Rise of the Runelords

Game Master Kevin O'Rourke 440

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DECEASED - Male Human (Varisian) Inquisitor 8, HP:__/43 temp 0, AC: 22, FF: 19, Touch: 14, CMB: +7, CMD: 20, Fort: +7, Ref: +6, Will +13, Initiative +9, Per +17, SM +21

I forgot that Miron had a decent chunk of gold left. So a belt of dex it is!

Edit: Available, 75%: 1d100 ⇒ 95


That's also doable. It's like the mister moneybags church can ease things if you're actively helping their objectives.


hp 77/98 | AC 24 T 14 FF 23 | F +10* R +10* W +15* | CMB +12 CMD 25 | Init +5 Perc +1* | Spells 8th 1/4 7th 3/6 6th 5/7 5th 6/8 4th 4/8 3rd 6/8 2nd 4/8 1st 2/8 | Cloak of Darkness 16/17 | Wings of Darkness 13/17 | Living Shadow 15/17 | Nat. Div. 0/4 | Gift of Prophecy 1/1 | Medusa 1/1 | Sihedron 1/1 | Wand BE 38| Wand CMW 85 | Wand LR 36

Would Anneka be able to obtain a headband of alluring charisma +2 ?


1d100 ⇒ 30

@Anneka Yes!


DECEASED - Male Human (Varisian) Inquisitor 8, HP:__/43 temp 0, AC: 22, FF: 19, Touch: 14, CMB: +7, CMD: 20, Fort: +7, Ref: +6, Will +13, Initiative +9, Per +17, SM +21

Two days it is, but no worries.


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Actually I have been thinking about it the Proctor will prepare breakfast.

Heroes Feast:

You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all sickness and nausea, receives the benefits of both neutralize poison and remove disease, and gains 1d8 temporary hit points + 1 point per two caster levels (+8 in this case) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.


hp 77/98 | AC 24 T 14 FF 23 | F +10* R +10* W +15* | CMB +12 CMD 25 | Init +5 Perc +1* | Spells 8th 1/4 7th 3/6 6th 5/7 5th 6/8 4th 4/8 3rd 6/8 2nd 4/8 1st 2/8 | Cloak of Darkness 16/17 | Wings of Darkness 13/17 | Living Shadow 15/17 | Nat. Div. 0/4 | Gift of Prophecy 1/1 | Medusa 1/1 | Sihedron 1/1 | Wand BE 38| Wand CMW 85 | Wand LR 36

Wow that is an impressive buff!


Maps Female Elf Eldritch Scoundrel Rogue 10 / Arcane Trickster 6 | HP 75/75 | AC 26 / T 21 / FF 18 | Fort +11 / Ref +21 / Will +12 | CMB +13 / CMD +28 | Initiative +6 | Perception +24 (+25 trapfinding) (Autocheck magic traps within 10 ft) | Low-light Vision | Spells: 1st 6/6, 2nd 0/6, 3rd 6/6, 4th 5/5, 5th 4/4 | Active Effects: Detect Magic / See Invisibility / Endure Elements (constant effect) / (ring of invisibility)

Azalia is finally able to afford the bow she's been saving for, so she returns the Masterwork Composite Longbow to the party to redistribute or sell.


Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130

Can you guys explain how the system you're using to determine if a magic item is available works?

I'm probably going to go for a Headband of Vast Intellect, first.


Maps Female Elf Eldritch Scoundrel Rogue 10 / Arcane Trickster 6 | HP 75/75 | AC 26 / T 21 / FF 18 | Fort +11 / Ref +21 / Will +12 | CMB +13 / CMD +28 | Initiative +6 | Perception +24 (+25 trapfinding) (Autocheck magic traps within 10 ft) | Low-light Vision | Spells: 1st 6/6, 2nd 0/6, 3rd 6/6, 4th 5/5, 5th 4/4 | Active Effects: Detect Magic / See Invisibility / Endure Elements (constant effect) / (ring of invisibility)

So, how tall is the tower? And what are the alternate ways in? Azalia might want to stay up there if something looks promising.


Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130
Marten Daseto wrote:

Can you guys explain how the system you're using to determine if a magic item is available works?

I'm probably going to go for a Headband of Vast Intellect, first.

And possibly a Mind Sentinel Medallion


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@Azalia There is an opening near the roof is the most obvious one but without back up up here already going in alone might be quite dangerous. The tower is 180ft tall.

@Marten using the settlement rules

Base Value:

"Base Value and Purchase Limit This section lists the community’s base value for available magic items in gp (see Table: Available Magic Items). 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."

For Reference:
Magnimar's Base Value: 12,800gp
Sandpoint Base Value: 7,500gp

In short you 'might' be able to find anything of the settlements base value or less, it's a 75% chance that you can find it.


Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130

Awesome, thank you.

1-3 equals success:

Headband of Vast Intelligence +2; 4,000 gp: 1d4 ⇒ 1
Associated knowledge skill (alphabetical): 1d10 ⇒ 2 <-- Dungeoneering
Mind Sentinel Medallion; 3,500 gp: 1d4 ⇒ 3


Maps Female Elf Eldritch Scoundrel Rogue 10 / Arcane Trickster 6 | HP 75/75 | AC 26 / T 21 / FF 18 | Fort +11 / Ref +21 / Will +12 | CMB +13 / CMD +28 | Initiative +6 | Perception +24 (+25 trapfinding) (Autocheck magic traps within 10 ft) | Low-light Vision | Spells: 1st 6/6, 2nd 0/6, 3rd 6/6, 4th 5/5, 5th 4/4 | Active Effects: Detect Magic / See Invisibility / Endure Elements (constant effect) / (ring of invisibility)

Okay, thanks. We would have to collect rope from several people to have enough to get to the top. I only have 100 feet.

Unless we retroactively get loans of rope, the end of the rope is hanging a little over 80 feet up from the ground.

(And the clock tower is like 18 stories high, which is crazy in terms of non-modern architecture. No wonder it is falling apart.) :)


You got rope rope from the others we will say.

It's mostly stairs possibly? Like a lighthouse?


DECEASED - Male Human (Varisian) Inquisitor 8, HP:__/43 temp 0, AC: 22, FF: 19, Touch: 14, CMB: +7, CMD: 20, Fort: +7, Ref: +6, Will +13, Initiative +9, Per +17, SM +21

Varisian sign language coming in handy again!


hp 77/98 | AC 24 T 14 FF 23 | F +10* R +10* W +15* | CMB +12 CMD 25 | Init +5 Perc +1* | Spells 8th 1/4 7th 3/6 6th 5/7 5th 6/8 4th 4/8 3rd 6/8 2nd 4/8 1st 2/8 | Cloak of Darkness 16/17 | Wings of Darkness 13/17 | Living Shadow 15/17 | Nat. Div. 0/4 | Gift of Prophecy 1/1 | Medusa 1/1 | Sihedron 1/1 | Wand BE 38| Wand CMW 85 | Wand LR 36

Rolling here for temp hp. 1d8 + 8 ⇒ (5) + 8 = 13

Sovereign Court

Dwarven Stalwart Defender (8, lvl16) DR (4/-) Wounds (59) HP (174) Temp (34) AC43 (39/21/UD, +2 Adap, +1 Challenge, +2 Stance, +4 vs Giants) Saves (15/17/20, +2 Hardy) Adaptation (60 min) Challenge (0/1) Lvl 1 (3/3) Augment (3/3) VM (1/1) DS (17/21) Initiative (+7)

Damn! That is a dangerous monkey! 2x attacks at +16 damage and 2x attacks at +13.

Remind Drazh to never make Ferocia angry. Especially out of armor. Easy 80+ damage if all 4 Hit.


DECEASED - Male Human (Varisian) Inquisitor 8, HP:__/43 temp 0, AC: 22, FF: 19, Touch: 14, CMB: +7, CMD: 20, Fort: +7, Ref: +6, Will +13, Initiative +9, Per +17, SM +21

The dwarves in this party are very deadly indeed. It's certainly coloured Miron's impressions!


Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130
Drazh Anviltamer wrote:
Damn! That is a dangerous monkey! 2x attacks at +16 damage and 2x attacks at +13.

Just wait until she starts flinging poop!


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Female Dire Monkey | HP: 154/154 (199) | AC 21 (T18, FF 20) (+4 vs. giants) | CMB: +23 CMD: 37* | F:+12 (14*) R:+10 W:+12 | Init +3 | Perc +20*, SM +3, Intimidate +0 | Speed 30* ft., Climb 50 ft. | Minor Aspect: 19/21, Wild Shape: 16/18 hours | Active Conditions: Wild Shape
Marten Daseto wrote:
Drazh Anviltamer wrote:
Damn! That is a dangerous monkey! 2x attacks at +16 damage and 2x attacks at +13.
Just wait until she starts flinging poop!

Damn right!


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hp 77/98 | AC 24 T 14 FF 23 | F +10* R +10* W +15* | CMB +12 CMD 25 | Init +5 Perc +1* | Spells 8th 1/4 7th 3/6 6th 5/7 5th 6/8 4th 4/8 3rd 6/8 2nd 4/8 1st 2/8 | Cloak of Darkness 16/17 | Wings of Darkness 13/17 | Living Shadow 15/17 | Nat. Div. 0/4 | Gift of Prophecy 1/1 | Medusa 1/1 | Sihedron 1/1 | Wand BE 38| Wand CMW 85 | Wand LR 36

I think that should be a ranged touch attack, since monkey dung on clothes/armor would demoralize the opponent.


hp 77/98 | AC 24 T 14 FF 23 | F +10* R +10* W +15* | CMB +12 CMD 25 | Init +5 Perc +1* | Spells 8th 1/4 7th 3/6 6th 5/7 5th 6/8 4th 4/8 3rd 6/8 2nd 4/8 1st 2/8 | Cloak of Darkness 16/17 | Wings of Darkness 13/17 | Living Shadow 15/17 | Nat. Div. 0/4 | Gift of Prophecy 1/1 | Medusa 1/1 | Sihedron 1/1 | Wand BE 38| Wand CMW 85 | Wand LR 36

The +1 attack from aid and heroes feast are both morale bonuses, so they don't stack. Aid is simply giving us temporary hp. I'm not sure if that's what you meant, Miron, but I want to clarify for the benefit of everyone.


DECEASED - Male Human (Varisian) Inquisitor 8, HP:__/43 temp 0, AC: 22, FF: 19, Touch: 14, CMB: +7, CMD: 20, Fort: +7, Ref: +6, Will +13, Initiative +9, Per +17, SM +21

Well I managed to forget the bonus from aid as well. ;)


DECEASED - Male Human (Varisian) Inquisitor 8, HP:__/43 temp 0, AC: 22, FF: 19, Touch: 14, CMB: +7, CMD: 20, Fort: +7, Ref: +6, Will +13, Initiative +9, Per +17, SM +21

I will be away for both of the next two weekends. I should still be able to post at points during both, but less regularly than usual for me at weekends.


Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130

Kevin, right after rolling Marten's damage, you rolled a reflex save that looks like it's also for Marten. Should I assume that the Marten failed the save and is taking that full 18 damage?


He passed that save and didn't fall to the floor below. As the attack roll didn't hit Drazh he didn't have to make the check. Marten takes the full 18 damage but doesn't fall.


Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130

All right, thanks.


DECEASED - Male Human (Varisian) Inquisitor 8, HP:__/43 temp 0, AC: 22, FF: 19, Touch: 14, CMB: +7, CMD: 20, Fort: +7, Ref: +6, Will +13, Initiative +9, Per +17, SM +21

@Anneka: Cheers again for all the reminders.


hp 77/98 | AC 24 T 14 FF 23 | F +10* R +10* W +15* | CMB +12 CMD 25 | Init +5 Perc +1* | Spells 8th 1/4 7th 3/6 6th 5/7 5th 6/8 4th 4/8 3rd 6/8 2nd 4/8 1st 2/8 | Cloak of Darkness 16/17 | Wings of Darkness 13/17 | Living Shadow 15/17 | Nat. Div. 0/4 | Gift of Prophecy 1/1 | Medusa 1/1 | Sihedron 1/1 | Wand BE 38| Wand CMW 85 | Wand LR 36

I took the "Backseat GM" revelation!


DECEASED - Male Human (Varisian) Inquisitor 8, HP:__/43 temp 0, AC: 22, FF: 19, Touch: 14, CMB: +7, CMD: 20, Fort: +7, Ref: +6, Will +13, Initiative +9, Per +17, SM +21

Heheh! To be fair, I've taken up that mantle myself at times in games. ;)


DECEASED - Male Human (Varisian) Inquisitor 8, HP:__/43 temp 0, AC: 22, FF: 19, Touch: 14, CMB: +7, CMD: 20, Fort: +7, Ref: +6, Will +13, Initiative +9, Per +17, SM +21

So, with haste, can Miron charge one of the foes? Or get around them to cut off escape?


It's not a straight line but I am going to say Miron can charge the remaining guy, not sure how long he'll last versus Ferocia... let us hope a moon does not have to be destroyed to turn her back!


Female Dire Monkey | HP: 154/154 (199) | AC 21 (T18, FF 20) (+4 vs. giants) | CMB: +23 CMD: 37* | F:+12 (14*) R:+10 W:+12 | Init +3 | Perc +20*, SM +3, Intimidate +0 | Speed 30* ft., Climb 50 ft. | Minor Aspect: 19/21, Wild Shape: 16/18 hours | Active Conditions: Wild Shape

Ha! I can stay like this all day if I wanted. lol


hp 77/98 | AC 24 T 14 FF 23 | F +10* R +10* W +15* | CMB +12 CMD 25 | Init +5 Perc +1* | Spells 8th 1/4 7th 3/6 6th 5/7 5th 6/8 4th 4/8 3rd 6/8 2nd 4/8 1st 2/8 | Cloak of Darkness 16/17 | Wings of Darkness 13/17 | Living Shadow 15/17 | Nat. Div. 0/4 | Gift of Prophecy 1/1 | Medusa 1/1 | Sihedron 1/1 | Wand BE 38| Wand CMW 85 | Wand LR 36

Another question: what are the light conditions for this fight? It's morning, but we're under the bridge.


Let's say dim.


Almost a toss up between hitting Ferocia and Drazh with that affect. OOC I know Drazh needs like a one to fail that check but OOC I also know how bad it might end up if he rolls that one.

...IC its not like she knows your saves.


hp 77/98 | AC 24 T 14 FF 23 | F +10* R +10* W +15* | CMB +12 CMD 25 | Init +5 Perc +1* | Spells 8th 1/4 7th 3/6 6th 5/7 5th 6/8 4th 4/8 3rd 6/8 2nd 4/8 1st 2/8 | Cloak of Darkness 16/17 | Wings of Darkness 13/17 | Living Shadow 15/17 | Nat. Div. 0/4 | Gift of Prophecy 1/1 | Medusa 1/1 | Sihedron 1/1 | Wand BE 38| Wand CMW 85 | Wand LR 36

Geez, Drazh and Ferocia are scary with haste. Very glad Drazh made that save...


For those doing the 2e playtest I've started things RP wise, I know there's a few small bits to be confirmed for some of the PCs.

Fun point as I discovered Part 1 begins a week before the Swallowtail Festival at the start of Rise of the Runelords and that party is helping a the Mayor of Sandpoint's cousin!


DECEASED - Male Human (Varisian) Inquisitor 8, HP:__/43 temp 0, AC: 22, FF: 19, Touch: 14, CMB: +7, CMD: 20, Fort: +7, Ref: +6, Will +13, Initiative +9, Per +17, SM +21

I wonder if there'll be any references to a certain other group, thrown together by fate. ;)


Book 2 proper is complete. Depending how pro active people want to be we can start considering downtime. If people want to doggedly pursue the loose leads that is one thing but ye've been going at break neck speed in world. A break and time to rearm and reflect might be wise in some ways.


DECEASED - Male Human (Varisian) Inquisitor 8, HP:__/43 temp 0, AC: 22, FF: 19, Touch: 14, CMB: +7, CMD: 20, Fort: +7, Ref: +6, Will +13, Initiative +9, Per +17, SM +21

Hurrah!

At the very least, Miron wants the Proctor informed of what we've discovered. It would be worth awaiting more gear, whether purchased or forged.

Also, that is some great gear!

Unless the medusa mask is another "made from sapient humanoid parts" atrocity, one of us would do well to wear it. A +4 vs visual effects would have been really useful going into this very fight. And that's before petrification! Perhaps Anneka or Azalia?

The longspear could be really useful as a debuffing tool and for AOOs. Miron could use it, but it would be a secondary weapon for him.

Golembane scarab is gold versus golems. Drazh or Ferocia should take it.

Sovereign Court

Dwarven Stalwart Defender (8, lvl16) DR (4/-) Wounds (59) HP (174) Temp (34) AC43 (39/21/UD, +2 Adap, +1 Challenge, +2 Stance, +4 vs Giants) Saves (15/17/20, +2 Hardy) Adaptation (60 min) Challenge (0/1) Lvl 1 (3/3) Augment (3/3) VM (1/1) DS (17/21) Initiative (+7)

For the Golemsbane Scarab, it’s a neck slot. Ferocia has an amulet of natural armor that we found earlier. Ferocia, which neck piece do you want? Drazh will wear whichever one you don’t.

——

For purchases, which should I save for? A +2 belt of strength or a holy enchantment for Drazh’s hammer?


Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130

I'd say enchantment. We're getting to the level where we'll start dealing with more and more DR, and thematically holy would be a good damage type.

Sovereign Court

Dwarven Stalwart Defender (8, lvl16) DR (4/-) Wounds (59) HP (174) Temp (34) AC43 (39/21/UD, +2 Adap, +1 Challenge, +2 Stance, +4 vs Giants) Saves (15/17/20, +2 Hardy) Adaptation (60 min) Challenge (0/1) Lvl 1 (3/3) Augment (3/3) VM (1/1) DS (17/21) Initiative (+7)

Alright, holy it is. It's a +2 enchantment, so I'll need 16k for it. Luckily, Drazh is doing well enough that he can afford to save.

I just wish that 'out of combat' enchantments were cheaper. Especially Glamered and Comfort. 4k for Glamered weapon (weapon can change shape and appearance), 2.7k for Glamered armor (armor changes shape and appearance), 5k for comfort (armor is as comfortable as normal clothing, -1 ACP).

Not nearly as worth saving for as a Holy Weapon. But to have mithril fullplate that is as comfortable as normal clothing, can look like normal clothing, and a hammer which can be disguised as well? The ultimate adventurer's kit. Can walk anywhere fully armed and armored. And for RP, it wouldn't even feel like wearing anything except for normal clothing.

Just worried that shilling out the gold would mean having said disguised hammer bouncing off an enemy's DR and thus a possible character death. :(


DECEASED - Male Human (Varisian) Inquisitor 8, HP:__/43 temp 0, AC: 22, FF: 19, Touch: 14, CMB: +7, CMD: 20, Fort: +7, Ref: +6, Will +13, Initiative +9, Per +17, SM +21

I'd agree with enchantment bonus on the hammer.

Yeah, glamered is pretty pricey, especially when you consider the opportunity costs. Perhaps one for after holy, when 4k is less of a big deal?

Sovereign Court

Dwarven Stalwart Defender (8, lvl16) DR (4/-) Wounds (59) HP (174) Temp (34) AC43 (39/21/UD, +2 Adap, +1 Challenge, +2 Stance, +4 vs Giants) Saves (15/17/20, +2 Hardy) Adaptation (60 min) Challenge (0/1) Lvl 1 (3/3) Augment (3/3) VM (1/1) DS (17/21) Initiative (+7)

Yeah, you're right. I think I'll do it that way.

(1) Save up for Holy (So we don't die)
(2) Buy Comfort (RP-wise it is just so useful. I mean, wearing his fullplate but feeling like he is wearing normal clothing? Having it always be clean no matter what? For an adventurer that is just so worth it)
(3) Then buy glamered (Once the armor *feels* like normal clothing, why not have it look like it to when needed?)
(4) Finally buy glamered for this weapon (Meeting the Duke? Yes, I'll go wearing my sunday finest. No, I'm not leaving my fullplate or giant hammer behind)

And with so much gold going towards that, I'll just hope for a nice belt to drop. :)


Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130
GM Kevin O'Rourke wrote:
Book 2 proper is complete. Depending how pro active people want to be we can start considering downtime.

Okay, Marten has a few spells from a cultist's spellbook that the party found that he wants to add to his spellbook.

Level 1

Marten's spellcraft is high enough that he automatically passes the checks to learn these spells: chill touch, enlarge person, and shocking grasp.

Cost: 3 x 10gp = 30gp

Level 2

Cat's grace DC = 17: 1d20 + 15 ⇒ (10) + 15 = 25
Fox's cunning DC = 17: 1d20 + 15 ⇒ (9) + 15 = 24
Scorching ray DC = 17: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25
Web DC = 17: 1d20 + 15 ⇒ (5) + 15 = 20

Cost: 4 x 40gp = 160gp

Level 3

Blink DC = 18: 1d20 + 15 ⇒ (15) + 15 = 30
Shrink item DC = 18: 1d20 + 15 ⇒ (11) + 15 = 26

Cost: 2 x 90gp = 180gp

Total cost: 370gp


Professor of Thassilonian Arcane Studies Human Evoker 16 ~ AC 21 (t 11, ff 20) | F+10, R+9, W+14 (+2 vs. mind affecting) | Init +8 | Per +21 | Versatile Evocation 10/13 | Elemental Manipulation 16/16 | HP 81/130

Okay, so that was 10 hours of work, so that's a day or two of downtime assuming Marten doesn't have much else to do. I can't think of anything else that Marten will want to do in Magnimar, but if anyone else has any downtime activities in mind and would like to include Marten, feel free.

EDIT: Kevin, do you think the party has picked up enough clues about sins or Thassalonia that Marten could spend time researching? If not, no worries. I just don't want to pass up any easy opportunities.


| HP: 139/148 (193) | AC 27 (T19, FF 24) (+4 dodge vs giants) | CMB: +24 CMD: 39 | F:+15 R:+12 W:+13 (+2 vs. poison, spells, spell-like, evil)| Init +3 | Perc +20*, SM +3, Bluff/Diplo. -1, Intim. +2 | Speed 20 ft. | Minor Aspect: 20/22, Wild Shape: 19/19 hours | Active Conditions: Aspects
Drazh Anviltamer wrote:
For the Golemsbane Scarab, it’s a neck slot. Ferocia has an amulet of natural armor that we found earlier. Ferocia, which neck piece do you want? Drazh will wear whichever one you don’t.

You can have the golembane scarab. I'll keep what I've got.

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