
Elathras Narcinal |

Oh I was wrong I can use the spear, I looked at the chart wrong. But, if anyone else wants it go ahead and take it.
LOL, longspear, almost anyone can use it, and it's "holy"
A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment.
I just hope that whoever takes it uses it!
Elathras caries a guisarme so he can 'reach' when needed, but I don't think he will use the spear enough to claim it.

Elathras Narcinal |

Since we had not been updating the "Party Mule" I went back to where we killed the bear and calculated everything. This is a compilation of what we have acquired, I have put it on the mule.
I believe I have assigned items to who selected them, if something is wrong or missing please let me know.
Magical items We have not found a home for: boots of the frog, mantle of faith, +1 holy longspear, + 2 light steel shield and +1 light wooden shield of arrow deflection.
Alana inferred that Elathras should use the mantle, is that ok with everyone?
Silvash, what are your feelings about the holy longspear? I know your a rapier guy, but it's a Holy longspear
Coins:
1,480 gp. 2,561 sp. 325 cp.
trade goods:
gold earring worth 10 gp,
a silver helmet with a garnet set in the forehead (worth 60 gp)
a silver and sapphire ring worth 30 gp
ivory scroll case (30 gp)
(uncut, unpolished alexandrite worth 2,000 gp).
19 gems worth 20 gp each
Mundane equipment:
masterwork heavy steel shield,
masterwork heavy mace,
spell component pouch,
3 masterwork scale mail,
3 masterwork heavy wooden shield,
3 masterwork light mace,
8 hide armor
8 greatclub,
32 javelins
elven chain: Cuthalian
a masterwork heavy crossbow: Alana
12 crossbow bolts: Alana
a masterwork dwarven breastplate,
a masterwork dagger
Magical gear:
a thoroughly destroyed spellbook with only two spells still usable for study (contagion and dispel magic): Alana
+1 breastplate: Elathras
cloak of resistance +1: Elathras
+2 light generating longsword (generates light constantly): Elathras
+1 light wooden shield of arrow deflection.
+1 keen longsword : Thoron
six +3 arrows: Cuthalian
efficient quiver: cuthalian
boots of the frog
a mantle of faith.
+1 holy longspear.
+ 2 light steel shield
Wands:
wand of inflict light wounds (50 charges)
2 wand of cause light
Vials:
8 CLW
3 entropic shield: Alana
3 longstrider
ghoul touch,
levitate,
lesser restoration
remove paralysis
invisibility: Alana
3 water breathing
Rods:
immovable rod
Scrolls:
5 arcane spells (antimagic field, rage, rope trick, shocking grasp, and wall of stone),
Misc:
3 oil flasks,
3 tanglefoot bag
3 flasks of holy water
a ceramic pot full of antitoxin (six doses),
a large wheel of cheese: Elathras
a small sack of fresh oranges (10)
a small cask of fine brandy,
a two-foot-square silver mirror
a battered Halfling book (The Wanderings of Helman Hairfoot) with a rose pressed inside it
a rusted crowbar
6 large rusty spikes
unholy symbol of Orcus

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I think we have a couple of updates (good job by the way). The rusty crowbar ended up being the immovable rod, and until a claim is made, Alana is carrying it. Alana also has the five scrolls. I had originally added the levitate and lesser restoration potions, but I am removing them and leaving them on the mule.
I thought there were 4 wands of cause wounds?
Also, all you that use shields, make sure you upgrade...a +2 light is better than a +1 heavy, etc.

Elathras Narcinal |

I thought there were 4 wands of cause wounds?
Here is the original list there were a total of three wands.
Brv Identified twice, once for Alana and once for Silvash, here
Then gave us the third identification here.
He clearly said three wands in the first and last post:
In the first 'identification post' he named the wand of inflict light wounds, twice, once for each of your 'identification' but he did not identify the other two wands.
In the second 'identification post' he said "another wand of cause light." So I assumed there were two wands of cause light.
If this doesn't seem correct, let me know.

Elathras Narcinal |

Hey Thoron, I've been reading a little about extra critical. If you had the +2 longsword it would give you +8 instead of +7, Elathras would go from +14 to +13 but double his crit chances. I think doubling Elathras' crit chances are worth the change. I apologize about waffling on this, but would you mind switching? If you good with it Elathras would ask in game.

brvheart |

Alana Kelsh wrote:I thought there were 4 wands of cause wounds?Here is the original list there were a total of three wands.
Brv Identified twice, once for Alana and once for Silvash, here
Then gave us the third identification here.
He clearly said three wands in the first and last post:
In the first 'identification post' he named the wand of inflict light wounds, twice, once for each of your 'identification' but he did not identify the other two wands.
In the second 'identification post' he said "another wand of cause light." So I assumed there were two wands of cause light.
If this doesn't seem correct, let me know.
Again, if you are talking about the wands the clerics had they were ALL cause light wounds. There are NO cure light wounds wands. There were three wands.

Elathras Narcinal |

The question was if they were all wand of cause light wounds. I thought there was one wand of cause light wounds and then two wands of light. At least that's how I interpreted it.

brvheart |

ACOLYTES (3) CR 2
XP 600
Male orc disciple of Orcus 3 (Pathfinder Roleplaying Game
Bestiary, “Orc”, see Appendix B)
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Perception +6
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 23 each (3d8+3 plus 3)
Fort +4; Ref +1; Will +6
Defensive Abilities orc ferocity
Weaknesses light sensitivity
Speed 20 ft.
Melee mwk light mace +5 (1d6+2)
Special Attacks channel negative energy (DC 10, 2d6, 4/
day), death’s kiss (1 round, 2/day)
Spells Prepared (CL 3rd)
2nd—aid, darkness, ghoul touchD (DC 15)
1st—cause fearD (DC 14), endure elements, magic weapon,
summon monster I
0 (at will)—create water, detect magic, read magic, virtue
D Domain spell Domain Undead*
Str 14, Dex 10, Con 13, Int 12, Wis 17, Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Alignment Channel, Command UndeadB, Extra
Channel
Skills Knowledge (planes) +6, Knowledge (religion) +6,
Perception +6, Spellcraft +6
Languages Abyssal, Common, Orc
SQ aura, undead lord’s proxy, variant channeler
Combat Gear 2 potions of cure light wounds, potion of
entropic shield, potion of longstrider, wand of inflict light
wounds (50 charges); Other Gear masterwork scale mail,
masterwork heavy wooden shield, masterwork light mace,
38 gp

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So, I was thinking with everyone's different schedules, we could maybe set up some standards procedures for things that occur alot, such as coming to a door, etc. Will help keep the game rolling when certain PCs with critical skills or spells are off at work or whatever they do when not on the interwebs. Just about all of these standards would not be resource intensive (like shooting limited number of arrows and such).
For example, every time the group comes to a door, Alana will cast detect magic and look for magical emanations to provide clues for the trapmasters, with the exception of anytime someone says they are approaching a door quietly, cause casting a spell is not quiet.
Anyone else? thoughts?

Elathras Narcinal |

Quote:ACOLYTES (3) CR 2
XP 600
Male orc disciple of Orcus 3 (Pathfinder Roleplaying Game
Bestiary, “Orc”, see Appendix B)
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Perception +6
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 23 each (3d8+3 plus 3)
Fort +4; Ref +1; Will +6
Defensive Abilities orc ferocity
Weaknesses light sensitivity
Speed 20 ft.
Melee mwk light mace +5 (1d6+2)
Special Attacks channel negative energy (DC 10, 2d6, 4/
day), death’s kiss (1 round, 2/day)
Spells Prepared (CL 3rd)
2nd—aid, darkness, ghoul touchD (DC 15)
1st—cause fearD (DC 14), endure elements, magic weapon,
summon monster I
0 (at will)—create water, detect magic, read magic, virtue
D Domain spell Domain Undead*
Str 14, Dex 10, Con 13, Int 12, Wis 17, Cha 8
Base Atk +2; CMB +4; CMD 14
Feats Alignment Channel, Command UndeadB, Extra
Channel
Skills Knowledge (planes) +6, Knowledge (religion) +6,
Perception +6, Spellcraft +6
Languages Abyssal, Common, Orc
SQ aura, undead lord’s proxy, variant channeler
Combat Gear 2 potions of cure light wounds, potion of
entropic shield, potion of longstrider, wand of inflict light
wounds (50 charges); Other Gear masterwork scale mail,
masterwork heavy wooden shield, masterwork light mace,
38 gp
Got it, so no wands of light

Elathras Narcinal |

as soon as silvash screamed out "poison" you could rush in :)
Also, I've been thinking about the swords, do you mind switching?

Elathras Narcinal |

No I don't mind switching, but make sure. I'm not going to be going back and forth.
That's super fair, originally I didn't switch because I didn't want to be a bother or be that "guy" (you know the one, the guy who wants all the good stuff) But Elathras doesn't have trouble hitting and I really want him to do as much damage as possible as often as possible and the opportunity for critical hits will help that.
Once his mind is right, he will ask to switch :)

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Alana I'd be ok with a standard procedure. I could switch my spells around a bit and get 2 blesses, so when we get into combat I could cast it on the party, if I'm not in game.
I usually get on in the morning and again in the late afternoon-early evening time frames.
For me, I sometimes get on in the morning before I depart for work, but that is up until about 10-1030. I do not get home until after 9, which is why I am usually the last to come on in the evening. My work computers have both paizo and roll20 blocked.

Elathras Narcinal |

So, I was thinking with everyone's different schedules, we could maybe set up some standards procedures for things that occur alot, such as coming to a door, etc. Will help keep the game rolling when certain PCs with critical skills or spells are off at work or whatever they do when not on the interwebs. Just about all of these standards would not be resource intensive (like shooting limited number of arrows and such).
For example, every time the group comes to a door, Alana will cast detect magic and look for magical emanations to provide clues for the trapmasters, with the exception of anytime someone says they are approaching a door quietly, cause casting a spell is not quiet.
Anyone else? thoughts?
It's a good idea, let's put something together, it would help with Elathras' impatience :)

brvheart |

So, I was thinking with everyone's different schedules, we could maybe set up some standards procedures for things that occur alot, such as coming to a door, etc. Will help keep the game rolling when certain PCs with critical skills or spells are off at work or whatever they do when not on the interwebs. Just about all of these standards would not be resource intensive (like shooting limited number of arrows and such).
For example, every time the group comes to a door, Alana will cast detect magic and look for magical emanations to provide clues for the trapmasters, with the exception of anytime someone says they are approaching a door quietly, cause casting a spell is not quiet.
Anyone else? thoughts?
A SOP is fine with me:)

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I had limited my tactics while wearing the medium armor. Now that he is freed up with the elven chain Cuthalian can best be used trying to move about and get a flank on his enemies. He has the precise strike team feat but because of his Inquisitor training he can use it without a team mate. He has also taken dazzling display. I highly recommend doing a display before any combat if able. It is a standard action but affects all within 30'. Being demoralized can be a pretty stiff penalty. Best to stick with the elven curve blade. In two levels I should be competent enough with the bow to start taking up the archery role.

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If no one minds, I would like some of the other items:
2 potions of cure light wounds
1 potion of water breathing
3 tanglefoot bags (i like them but anyone can have them, I just don't want to forget about them)

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given our current game play and character abilities, here is what I propose for the team to review; bearing in mind that players can override these procedures for any given circumstance or change them in the future:
(1) Searching, the PC with the highest Perception (or the one in the front with the highest while moving through corridors) makes the primary roll and the rest of the party that can participate will Aid Another.
(2) Encounter potential trap (door, chest, perception, etc.) the team backs up 40 feet to give Silvash enough space to use his Ranged Legerdemain ability at 35 feet on the trap. This will extend to any lock that has not had a confirmed disarmed trap, just in case.
(3) Appropriately placed PCs with Detect Magic will cast the spell whenever the team is not trying to be quiet on any portal that must be gone through or any item that is found/left behind and we are not in combat. This is loosely worded because I think there are a lot of additional times we may be adding on which cannot be foreseen.
(4) For ease of time and not in combat, when a magic item is discovered, Alana will use her Spellcraft to identify, unless the magic aura is in the highest two strengths. In this case, the team may decide that pooling resources is better to ID. If she fails, she will pass the item to Silvash and/or Cuthalian to try in turn and if necessary, to Thoron for one last try if not already requested he assist. This procedure is strictly for moving the game along out of combat sequence and is based on the PC with the best chance and since there is a chance of failure, odds are someone else will do better with an independent check than Aid Another to the original PC.
These are just a start, if anyone has something to add or discuss/change, I numbered them for ease of reference. The goal in this endeavor is to keep the game moving apace with PCs who have critical skills are otherwise occupied with life. It is not a substitute for PC interaction or decision making.

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Maybe have whoever opens a door step to one side fast. Have those with ranged weapons have them ready to fire. If something is moving past the door that seems hostile have the missile persons fire at it? Just make sure the person opening the door is either flat against the wall or floor. Otherwise he might be a pincushion.

Elathras Narcinal |

Cuthalian, I will note this items yours on the party mule. If you are going to be using acrobatics more, will the boots of the frog help you?
Alana, I'm ok with any plans, but dumb them down a little for me. Elathras has the highest perception. Once we find a door, do you want to check it for magic, before or after Elthras check it for traps? I've been posting that he tries to open the door if he doesn't find traps. I can post that he waits to open the door after you check it for magic. Or I can wait to listen/search for traps after you check it for magic.
On a separate note, how close do you have to be to detect magic?
Thoron, As for moving to the side real quick, how would that work for combat? Wouldn't it depend on where people were at in initiative?

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If no one else wants them I could use the boots of the frog until we get back. I think we would do better to sell them in the long run.

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Alana, I'm ok with any plans, but dumb them down a little for me. Elathras has the highest perception. Once we find a door, do you want to check it for magic, before or after Elthras check it for traps? I've been posting that he tries to open the door if he doesn't find traps. I can post that he waits to open the door after you check it for magic. Or I can wait to listen/search for traps after you check it for magic.
On a separate note, how close do you have to be to detect magic?
60 feet for the detect spells. And line of sight, if a caster cannot see the target, she cannot hit it.
The idea here is that as you do your thing, there is no pause for the rest of us to chime in cause we preset it up. The work actually falls to the poor DM, here is an example for a door:
Elathras finds a door and searches for traps. While he is working one of the spell casters cast Detect Magic to offer any clues to you. If you do find a trap, you get the team to back up and Silvash uses his ranged disarm attempt. Etc.
Essentially, once we come to a door and decide to inspect it, the DM would either make the necessary checks, call for rolls, or provide the description, all as he normally does, only now, we have some preset conditions to make the description part a little longer, if it applies. The result, something along the lines of:
Elathras has found a trap on the door and the spell casters have determined there is no magic involved. He then ushers the group back 40 feet and Silvash uses his ranged disarm ability (and then either calling for the roll or making one to move things along with the results following).
Perhaps we can set a time to conference on roll20? Wish I thought of that before the weekend was over, but...

Elathras Narcinal |

Alana: that makes sense, I can easily work that into the narrative of inspecting a door, it will clearly help now that were hitting more magical traps.
Silvash are you cool with Brv rolling 'ranged disarm' for you, or would you rather we wait?

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I'll switch spells up a bit here and get detect poison, so we know if the trap is poison. Range for that is 40' now. Let me cast that before Silvas tries to disarm a trap. That way I might can react quicker.
Err how many spell casters do we have in the party? Alana and I, anyone else?

brvheart |

well usually we have to go into the room to have to roll initiative. I was more concerned with something coming out at us
have to have Brvheart rule if we have ammo on the bow drawn if we get a surprise round or not
Having bows out and covering a door is fine, but weapons are heavy and you can't walk around carrying them for eight hours a day.

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Having bows out and covering a door is fine, but weapons are heavy and you can't walk around carrying them for eight hours a day.
oh yeah, I just meant when we were opening a door.
On another subject who else is tracking experience? I just added everything up and I'm ~5700 away form going up to another level.

Elathras Narcinal |

I edited my post, this one is more polite.
Cuthalian and Silvash have spells
Elathras is tracking XP.
Let's use Alana's door opening spell. If we want an archer to be able to shoot put them in the front so no one has to waiste a move action to get out of the way. But that will prevent any charging from melee characters.

brvheart |

Brvheat wrote:Having bows out and covering a door is fine, but weapons are heavy and you can't walk around carrying them for eight hours a day.
oh yeah, I just meant when we were opening a door.
On another subject who else is tracking experience? I just added everything up and I'm ~5700 away form going up to another level.
Thoron, I think you are a little higher than everyone else as you have been here longer.

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we have gained 6,634 XP since being at 7th level.
I started keeping track after our last update in level too. My math is a little off as I show 6640 even. Also, as a reminder to the party, I took a crafting feat for wondrous item this level, so give some thought to something you may want so we can start angling for it when downtime comes around.
EDIT: I keep forgetting I have a spell called detect secret doors, while not normally memorized, I can swap it out if we think there is a high chance of something, but cannot find it. A single casting should be sufficient to search a few nearby rooms if nothing else is happening at the same time.

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Recapping and updated SOP for consideration:
(1) Searching, the PC with the highest Perception (or the one in the front with the highest while moving through corridors) makes the primary roll and the rest of the party that can participate will Aid Another.
(2) Encounter potential trap (door, chest, perception, etc.) the team backs up 40 feet to give Silvash enough space to use his Ranged Legerdemain ability at 35 feet on the trap. This will extend to any lock that has not had a confirmed disarmed trap, just in case.
(3) Appropriately placed PCs with Detect Magic will cast the spell whenever the team is not trying to be quiet on any portal that must be gone through or any item that is found/left behind and we are not in combat. This is loosely worded because I think there are a lot of additional times we may be adding on which cannot be foreseen.
(4) Alana will use Open/Close to open any doors after the check for traps and possible disarm attempts are complete and the party returns to door clearing positions from the check it standoff positions. If the magic fails (locked door, blocked door, stuck door, door too heavy), then team will fall back and Silvash will check for a lock and unlock, team returns, then cast the spell again or if stuck/too heavy, Elathras will muscle it open while the rest of us cover him.
(5) For ease of time and not in combat, when a magic item is discovered, Alana will use her Spellcraft to identify, unless the magic aura is in the highest two strengths. In this case, the team may decide that pooling resources is better to ID. If she fails, she will pass the item to Silvash and/or Cuthalian to try in turn and if necessary, to Thoron for one last try if not already requested he assist. This procedure is strictly for moving the game along out of combat sequence and is based on the PC with the best chance and since there is a chance of failure, odds are someone else will do better with an independent check than Aid Another to the original PC.
Once again numbered for ease of reference if someone needs to adjust. I figure since it was my idea, I will ride herd on it until it is ready. If you are good to go with it as is, give a short "aye" here in discussion and once all party members are reported in with no "nays" then we can turn it over to BRVHEART for adjudication and implementation. If you have an addition suggestion, update, or need something cleared up, ask away. If you need to use PM, feel free, I will still answer.

Elathras Narcinal |

"yay," oops I guess that's supposed to be "aye" :)
OK so for a normal door, we would do "1" then "3" if either detect traps we do "2" trap or no trap eventually doing "4." Is that about right?

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Well, I was just adding them as I thought it through, the numbering was originally just there as an ease of reference. Theoretically, they are used by situation that applies. For example, we come across a trap that is not on a door, we execute the SOP for detecting and disarming the trap.