Reign of Winter (group two) (Inactive)

Game Master Whack-a-Rogue

Ruined Temple
Loot List


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HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

We can make room.


I won't be on until later this evening. The April Fools Google Maps Pokemon Hunt thing is actually legit, so Katsune and I will be busy for a while....


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Is no one going to point out to Neverhome what the Norga booga symbol is?

:3


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

Heading out to the wilds now, I will try to check on posts each night, but if necessary feel free to dm pc me, I think I have established enought of a feel that it shouldnt be too difficult. Sorry for any inconvienance!


If you want to save time, you can discuss buying/selling stuff here, then make a quick IC post in the Gameplay thread once everything's done. Unless you want to roleplay individual transaction conversations for each shop (the General Store has no alchemical items, and the Alchemist has no mundane gear, for instance). ;-) Also, the Council's sent word to everyone, so you get free room+board for the night and a 10% shop discount.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Does Iskerys have any cold iron weapons?


Word has spread about Heldren's new protectors, and everyone's considered 'Helpful' towards all of you, so I'll give you the 'secret GM info' about the major supply options. Heldren has a Base Value of 500gp, and a 2,500gp Purchase Limit.

General Store (as you already know) has whatever mundane adventuring gear you require. It also has an arrow magnet and a ring of force shield.

Isker has +1 cold iron sling bullet x10. He also has a set of MW Kusari gusoku armor and can craft whatever other gear is requested.

Tessaraea Willowbark has all sorts of alchemical gear - including a crapton of Alchemist's Fire. Also, there's a potion of resist energy(cold) x1.

Argus Goldtooth (the Barber) will replace extracted teeth with gold ones for a small fee.

Temple of Desna has scroll of aid x1
Temple of Pharasma has a wand of magic weapon (24 charges)
Temple of Abadar has a Level 6 Cleric available for spellcasting services

Old Mother Theodora is a healer/fortuneteller/soothsayer/midwife and also has scroll of sleep x1 and a wand of scorching ray (42 charges). She's a bit strange, though, so any transactions with her will need to be RP'd entirely in-character in the Gameplay Thread.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Well then does Isker have the materials around to make a Cold Iron Greatsword?


Yes


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

"Hey have you heard about those guys?"
"Who? The ones who comes in town each time with a different severed head?
I'm not sure I'm happy of being famous for that :P

I remembered there was a "wise woman" in Heldren, so I was just about to ask if I could keep the spellbook, even if Zses can't use it, to ask her why can't I use it (discory of not being a very weird wizard, here I come!).

The fact that she's a little strange makes everything more awesome :3


"Ah, the Heldren Headchoppers. They're the reason for the newest fashion - turtlenecks and scarves."

Don't forget, you can feed pages to Crow to teach him new spells. :-)


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

Uh, RAW I could only find rules to teach spells trough scrolls, no mention of spellbook pages...


Older editions gave the option of using spellbook pages as scrolls in emergency situations. Casting directly from the book erased the page and had a high chance of destroying the spells immediately before and after it. I thought that was a cool idea and have no problem with you ripping out spellbook pages and feeding them to Crow. :-)


Vitals:
Druid (Bat Shaman) 2; HP: 23/23 | AC: 19; T: 14; FF: 16 CMD: 14 | Fort: +5; Ref: +4; Will: +7(+9 vs. fear) | Init: +5; Perc: +10; Stealth +11; Survival +10
Spells:
6/6 | Cantrips: Guidance, Stabalize, Read Magic | Level One: Magic Stone, Mudball, Cure Light Wounds; Domain: Sleep

Ooo, how much are those cold iron sling bullets?

Also, besides the cloak and magic consumables, what else are we keeping?


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

Oooh, got it. I'll start feeding him pages after I've talked with Old Mother Theodora.


After the 10% discount, the sling bullets cost 387gp each. Adding magic to cold iron really jacks up the price.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

So let's see, with the discount that would be 360g for a Masterwork Cold Iron Greatsword. Do we have enough in party funds for that. If we can get it I'd sell my normal Greatsword for 25g plus somebody else could have the Sentinel's Longsword (or sell it for 165).


Vitals:
Druid (Bat Shaman) 2; HP: 23/23 | AC: 19; T: 14; FF: 16 CMD: 14 | Fort: +5; Ref: +4; Will: +7(+9 vs. fear) | Init: +5; Perc: +10; Stealth +11; Survival +10
Spells:
6/6 | Cantrips: Guidance, Stabalize, Read Magic | Level One: Magic Stone, Mudball, Cure Light Wounds; Domain: Sleep

Yeouch those are expensive.

So this is what I've got, if anyone notices something missing lemme know.

Gold-
1087gp, 5sp,
(/5= 214.5)

Misc.-
Silver Ring (25gp)
Three shards of tiger-eye gemstones (10gp each)
elven leather riding boots (15gp)
a silver dagger with a hidden compartment in the hilt (holding a vial of small centipede poison)
Padded Armor x12
Buckler x12
Shortsword x12
Shortbow x12
Arrows x240
MW Studded Leather x1
MW Shortsword (coated with greenblood oil)
Dagger x1
Oil of Taggit x2
Light Crossbow x1
Crossbow Bolts x10
Scroll of Animate dead x3
Ice Diamond (100gp)
Spyglass (1000gp)

Keeping-
Yeti cloak
potion of lesser restoration
Map to the portal
Oil of Magic Weapon x3
Alchemists Fire x10
Healer's Kit
scroll of endure elements x1
scrolls of magic weapon x2
scroll of unseen servant x1


Thanks to Zes' Appraise result, he estimates the Spyglass value to be around 10gp, but everything else looks pretty accurate. You've accumulated quite a treasure horde for yourselves. :-)


Vitals:
Druid (Bat Shaman) 2; HP: 23/23 | AC: 19; T: 14; FF: 16 CMD: 14 | Fort: +5; Ref: +4; Will: +7(+9 vs. fear) | Init: +5; Perc: +10; Stealth +11; Survival +10
Spells:
6/6 | Cantrips: Guidance, Stabalize, Read Magic | Level One: Magic Stone, Mudball, Cure Light Wounds; Domain: Sleep

Aw, no old school spyglass prices?

Ok, assuming the now helpful attitudes of Heldren and appropriate application of charismatic samukitty will get us 60% value when selling, I estimate our take at 1095.6. Which is 219gp 1sp per person (433gp 6sp per person with the coins).


Hey, when you roll under half the required DC on your Appraise check....


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

How likely is it to get an exotic weapon here? Masterwork or otherwise.


It'll need to be crafted, but it's possible - especially if you give a good description/blueprints.


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

Yay back in phone range driving though


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))
Your Benevolent Dictator wrote:
Hey, when you roll under half the required DC on your Appraise check....

Ooops

Well, Zses likes the spyglass so much he will keep it if it's only worth 10 GP and give them to the party fund.
But he surely will re-appraise it sooner or later and see how much it's worth.
Yep.
Been my plan all along. >.<

Talking about party funds: how about we buy some tents? I guess we're to walk in snow-covered forest for the rest of the AP, so they could be handy.


Vitals:
Druid (Bat Shaman) 2; HP: 23/23 | AC: 19; T: 14; FF: 16 CMD: 14 | Fort: +5; Ref: +4; Will: +7(+9 vs. fear) | Init: +5; Perc: +10; Stealth +11; Survival +10
Spells:
6/6 | Cantrips: Guidance, Stabalize, Read Magic | Level One: Magic Stone, Mudball, Cure Light Wounds; Domain: Sleep

Would there be any alchemical items available? Specifically weapon blanches? Blik will probably get a masterwork sling and some cold iron bullets crafted, and pick up some weapon blanches if he can.

A couple tents are a good idea too.


@Blik: Yes


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

Well I just was hoping for a spiked chain. How long would it take to craft?


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

I just arrived back to civilization, though I still have a four drive to reach home. If its important dmpc me, but I should be ready to fully get back invovled in five hours or so?


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9
Hobbes 'Rat Trap' Bitterleaf wrote:
Well I just was hoping for a spiked chain. How long would it take to craft?

You could probably just refurbish some restraints from the jail or smithy or something :3


Vitals:
Druid (Bat Shaman) 2; HP: 23/23 | AC: 19; T: 14; FF: 16 CMD: 14 | Fort: +5; Ref: +4; Will: +7(+9 vs. fear) | Init: +5; Perc: +10; Stealth +11; Survival +10
Spells:
6/6 | Cantrips: Guidance, Stabalize, Read Magic | Level One: Magic Stone, Mudball, Cure Light Wounds; Domain: Sleep

Okay! Then this is what Blik will buy:
Masterwork Sling (300gp)
Cold Iron Bullets x40 (8sp)
Regular Bullets x10 (2sp)
Weapon Blanch (Silver) (5gp)
Lamellar (Leather) (60gp)
Buckler (5gp)
Tent (Small ) (10gp)
Total-390gp

A sling can be used with a buckler right? Otherwise he's good to go.


@Hobbes: if you put the order in today, i should be done by tomorrow.


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

Works for me. Make it so.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

So that'll be:

+198g Sentinels Longsword
+30g Greatsword
-360g Cold Iron Greatsword
------------------------
= -132

Unless someone else wants the Longsword.


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

The Barber does gold teeth? Silence should get a grill *nods sagely*

What are the chances of finding perhaps a small 2 wheeled cart to hook up to Charger. Tents and firewood are both not bad ideas, I just got home exhausted and am going to pass out in an actual bed, will figure out what Silence might want/need in the morning. gold acquired for Silence was 433 gp 6 sp?


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

Everyone gets 214g 5s?
I don't have anything to buy for now so Zses will simply

-10g to party funds

to keep the spyglass. Won't it be better to buy some large tents instead of a dozen of small ones? I figure Mule,Charger,El Horso,Juicyfruit and Pineapple need some kind of shelter too, no?

Aside from that, Zses would like to speak with Old Mother Theodora about the spellbook and the recent events regarding winter portals, evil elks and vicious ZombieKings.


Transport Options
15gp Cart (two wheels, pulled by one horse, comes with harness)
50gp Sleigh (pulled by two horses, comes with harness)
50gp/75gp/100gp Light/Medium/Heavy Wagon (pulled by one/two/four horses)

Tents
10gp Small (holds 1 medium creature)
15gp Medium (holds 2 medium creatures)
30gp Large (holds 4 medium creatures)

@Zes: when you/re ready to talk to Old Mother Theodora, post something in Gameplay. Also, when you do so, roll 3d6 and 3d9.


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

*lawls* I don't suppose we could get a sleigh with detachable wheels? I should learn cartmaking as a craft skill I guess.


Vitals:
Druid (Bat Shaman) 2; HP: 23/23 | AC: 19; T: 14; FF: 16 CMD: 14 | Fort: +5; Ref: +4; Will: +7(+9 vs. fear) | Init: +5; Perc: +10; Stealth +11; Survival +10
Spells:
6/6 | Cantrips: Guidance, Stabalize, Read Magic | Level One: Magic Stone, Mudball, Cure Light Wounds; Domain: Sleep

Everyone gets 433 gp 6 sp from the sold goods.

A wagon with detachable wheels (and runners to put in their place) would be a great idea, we could carry a ton of stuff with that!


Special cart/sleigh.... Let's find out. :-)

1d100 ⇒ 100
1d20 ⇒ 14

Wow! Okay, that's a fairly standard upgrade and is therefore easily and cheaply made. Sleigh price +10gp.


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

Just thought a batmobile would be useful yes yes


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

yay working the evening shift tonight (yay vacations) when I get home I will buy our batmobile *nods*


Male Catfolk HP(54/134) Sub(54/134)
Stats:
AC21/Touch11/Flat 20 | Fort+13/Ref+8/Will +5| Init +3
Skills:
Stealth + 0, Perception +9, Sense Motive +8, Survival + 9, Intimidate +6, Diplomacy +13, Ride+15
Class (Samurai) (10)

man as tempting as that MW Kusari Gusoku armor is im more than a broke kitteh afterwards... do we have a party fund set up for sleagon purchases and tents? I must admiting kitteh accounting is not so good at the moment >.>


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

I was so tempted to ask "What can change the nature of a man?", but I learned the hard way that conversations with old ladies involving that question end up in black seeds and plucked eyeballs.
Gross.

I say we buy three large tents. That would be 90G, but I kept the spyglass, so I'll give 10G to party funds and we split the 80G cost in five. That's 16G each.


@Zes: FYI, this is my first time, so I appreciate the relatively-simple question. Hopefully I did the ritual justice. Now I get to see what Neverhome does.... :-)

@Hobbes: I saw you rolled, but it only takes effect if you go to Old Mother Theodora's house. Are you doing so?


Vitals:
HP: 138/138 | AC: 22; T: 17; FF: 17; CMD: 27 | Fort: +14; Ref: +16; Will: +12(+2 versus fear) | Init: +5; Perc: +26; Stealth +18; Survival +20
SSGOW Sexy Shoeless Tailor of War 13!

Nah, disregard. I was confused as to what was going on.


HP: 0/187(226) | AC/T/FF 16/13/16(21/11/21) CMD 30(34) | Fort +18(21) Ref +9 Will +11(14) | Init +2 Rage 23/32 | Acid Res 10 Cold Res 2 | Fortification 15% | Death Curse DC 17 | Darkvision 60ft, Blindsense 30ft
Skills:
Perc +13 Intimidate +8 Knowledge (Arcana) +5 (Nature) +7 Stealth +2 Survival +9

Is the thrush's name Owl?

:3


@Zes: Don't forget that you can Take10 when trying to teach Crow new spells. Although I like the gradual progression, too. :-)


Everyone, I haven't done so thus far, but now that there are literally more horses than party members, I'm going to start enforcing the Handle Animal rules. Silence, this includes Mule. Just a friendly heads-up. ;-)


Male Human (Varisian) Witch 9
Vitals:
HP:64/66| AC: 13; T: 13; FF: 11; CMD: 17 | Fort: +8; Ref: +8; Will: +9(+2 vs. fear) |Init: +6;Perc: +11;Stealth +2;Survival +2
Hexes:
Evil Eye (at will)| Cackle (At will)|Misfortune(At will)| Feather Fall (At will, self)| Levitate (Once per day)|Fly(9/9 Minutes)|Stardust 2/2|Ward(At Will))

Two questions: I guess that jumping off the cart while the horses are running is not a good idea, yes? And how much time do the horses need to stop, if a sudden obstacle arises (say, something that looks like a wall of fire)?

EDIt: ok, no problem, Hobbes already took care of that :P

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