------------------------------------------------
2 masterwork hand axes (sell prive 306 gp)
10 longbows (sell price 375 gp)
11 shortsword (sell price 55gp)
3 daggers (sell price 3gp)
1 studded leather armor (sell price 12.5 gp)
10 leather armor (sell price 50 gp)
1 pair of silver earrings (sell price 75gp)
1 wooden music box (sell price 45 gp)
1 polished wooden case of potent greenish herbal liquor containing:
6 bottles with liquor left worth 20 gp each.
6 tents (sell price 30 gp)
3 Wolf Pelts (sell price 5 gold)
2 crate of furs each worth 50 gp)
2 Crates of food (sell price… who knows)
2 fire-wood (sell price 1 copper)
200 arrows
4 tents
potion of shield of faith +2

GM Shai Hulud |

Turning to Aleksara, "I think 10 fine spears and 10 shields would be fair for all that Tartuk horded, deal?" 10 Masterwork small short spears and 10 small light steal shields.
Per the agreement above I believe you're missing the loot Tartuk horded, quoted below, unless you want to collect it once the gear is made.
"In addition, you can tell the pile contains a good number if gold, silver, and copper pieces, a masterwork light metal shield, seven crossbow bolts with a magical aura, a pair of boots of elvenkind, and a soiled leather bag. Inside this bag are the treasures stolen from the mites. The leather bag contains 321 sp, 249 gp, 13 pp, a plain brass wedding ring set with a single pearl, and a pouch containing a pinch of powder that has a magical aura of its own."

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@ Alfentinius - Looks great, Alfentinius, thank you for putting that together. I 100% agree with your proposed purchases.
@ GM - I must have missed that barter with the Kobold Chieftain, as I was under the impression that we left it behind. That's a good haul!
Can anyone detect magic / identify the seven crossbow bolts with a magical aura and the powder with a magical aura?

GM Shai Hulud |

@ GM - I must have missed that barter with the Kobold Chieftain, as I was under the impression that we left it behind. That's a good haul!
You did leave it behind when you left Tartuk's room, but then the Chieftain and Aleksara made their deal and I was expecting you guys to pocket it on your way out after presenting the victory, a benefit of teh doubt thing with PBP. Either that or saying you'll retrieve it when the Chief's order is filled is fine with me, I guess it'll come down to how the group wants to handle the trade agreement.

Alfentinius Lentinels Ferington |

I kinda viewed it as Aleksara's deal but was also under the impression that we were going to have to come back with our trade in order to get that stuff. But, if we had that stuff then did we also return the Mite's treasures?

Aleksara |

Sory for the late post...work has been extra busy!
I kinda viewed it as Aleksara's deal but was also under the impression that we were going to have to come back with our trade in order to get that stuff. But, if we had that stuff then did we also return the Mite's treasures?
I was under the same impression...but if we can get the magical items in advance? Sure! No waiting sounds good. We just need to get my anvil here post-haste then. It will take some time to make them all however. I will need materials to make the items too. We may want to start collecting some nice wood or saplings of the right size when we find some forested areas that are appropriate to save on materials costs. If anybody sees a good location for iron or even an old mine, please let me know too.
@Wendell: I was really making the deal to get the boots for myself since I was the one going to do the work for them. But you are welcome to them if you can assist me on making all the weapons and shields..or at least with the gathering of the materials? Besides, I was assuming they would help with stealth. Aleksara's not really big into acrobatics.
@ Al: Aleksara would want to give the Mite's treasure back to them, although it would be reluctantly.
The Rest: I can Detect Magic and look at the other items...Can I identify?
Spellcraft: 1d20 + 7 ⇒ (8) + 7 = 15 (Bolts)
Spellcraft: 1d20 + 7 ⇒ (19) + 7 = 26 (Magic Dust)

Alfentinius Lentinels Ferington |

Other game is pretty exciting right now... but we seem to have stalled a touch here... It felt like there was no pushback about the idea of leaving Oleg's today. I think we just need to make up our mind on where we are going and whether it is one wagon or two.
Allfentinius had suggested two wagons, mainly because we have two wagons...
Jerrik had said we will take one wagon , to make sure we would be able to travel faster, with the assumption of a short radish run. with a possibility of a temple run.
Wendell suggested two wagons with what sounds like making the Temple the primary focus of our trip south, and the radishes being an errand for the return trip.
I guess we need people to weigh in on this topic.
Side note: we have some items that we still need to decide who is carrying.
2 potions of cure light wounds- Anyone can carry these.
2 potions of shield of faith +2- Jerrik, Aleksara, or Arim?
5 javelins- Jerrik, Aleksara, or Arim?
2 vials of Antitoxin-
200 Arrows- Wendell, anyone else grab a bow along the way?
1 masterwork light metal shield- are we selling this?
1 pair of boots of elvenkind- Wendell, Arim, or Aleksara?
1 pouch containing a pinch of powder- Sounds like Aleksara nabbed this.
7 +1 flaming Crossbow bolts- I think Jerrik is the only one with a crossbow.
Please call dibs on what you want or are willing to carry for the team.

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Wendell would like 1 vial of antitoxin and 50 arrows. We can leave the other arrows behind for our guards if no one else needs them.
I will pass on the boots of elvenkind in favor of Arim or Aleksara (unless they insist). "Blech...Elves."
Otherwise ready to go.

Aleksara |

I guess we need people to weigh in on this topic.
Side note: we have some items that we still need to decide who is carrying. Please call dibs on what you want or are willing to carry for the team.
Topic: One wagon or two. Aleksara doesn't mind either way. Since the wagons have come in handy so far, two SOUNDS better than one, but she's no expert.
Dibs?:
1 potions of cure light wounds
1 potions of shield of faith +2
5 javelins- I'll take all of these if nobody wants them. I've already got a quiver with some in it.
1 pouch containing a pinch of powder- Sounds like Aleksara nabbed this.(I was hoping to do so since the boots aren't what I thought they were.)

Arim Jubar |

I'll take the boots if no-one else want them, makes sense for a frontliner to have them.
Jerrik should take the shield of faith, very fitting.
I took a bow but I'm still good for arrows, leave the excess here I say.
Lets ride out, I think we're agreed on: one wagon - headed south for the temple - then radish run on the way back?

Alfentinius Lentinels Ferington |

Okay looks like final dispensation of items will be...
Aleksara:
1 potion cure light
1 potion of shield of faith +2
5 Javelins
1 Pouch of magic powder
Alfentinius:
1 potion of cure light
1 vial of Anti-toxin
Arim:
1 pair of boots of elvenkind
Jerrik:
1 potion of shield of faith +2
Wendell:
1 vial of Anti-toxin
50 Arrows
Left behind in Kressel's Wagon
150 Arrows
1 masterwork light metal shield
...Please take note of what should be added to your character sheet.
Any objections to asking Oleg to order a cure light wand and 10 acid flasks from up north? Should cost 850gold.

GM Shai Hulud |

Yeah it's me, sorry on both games. Family and holidays but I should be able to continue on here this weekend.

Alfentinius Lentinels Ferington |

3 questions for the party as we head out...
1... Is Aleksara the treasurer and holding our cash?
2... How much money are we taking with us... and how much are we leaving with Oleg?
3... Was there anything else people wanted ordered from Brevoy?

Aleksara |

1. Not as far as I know?
2. I'm just taking my personal money. No real reason to tote about a treasure chest as far as I'm concerned.
3. As long as we get the smithing supplies and materials, I'm good.

GM Shai Hulud |

So it's a pretty basic system they have. Essentially put the time in and you can map/search the area. 4-6 hours to travel across a hex, 1-2 days to fully explore it. If we want to add some simple survival, crafting, or knowledge skills into the mix I'm down. It'd be a DC 20 Survival or knowledge check to knock a half hour off, increasing by 30 min every additional 5 over. The crafting would just go into selling maps for profit.

GM Shai Hulud |

Every hex has at minimum one thing within it, be it a location, a secret, an ally, or an encounter. Once the decision is made to spend the day or two fully digging into an area the things within it will be revealed and the rich histories of your future kingdom will emerge.

Aleksara |

I don't have a lot to offer at the moment to help search. We can go as fast or as slow as you guys want. I say slow for now. Do some investigation of the local area.
Survival: 1d20 + 2 ⇒ (11) + 2 = 13
Perception: 1d20 + 4 ⇒ (8) + 4 = 12

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Since we are doing a quick run, it might be a good idea to find the veggie patch and fully explore that hex, then return and choose a different destination. 2-3 day journey with a simple goal.
If we don't know anything more about the Erastil temple than it's South, we can save that for later unless we happen upon it. Who knows how far South it could be.

Randall the Stag |

Alfentinius watches the Elk as they leap away a look of awe in his eyes... He whispers under his breath...
I wanna ride one of those some day....
And at level 7 he will.... have had this animal companion made for quite a while....

Alfentinius Lentinels Ferington |

I have a Sentinel of Erastil in a home game of Wrath of the Righteous.... That for his daily boon has to plant seeds of edible plants in the shape of an arrowhead... seems kinda relavant to our current locale.
This fact is lost on Alfentinius but I figured Wendell would be likely to know of this custom...

GM Shai Hulud |

That's awesome! I had no idea it was tied to something. I'm game to add it in, K(nature) check DC15.

GM Shai Hulud |

Love Thylacines! Are they in the module
Yeah! More or less, part of the random encounter table provided for travel. It's a rich and vibrant eco-system!

Alfentinius Lentinels Ferington |

Sooo.... um... other than Jerrik's heavy war horse.. I believe none of our mounts are combat trained.... which would mean if we want to ride them in combat it's a dc 20 ride check to use a move action to control the mount, which only leaves you a standard action for attacking. If this roll is failed your entire action is spent regaining control of your mount.
P.S. You do get a +1 to hit thanks to higher ground as long as your mount is a larger size than what you're fighting.
Horses, ponies, and riding dogs can serve readily as combat steeds. Mounts that do not possess combat training (see the Handle Animal skill) are frightened by combat. If you don't dismount, you must make a DC 20 Ride check each round as a move action to control such a mount. If you succeed, you can perform a standard action after the move action. If you fail, the move action becomes a full-round action, and you can't do anything else until your next turn.
Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move.
A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 squares) across. For simplicity, assume that you share your mount's space during combat.
Combat while Mounted
With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.
When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can't make a full attack. Even at your mount's full speed, you don't take any penalty on melee attacks while mounted.
If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge).
You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed) at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally.
Casting Spells While Mounted
You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you're casting the spell while the mount is moving, and you have to make a concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your concentration check is more difficult due to the violent motion (DC 15 + spell level).
If Your Mount Falls in Battle
If your mount falls, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 points of damage.
If You Are Dropped
If you are knocked unconscious, you have a 50% chance to stay in the saddle (75% if you're in a military saddle). Otherwise you fall and take 1d6 points of damage. Without you to guide it, your mount avoids combat.