Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28
Growing tired of willing away the cold, Tsin switches her internal focus to an external one, as she observes Pemsworth's machinations.
"What is it that makes you leery of the chest, master Pemsworth? Have you been bitten before by some steely teeth?" Her teeth chime in with their staccato clicks. She slowly circles the chest, trying to gauge if there is more than one set of tracks leading away from the chest.
Survival:1d20 + 5 ⇒ (6) + 5 = 11
"We really should keep moving. This cold is unmerciful, and those who left the chest likely knew enough to leave it behind. We're exposed." She keeps her gaze moving across the clearing.
HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold
Pemsworth's attention never leaves his task as he responds to Tsin. "Locks and their assorted traps are my business. I'm a locksmith by training. Somewhat notable in my field, I should say. I see clients from all over who have a lock they cannot open. Traps are simply a natural extension of the field. Of course, when you see a discarded lock, your first question is who discarded it and why? I find that the presence of traps is a very good answer to the why of it all. Plus, I still have all my fingers and I plan to keep them, thus caution is my watchword. I imagine you have the same sort of focus when butchering? I would imagine that a casual swipe of the blade could be very damaging to oneself?"
No, I figured that you were looking for shelter due to the cold damage, but that since Quinn healed you, you would keep moving on.
Unfortunately, Pemsworth's concern proves to be valid but he doesn't notice the trip wire as he approaches. A huge spiked log suddenly comes sweeping through the path, catching the halfling, Quinn and Malavarius. The two men, being taller, take the brunt of the blow -- Pemsworth is dealt only a glancing blow to the top of his head -- and both crumple into unconsciousness on the snowy ground, their blood quickly staining it red. 5 hp to Pem; 11 to Mal, 10 to Quinn
HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold
Pem finds himself half crumpled in the snow, his forehead sore and bloody. He moans to himself, muttering, "Of course, you daft fool! They wouldn't trap the chest, they'd trap the APPROACH! Damn your eyes, foolish man!" Looking around he sees Malavarius and Quinn have taken worse, and he scrambles toward them, trying to staunch the bleeding!
Once the bleeding is done with and realizing he's not much use in camp set-up, Pemsworth will see to the chest again. Perhaps they discarded something of worth in their trap?
If anyone is actually trained in Heal, then Pem will aid another, adding +4 to their results instead.
Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28
Tsin nods, largely in understanding of Pemsworth's words, partly from cold. Oneself, or others. Perkin will attest to that. Still, he has all of his fingers.
"Yes, you speak truth. There is bone beneath those meats, and a misplaced stroke can turn. There is some false comfort, thinking oneself safe behind the blade. Perkin always cautioned the count. Know where you last laid a blade, and it will never cut you in distraction."
Good to remember that in the future. Shake hands, and count fingers."What you've found there, master locksmith?"
---
Tsin's voice soars in pitch, as she watches helplessly as the others take the massive blow. "Should have known! Clearings, chests! Here, let me help." She tries to move the unconscious bodies, on direction of the halfling.
Did you mix up tthe damage rolls, Mott?
Zeno begins to voice warning but he's too slow and his words are cut off by the sound of wood crushing flesh and bone.
"Malavarius, watch out you old -
HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold
Pemsworth looks at Hektir as he heals Quinn. His eyes narrow as he realizes how very little he actually knows about his companions and what they're capable of. Still, another healer is no mean thing.
Pem sighs. "I apologize. I was so focused on the chest that I didn't stop to think of anything else. I failed you. I shall try to make certain it doesn't happen again."
Ooops, crap, I seem to have, Mal. I think I probably moved them into alphabetical order to satisfy my OCD, but only after I took down the numbers. Or I just brain farted. Sorry.
The half-buried chest is unlocked, but it's also empty, Pemsworth.
HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold
Pemsworth sighs as the chest turns out to be worthless and costly in terms of blood. He stands, slightly faint at the loss of blood and bruising, then begins to gather sticks for the fire.
When Malavarius doesn't get up, Zeno's laughter quickly shifts into silence as he hurriedly flys over to the wizard's prostrate side. He hops energetically back and forth as Pemsworth and Tsin try to stop the bleeding.
"Is he ok? He's ok, right? I mean, he's not... He's going to be ok, right? Right?"
Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28
"Yes, Zeno. Master Pemsworth has put his nimble hands to good work." Tsin leans over to Pemsworth. "Keep pushing here? I think the cloth is staunching the flow." Tsin is visibly relieved as Pemsworth takes over for the finer touches. Quinn should have him right as prime. What is Hektir doing? Well, look at that.
---
"Hektir, how best to cover our fire from the sight of those we're tracking? Maybe a little distance from the clearing? They'll have their rear sights on this location, at least if they're not far gone already."
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16
"Tsin, would you mind kindling that chest for me? Might serve some purpose out here." Hektir asks as he starts a fire. "I try to keep it unseen, but maybe it'd be easier if they came to us and our fire. Of course, that does take some of the joy out of the hunt."
Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28
"By your leave, locksmith. If there is nothing more to fear here then..." Tsin starts in again, this time, instead of ice, metal meets wood.
"It's never easy, though, is it?" Tsin sighs as she pulls her blade from the last of the kindling. "Just as likely they have their prize, and now the distance."A tent. Horses. A food wagon. All things that would be welcome at this moment. The smell of garlic, rising from the pot of rabbit meat.
As Tsin collects the shards of the smashed chest, she notices a glint of metal from below.
Fishing the quick excavation, she notices a cache of buried loot -- clearly weapons and armor stripped from Lady Argentea's guard -- below. She finds five sets of leather armor, three sets of studded leather armor, a masterwork chain shirt, two light wooden shields, seven longswords, two spears, a masterwork dagger, and three light crossbows with a total of 25 bolts.
Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28
"Ah, gentlemen. We have something here." Tsin rubs her hands together, for show. Her blood is pulsing quite strongly at the sight of new armors and weapons.
"If you don't mind, I'll secure one of these crossbows as my own." She asks only after she's managed to find a place to sling it. She also takes the bolts.
Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33
Quinn groans as he rolls over in the snow, blinking his eyes at the bright white return to consciousness. Seeing Hektir perched beside him, Quinn offers up a feeble grin and a lastwall fistbump. (they have those here right?)"Thanks, Pal, much appreciated!"
Quinn sets to healing up Malavarius and Pemsworth, though he includes the whole party in the waves healing energy.
Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33
Quinn Backstory #2:
Hektir wrote:
The quietest whisper ever: "Thank you for earlier."
It had been several times now, first with the goblins when Quinn exercised foolish behavior, then with Hektir after the incident with the kobolds. It seemed that fate had intertwined their paths. Again and again it seemed, the men saved one another's life.
But never more than when the Bugbears had left Quinn for dead. Beaten, broken, robbed, death was imminent had Hektir not found him.
It could have been a mirror image to when he rolled over in the snow that very day, his life's blood staining it crimson, but his heart beating strongly. Hektir's healing energy fending off the reaper. That day Quinn had looked at the blue sky, thinking he would have never seen it again had the tracker not arrived to the rescue.
It made it that much more baffling when Hektir stole the cute barmaid that very evening. Crap man, I had been swooning her for weeks, then you come along with your rough, outdoorsy man's-man schtick, and sweep her away? It ain't right!
Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28
Like the sun, Quinn radiates. Good to know that Hektir can prevent eclipses then.
Tsin tries as best she can to cover the equipment again. "Let's hope we can return here to retrieve this, once our investigation is complete. Nine sets of armor. Have we accounted for those bodies, or should we assume they've been buried as well?" She readjusts her backpack, as the furs bunch up from the work of burying fine equipment.
"Did any of you want to borrow from these wares before I complete hiding them again? Hektir, can you note this position for our return? If the snows keep up, it would be a shame to lose it."
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16
Hektir nods at Tsin.
"Not sure we can take it with us," Hektir confirms, casting an eye to Pems, the Bird, and Malavarius with doubts to their carrying capacity. "Might as well hide it rather than bury it. Can't imagine the forest creatures will want it and it's too dang cold for City Folk."
Hektir nods at Pems.
"Maybe that one has some skill at hiding stuff. Maybe he'll see a place we didn't think of. Maybe."
* * *
With the campfire going, Hektir looks out to the cold woods.
I don't do this when I'm alone, but these aren't normal times, are they?
Hektir suggests setting up a watch for the group.
8-midnight: Tsin and Pems
Midight-4 am: Hektir and the Bird
4-8am: Quinn and Malavarius
Comments, changes, suggestions? I'd like to get a default set.
Huh. I was expecting Hektir and Quinn to end up as a couple. Though I guess they still could... : )
Hektir's able to set up a camp with Tsin's help and despite the heavy, wet snow covering and soaking everything, the abundance of fuel in the forest makes for a merry campfire that helps keep the chill away.
Huddling around the heat source, you're able to pass the night without too much discomfort, though it's certainly not a pleasant experience for those of you without winter gear or magic to protect you.
In the morning, you wake to more falling snow, though the trail remains clear leading deeper into the woods.
You can decide watch in the discussion thread and I'll add it to the campaign tab. Let me know what you want to do in the morning (I think everyone will be back to full health, but if there are other spells anyone wants to cast...). For anyone who doesn't have magical protection, I'll need two Fort saves -- DC 15 and then 16 -- for the first two hours of travel; +5 with winter gear. 1d6 nonlethal cold damage, plus being treated as fatigued from the hypothermia for anyone who fails.
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16
Hektir rises and stokes the fire, eager for breakfast. Pulling out some bacon to cook, Hektir places a few pieces on a hot rock to cook while he takes a moment to compose himself.
Kneeling at the edge of the circle, Hektir faces outward, head bowed. He sits silently for several moments.
Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28
Fortitude Save DC 15:1d20 + 6 + 5 ⇒ (19) + 6 + 5 = 30 Fortitude Save DC 16:1d20 + 6 + 5 ⇒ (16) + 6 + 5 = 27 Watch schedule looks good here, too :)
To bring the lining of her winter wear more warmth, Tsin stretches out, draws her blade, and moves through a pattern that includes lunges, slow spins, and arm extensions. She winds down with wrist rolls, and knuckle cracks.
Tsin douses the fire once the rest of the boys are up and moving. She observes Hektir's ministrations to the surrounds, and respects him a little more.
"Malavarius, Pemsworth? Are you well this morning? Did you get enough rest to prepare for the day, Quinn?" Tsin cleans the crossbow, making sure its burial has affected none of its moving parts.
"I'm ready to depart."
Tsin spends most of her time on the trek listening to the conversation of the others.
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16
Quinn Kestrel wrote:
"I'm ready as well. Hektir, has the falling snow obliterated the trail, or is there any chance you can still follow it?"
Hektir replies to Quinn with a wry smile. "You gone blind agin'..."...you old bat?...the question triggering a memory.
Hektir backstory #2, unlocked:
When Quinn over-drinks (whether in worship or in a random binge), the first thing that goes is his sight, followed by his judgement. Such was the occasion a while back and a certain barmaid...Susan "Sooo-eeey" Porkins, a woman:
of such porcine 'beauty' that it was rumored that her father was a wereboar who partially turned during the mating process;
when Tsin was near her, men favored Tsin favorably;
who's overbite had an overbite;
who was referred to by dwarves as a "3 kegs and 2 beards", signifying what it might take to approach her.
Susie was plenty nice though.
Hektir remembers coming to the bar and seeing Quinn making such grandiose overtures of undying love and affection to Ms. Porkins, that even Hektir felt some duty to intervene...for which Hektir was sure Quinn still carried some anger.
He had, in fact, interrupted the eighth drunken sonnet to Susie's enduring beauty and begged her back to his room...not for the reason Quinn felt hurt, of course. Hektir's back had been thrown out carrying back the meat from a particularly large buck Hektir had nabbed.
Susie's near-cloven hooves/feet and ample weight were a perfect application for a sound back cracking. While Hektir certainly benefitted from her attentions, Hektir was never sure that Quinn knew, understood, or remembered the fate or embarrassment (and subsequent small town gossip) that had been spared the priest.
HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold
Walking next to the old wizard, Pemsworth is silent for a time. "Listen, Mr King, I'm sorry about the tripwire business. I didn't mean for you, at your venerable age, to be put in such a position. I'm very sorry and I'll do my best to ensure that you're safe, sir."
After a couple hours the snow becomes increasingly deep in this part of the forest, where a windswept gully carves a path through a tree-covered ridge. A soft cascade of snow falls from an overhead branch, hissing softly as it strikes the ground.
Suddenly, a white-scaled serpentine creature has the head of a ferocious dragon and two relatively small forearms that end in tiny claws leaps from under one of the piles of snow and sinks its jaws into Malavarius. Before anyone can react it wraps itself around him, clawing at his flesh, the wounds driving the old man unconscious. Sorry, Mal.
It looks around and hisses at you as it curls protectively around its prey.
Knowledge (arcana) DC 12:
It looks like a type of primeval dragon known as a tatzylwyrm, though they're typically shades of green, brown and gray.
We haven't established a marching order, but we can assume Mal was in the middle and thus within reach of everyone with a move action. However, if the battle starts moving, the heavy snow here means you're moving at one quarter speed.
HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold
"Great goblets! Where the devil did that thing come from?!?" Seeing Malavarius, who he had been speaking with only a moment before, torn and bloodied drove him into action, and he unleashed a sling bullet before drawing his short sword and readying for action.
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16
Grab@Motte:
I believe the raking and screaming will begin next round, not this one:
Rake (Ex)
A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28
Round 1, Delay to Init 5
Tsin has little time to study the creature, as her eyes move to Hektir circling, and Malavarius' center of mass. Let's see if we can cut the gristle from the bone. Tsin reserves her strength for the precision necessary to keep the old man upright.
Pemsworth's shot misses the creature, as Quinn's healing energies wash over Malavarius, closing the old man's wounds. now at -1 hp
The creature begins dragging Malavarius away from the group, 15 feet into the deeper snow.
Despite that, Hektir and Tsin are just able to keep up with it, Hektir moving in front and Tsin behind, where she levels a mighty chops that draws a cry of pain and outrage from the creature.
Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33
Round 2, init: 18
Quinn rushes after the tangling group, completely abandoning all discretion and safety, and leaps into the fray, slapping the serpentine creature as hard as he can.
(move 40' regular, assuming I can reach the group, otherwise ignore the rest and Quinn will just double move to get to the creature and maybe behind it)
touch attack - Touch of Chaos +1: 1d20 + 1 ⇒ (16) + 1 = 17 dmg: target takes the lower of 2d20 for each d20 roll for 1 round.
All these fireballs and scorching rays and what not sure must leave behind an abundance of black, sooty lumps I would think. And we have seen Malavarius conjure magical steeds from thin air. And he also has a bag of holding. And he's originally from Irrisen, which is a very cold, very Northern place.
You might well be on to discovering Mal's secret identity, Tsin. =P
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16
Quinn Kestrel wrote:
The cleric kicks the air in indignation, "You carry the big sword, talk the big game, then leave me to support the Ape when a few jiggly bits catch your attention?!? Even Hektir and I are more suave than that! Pems was stalwart and he's half your size, Mal was stoic and he's twice your age, what in the nine hells were you doing back there, sitting on a log and chastising us while our blood stained the snow crimson?"
Oh...uh...oh wow...just...wow...
/me slow claps.
/me goes outside for a smoke, all smiles.
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Just FYI, I'm watching and enjoying. Great stuff. Will post resolutions when they're needed.
Since it's on the Inquisitor spell-list, I think I can craft a wand of it for you once I get access to level 4 spells and you could use it yourself without risk of failure.
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16
MAL!!! You great bookkeeping bastard, you! Thanks for doing this and so entertainingly. While I would love to forget the assgrabbery, I'm sure it will never be forgotten. :)
Anyhoot, Hektir won't take the Amulet of NA +1, he needs to wear the mighty fisted amulet.
Hektir currently has the sickle, but he could actually use it too boot. He could sell it, but I imagine we should sell it in another town rather than trying to pawn it off after the just beheaded and staked the former owner and ruler.
How many wands of CLW do we have? Charges? Let's go get 2 more, eh? Neither Hektir, nor Apetir, nor Tsin are AC monsters and we'll be taking lots of hits.
There are two things on Hektir's dream shopping list: a polymorphic pouch and a rod of extend, lesser. Not sure how Hektir's 'needs' match with others, but wanted to put it out there depending on how much money we have after the selling and what others need.
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
1 person marked this as a favorite.
Three potions of cure light wounds, but you're not sure what the pearl is.
The dawn pipers rapiers and instruments are all simply masterwork. The bracers are bracers of armor +2.
The baccae had nothing of great value.
The bodies had three potions of lesser restoration; also it turns out the quiver holding the arrows was an efficient quiver.
The assgrabbery gem also radiates magic, but you're not sure what it does.
Nalzhena had an indeterminate potion, a potion of CMW and a potion of shield of faith; a wand of ice spears with 10 charges; an emberchill sickle; and a hyperboreal robe.
The hut items are a bead of newt prevention and a hexing doll.
Emberchill is a +1 frost sickle whose cruel blade is crafted entirely of magical ice. The weapon itself is immune to fire damage. A spellcaster can store a single spell of any level with the cold descriptor and a casting time of one standard action in Emberchill. The wielder can use the stored spell to counterspell any spell with the fire descriptor, provided that the stored cold spell is 1 or more levels higher than the target fire spell (unless the cold spell specifically counters the fire spell). The wielder must still ready an action and succeed at a Spellcraft check to identify the spell to counterspell it. Once stored in the weapon, the cold spell cannot be used for any other purpose, but the wielder can harmlessly discharge the stored spell as a swift action to make room for another spell. Abilities that grant the cold descriptor to spells, such as the frozen caress hex of the winter witch archetype, make those spells suitable for storing within Emberchill.
The hyperboreal robe is fashioned from fine blue silk embroidered with silver thread, and trimmed with owl feathers and tiny shards of crystal. The robe grants its wearer a +2 resistance bonus on all saving throws. In addition, the flesh of the robe’s wearer becomes searing cold to the touch. Anyone who strikes the wearer with an unarmed strike, a touch attack, or a natural weapon takes 1d6 points of cold damage. The wearer can activate or deactivate this ability as a free action.
amulet of natural armor +1
potions of cure light wounds (3)
200gp
gold locket
rapier, masterwork (2)
bracers of armor +2
flute, masterwork
pipe, masterwork
leather armor
morningstar
light crossbow
9 bolts
score of fresh water oysters
masterwork composite longbow (+2 Str mod) (Tsin)
potions of lesser restoration (3)
efficient quiver
10 cold iron arrows
30 normal arrows
potion of cure moderate wounds
potion of shield of faith wand of ice spears (10 charges) (Pemsworth?)
Emberchill (Hektir?)
hyperboreal robe
spell component pouch
blue quartz tiara worth 500gp
ice diamond necklace worth 100gp
bead of newt prevention elixir of love restorative ointment unguent of timelessness universal solvent hexing doll seer's tea
Needs ID'ing
silver necklace w/ pearl pendant (magical, failed to ID)
blue-green gemstone (magical, failed to ID)
one of Nazhena's potions (magical, failed to ID)
Tsin still appears to amulet-less, so I would think she'd benefit from the amulet of natural armor, but it won't stack with her cloak of the yeti.
Checking the inventory log, it looks like we bequeathed it to Quinn earlier. Quinn, you want to keep it or sell it?
The bracers of armor benefit Malavarius, but it's changing his AC from 11 to 13 the bulk of the time, which seems inconsequential at this point. I'd just as soon sell them unless you guys feel it's worth it for him to keep them?
As for Hektir's question about wands of cure light wounds, it looks like Pemsworth has the sole wand. I don't have the current charges in the inventory log, however.
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16
RE: Bracers of Defense +2
Suppose Hektir wore those.
Uh, while those won't work for Hektir in his human form (armor stacking bonus and all), but would they work for Apetir, conferring the +2 bonus in beast shape when his usual armor is subsumed?
Alternately, Apetir could wear them after he changes, but that's just not as interesting.
Heck, Apetir should be getting Mage Armored in Apetir form, huh? Should he buy a Pearl of Power so that could happen, Mal? Might even be a better solution too.
Sell the bracers and their +2 bonus and ask Mal for a 6 hour +4 bonus?
Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28
Oh, Mal, humor Hektir as much as you'd like, but don't lose sight of the ultimate goal- Permanencies for Flame on Tsin's blade, and Permanency of Flight on Tsin herself. <Does the DeNiro two-finger-I'm-watching-you gesture>
Kept Items
amulet of natural armor +1 (Tsin)
potions of cure light wounds (3) (Malavarius, Pemsworth, Quinn)
potions of lesser restoration (3) (Tsin, Hektir, Pemsworth)
cold iron arrows (10) (Tsin)
emberchill (Hektir)
hyperboreal robe (Tsin)
potion of cure moderate wounds (Tsin)
daggerwand of ice spears (10) (Pemsworth)
elixir of love (Hektir and Quinn fight over it)
universal solvent (Quinn)
restorative ointment (Quinn)
Anything else, peeps? With market prices for emberchill and the hyperboreal robe, we'll know where everyone's at in regard to the wealth by level guidelines.
If this gets the group's blessing, I'll update all our character sheets in the Inventory Log appropriately.
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Emberchill's 12,806. The hyperboreal robe's worth 7,000 gp.
Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28
<Taps her front teeth with a fingernail>
That Efficient Quiver looks good, on second consideration. If the party doesn't mind, she'll secure that as well, and will gladly pay out of her share of the sold loots to cover the expense of not having sold it.
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16
12.8K for Emberchill!?! S~@&, that's a piddlespotting lot of love exilirs!! Uh...since Tsin is already ruined the current spread and maybe it isn't too silly an idea to sell it in town.
*Without* Emberchill, Hektir apes along at 15.8K WBL. If anyone wants the Belt of Con +2, he's happy to pass that along. He's gotten good use out of it, given him plenty of endurance to outrun any and all assgrabbers.
Stuff on Hektir's Wishlist (no rush on any of this stuff, in no order):
Rod of Extend, Lesser 3K
Polymorphic Pouch 5K
Wild Upgrade to Armor +15K
Upgrade Cloak of Protection +8K
Headband of Wisdom +2/4
Pearl of Power for Mal (Mage Armor) 1K
Pearl of Power 2 (barkskin, resist energy) 4K
Kept Items
amulet of natural armor +1 (Tsin)
potions of cure light wounds (3) (Malavarius, Pemsworth, Quinn)
potions of lesser restoration (3) (Tsin, Hektir, Pemsworth)
cold iron arrows (10) (Tsin)
efficient quiver (Tsin)
hyperboreal robe (Tsin)
potion of cure moderate wounds (Tsin)
daggerwand of ice spears (10) (Pemsworth)
elixir of love (Hektir and Quinn fight over it)
universal solvent (Quinn)
restorative ointment (Quinn)
masterwork composite longbow (+2) (Tsin)
Any other changes/switcheroonies?
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
The locket is worth 50 gp.
You also have a pearl that radiates magic that you don't know what it does.
The oysters are worth very little. However, you can hear something rattling in them and if you shuck them, you discover each has a massive pearl worth 400 gp (so 4,000 total)... See, I'm nice and gave you that instead of just letting you sell them for a couple silver...
If the oysters wound up not being worth much I was planning to eat them =P
I think we've exhausted our chances of identifying the magical pearl today, so unless we plan on lingering in Whitethrone I suppose it gets to come along for the ride.
---
As far as possible purchases go, mott, is there like a gp threshold or some other metric we can go by to see what's available for us to pick up?
For instance, the agile mithral breastplate Quinn wants has a market price of 4,400 gp. Is it possible to pick one up or no such luck under current circumstances?
HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold
Pems looks up from slurping the oysters up, "What? They taste really good..." Luckily he refrains from swallowing the pearls, too.
I'm good with all that! Ideally, Pems would like a Headband of Making Smarts +2 (4,000 gp) and burglar's bracers (1050 gp) and an ioun torch (75 gp) and a grim lantern (5,800 gp) and a pony. Named Bill.
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
Base Value 13,600 gp; Purchase Limit 85,000 gp.
Base Value and Purchase Limit: This section lists the community's base value for available magic items in gp. There is a 75% chance that any item of this value or lower can be found for sale in the community with little effort. If an item is not available, a new check to determine if the item has become available can be made in 1 week. A settlement's purchase limit is the most money a shop in the settlement can spend to purchase any single item from the PCs. If the PCs wish to sell an item worth more than a settlement's purchase limit, they'll either need to settle for a lower price, travel to a larger city, or (with the GM's permission) search for a specific buyer in the city with deeper pockets. A settlement's type sets its purchase limit.
Does that apply to non-magical items? Is it still a 75% chance for Quinn's fancy but non-magical armor to be available?
motteditor
RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16
For ease of game play, I'm going to say you can find someone with access to such. Whitethrone's a big place with lots of access to magic, even with the chaos going on.
Those purchases (sorry, Tsin, I tried to find something that'd let you fly some more!) total up to 26,325 gp.
Presuming all those things are purchased (I skipped your upgrades, Hektir since Malavarius should be able to accomplish them on his own before too long, provided we have the time), that'll leave us with 10,630.23 gp in the party stores.
Quinn, Tsin - anything else on your wish lists we might find for you while we're braving the streets of Whitethrone?