RoTRL Experiment

Game Master ciretose

RoTRL Challenge Experiment.


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Male Orc Expert 5

Here's a thought. Could the wizard target the dagger of the quasit in mid air with Grease? If he still had one left he could force her to drop it when it returned to her and allowing someone else to grab it. That would essentially nullify any real ranged ability she had.


Once we know where she is via the h/o its a relatively simple matter of grappling her, the HO can grab her if she's visible but even invisible the wizard can start a grapple with true strike so no miss chance and the monk can just join in and pin her.

Like you said she's annoying but not a real threat against the parties survivability.


Male Orc Expert 5

HO?


there are options, it could be a HO as in bros before...

it could be the Halfling Olympics...

or half orc.


Male Orc Expert 5

Ah, you're assuming she'll get into grapple range. :P

Our group consisting of two burly half orcs and a rather burly paladin were nto so lucky. I think we just chucked things at it until it fell out of the sky.


how far away can it possible be when the monk has an 80ft charge, and a 10 ft reach while enlarged?

tbh like you said the fights annoying and its a chore to get through rather than a challenge, i don't have the book so i can't really judge how well my solutions would work but then its not my job to judge, just to offer solutions.

Liberty's Edge

@ egoish

It's a dungeon temple I assume max 20 foot ceiling, so I'm fine with your plan personally. It is up to each judge to see if they are as well.

Speaking of which, one has ruled in for this round, any comments from the other two?


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Google.docs is having issues and making it difficult to type up a judge post for that catacombs of wrath. I may have to get something up without spell-check tonight if this keeps up.

Dark Archive

Midterms this week, so I may be a bit slow responding. I shall write up my judgement when I get enough free time to do so, do not doubt it.

Liberty's Edge

No worries, just checking.


If all else fails we have Salis net to call back on...


after the glass works, we don't have time to sell but we can at least use the items

+1 longsword, 1157.5gp (can anyone even use it?)
masterwork handaxe, 153gp (someone for throwing?)
silver dagger (keep for dr?)
+1 returning dagger, 4151gp (salis for now with his ranged feats?)
miniature tiara worth 50 gp,
miniature black silk gown worth 25 gp,
obsidian unholy symbol of Lamashtu worth 10 gp
arcane scroll of burning hands (sorc or wizard?)
scroll of flaming sphere (sorc or wizard?)
Runelord Alaznist’s masterwork ranseur 400 gp (plot significance?)
book is worth 100 gp (what book?)
wand of shocking grasp (28 charges) (sorc or wizard?)

i'll try to keep this up to date until we get a chance to sell. I just want to make you aware that iGo is also carrying with him some "crafting inks and papers" so he can use 4 hours of his adventuring rest time to craft more scrolls on the move. I have updated his character sheet to reflect the scrolls he is carrying and the scrolls he has used (so far he has only used 1 enlarge person during the little bugger encounter)

Liberty's Edge

Egoish wrote:

after the glass works, we don't have time to sell but we can at least use the items

+1 longsword, 1157.5gp (can anyone even use it?)
masterwork handaxe, 153gp (someone for throwing?)
silver dagger (keep for dr?)
+1 returning dagger, 4151gp (salis for now with his ranged feats?)
miniature tiara worth 50 gp,
miniature black silk gown worth 25 gp,
obsidian unholy symbol of Lamashtu worth 10 gp
arcane scroll of burning hands (sorc or wizard?)
scroll of flaming sphere (sorc or wizard?)
Runelord Alaznist’s masterwork ranseur 400 gp (plot significance?)
book is worth 100 gp (what book?)
wand of shocking grasp (28 charges) (sorc or wizard?)

i'll try to keep this up to date until we get a chance to sell. I just want to make you aware that iGo is also carrying with him some "crafting inks and papers" so he can use 4 hours of his adventuring rest time to craft more scrolls on the move. I have updated his character sheet to reflect the scrolls he is carrying and the scrolls he has used (so far he has only used 1 enlarge person during the little bugger encounter)

You can sell in town up to the level. Basically the glassworks is in town, so you leave, go to the local shop, sell and buy as you outfit for X.


Egoish, just keep in mind that scrolling a spell removes it from your memory for the day, I believe. So it's going to be hard to craft scrolls on adventuring days unless it's the end of the day and you're just making what you have already memmed and left over.


Unless Salis provides the spell -- it's a little more likely I'll come back to town with a slot left over and simply having a scroll or three (over time) of vanish could be useful.


I didn't realize team-crafting like that was possible. Interesting. Where should I look to find rules on that? I'd like to bring it into my next game I play.

Sczarni

Male Cuddly L'il Fuzzy Hamster Psion (Telepath) 20
d20pfsrd "Magic Item Creation" wrote:

Magic Item Creation

To create magic items, spellcasters use special feats which allow them to invest time and money in an item's creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.

Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item's creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion items without meeting its prerequisites.

While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.

Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.

In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5.

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.

Bold part is relevant to the discussion at hand.


Ahhh. See I was always looking at the actual entry for scrolls, where it says:

Quote:
The creator must have prepared the spell to be scribed (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires. A material component is consumed when she begins writing, but a focus is not. (A focus used in scribing a scroll can be reused.) The act of writing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from the caster's currently prepared spells, just as if it had been cast.)

Seems counterintuitive that you can scribe a scroll from someone else's mind (I'm more inclined to believe that forging a magic weapon and having someone else pouring certain spells in would be logical), but I guess that parenthetical remark in Magic Item creation overrides anything later on that specifically says "the creator".

Learning new stuff!


Well it does require both 'creators' there the entire time too -- so it eats up more 'resources' that way (in that time is a resource).

Dark Archive

Almost done with midterms, will try to sit down and analyze the latest batch tomorrow or Saturday. I notice everything seems to have... slowed, and I apologize if it has anything to do with my tardiness.

Liberty's Edge

Everyone needs to work out loot and leveling before we proceed anyway, and ringtail hasn't weighed in yet, either.

See why I didn't want to actually playtest ;)

Sczarni

Male Cuddly L'il Fuzzy Hamster Psion (Telepath) 20

I didn't realize we hadn't finalized cash distribution.

My opinion: Boghu gets the ring of protection since he's the primary melee guy (and need all the AC he can get).

Salis gets the masterwork thieves tools, since he's our "thief" guy.

Whichever scrolls/wands the casters want, have at it.

Then we just sell and split the remainder.

As far as leveling up goes, if we're going to advance to 3, that will only take a few moments to update my sheet. Just say the word!

Liberty's Edge

Ok judges, can we get an ETA. I'm patient, but it's been a full week at this point.

Dark Archive

Very sorry, forgot it was St. Patty's today, things have been rather hectic. I will get it taken care of tomorrow.

Liberty's Edge

Once Ringtail posts, everyone go ahead and level to 3rd and I will post the next set. You will know you are going to the goblin fortress next, judges feel free to add any other knowledge or info they would know in advance for prep purposes.

You will be able to buy and sell supplies before you go, but you won't want to take more than a day to prep as you know the BBEG is trying to release a MacGuffin to destroy the town ASAP.


I'm very curious to see what the group comes up with in terms of leveling and these next few encounters. The druid and his pet are a hassle in the environment they're found, but the wizard should flourish, especially with forced rerolls on SoS spells against Ripnugget and other melee bosses, provided those spells are still available when they get there.

Hit points on baddies are starting to skyrocket, and that's immediately looking like a problem for the group. Even stunned bad guys (at this point only a round due to increasing hit dice) may survive the stun and become issues. Of course, with second round spells in play for the Wizard, it'll really matter what he chooses.

If I recall correctly, the throne room is fairly small with some obstructions, and 4 people in addition to a fairly dangerous Ripnugget. This can get pretty tactically interesting. The first level goblin rangers have a warchanter to back them up, making them a little more dangerous.

Liberty's Edge

Good catch, I missed the Warchanter. So that room has Ripnugget, 3 rangers and a warchanter buffing everyone.

I'll do the loot later, although judges feel free to comment if something picked up may be used later.


Male Orc Expert 5

That being said this is one of those dungeons where a ton of the encounters can be bypassed by a clever scout and a clear goal. My group managed to do it with only three combat encounter, one against the bunyips, one against the hermit crab, and one against the final boss and her lackey. Ripnugget was comically hammered off the head by our ranger in a one on one duel. The rest were dealt with a hefty amount of guile and sudden ambushes on isolated elements.

Now, the group can do this dungeon. But I think it would require sound tactics and a lot of teamwork from the group.

Liberty's Edge

TarkXT wrote:

That being said this is one of those dungeons where a ton of the encounters can be bypassed by a clever scout and a clear goal. My group managed to do it with only three combat encounter, one against the bunyips, one against the hermit crab, and one against the final boss and her lackey. Ripnugget was comically hammered off the head by our ranger in a one on one duel. The rest were dealt with a hefty amount of guile and sudden ambushes on isolated elements.

Now, the group can do this dungeon. But I think it would require sound tactics and a lot of teamwork from the group.

You took a boat to the island and climb checked the head? Because you could easily encounter the Tentamort that way.


Male Orc Expert 5
ciretose wrote:
TarkXT wrote:

That being said this is one of those dungeons where a ton of the encounters can be bypassed by a clever scout and a clear goal. My group managed to do it with only three combat encounter, one against the bunyips, one against the hermit crab, and one against the final boss and her lackey. Ripnugget was comically hammered off the head by our ranger in a one on one duel. The rest were dealt with a hefty amount of guile and sudden ambushes on isolated elements.

Now, the group can do this dungeon. But I think it would require sound tactics and a lot of teamwork from the group.

You took a boat to the island and climb checked the head? Because you could easily encounter the Tentamort that way.

Nope. :D

We went in through the maze. Our ranger did a lot of preliminary scouting and we worked out easy paths. Ambushed the druid with a bluff from our half orc rogue claiming to be another hired merc looking for the cleric. After that it was just a few good social rolls away from convincing him that it was in his tribes best interest if we didn't rally the town of sandpoint to lay in a siege and simply starved them to death and let us get on with our jobs of killing the hell out of his boss. He agreed adn we took the shortest route down straight into the second level (which was as much luck as anything).

After that is like I said we caught a lot of people like that alone and dealt with the Sandpoint Guard style. I think people would be amazed at how many npc's didn't die in that raid. :)

Liberty's Edge

TarkXT wrote:
ciretose wrote:
TarkXT wrote:

That being said this is one of those dungeons where a ton of the encounters can be bypassed by a clever scout and a clear goal. My group managed to do it with only three combat encounter, one against the bunyips, one against the hermit crab, and one against the final boss and her lackey. Ripnugget was comically hammered off the head by our ranger in a one on one duel. The rest were dealt with a hefty amount of guile and sudden ambushes on isolated elements.

Now, the group can do this dungeon. But I think it would require sound tactics and a lot of teamwork from the group.

You took a boat to the island and climb checked the head? Because you could easily encounter the Tentamort that way.

Nope. :D

We went in through the maze. Our ranger did a lot of preliminary scouting and we worked out easy paths. Ambushed the druid with a bluff from our half orc rogue claiming to be another hired merc looking for the cleric. After that it was just a few good social rolls away from convincing him that it was in his tribes best interest if we didn't rally the town of sandpoint to lay in a siege and simply starved them to death and let us get on with our jobs of killing the hell out of his boss. He agreed adn we took the shortest route down straight into the second level (which was as much luck as anything).

After that is like I said we caught a lot of people like that alone and dealt with the Sandpoint Guard style. I think people would be amazed at how many npc's didn't die in that raid. :)

How many stealth checks, considering the goblin dogs and the Druid's animal companion?

Also, the AP says that Gogmurt knows who the adventurers are and has been waiting for them, so unless the Half Orc was disguised...

Not saying what you did was "wrong" but it sounds a bit off book.


Male Orc Expert 5
ciretose wrote:
TarkXT wrote:
ciretose wrote:
TarkXT wrote:

That being said this is one of those dungeons where a ton of the encounters can be bypassed by a clever scout and a clear goal. My group managed to do it with only three combat encounter, one against the bunyips, one against the hermit crab, and one against the final boss and her lackey. Ripnugget was comically hammered off the head by our ranger in a one on one duel. The rest were dealt with a hefty amount of guile and sudden ambushes on isolated elements.

Now, the group can do this dungeon. But I think it would require sound tactics and a lot of teamwork from the group.

You took a boat to the island and climb checked the head? Because you could easily encounter the Tentamort that way.

Nope. :D

We went in through the maze. Our ranger did a lot of preliminary scouting and we worked out easy paths. Ambushed the druid with a bluff from our half orc rogue claiming to be another hired merc looking for the cleric. After that it was just a few good social rolls away from convincing him that it was in his tribes best interest if we didn't rally the town of sandpoint to lay in a siege and simply starved them to death and let us get on with our jobs of killing the hell out of his boss. He agreed adn we took the shortest route down straight into the second level (which was as much luck as anything).

After that is like I said we caught a lot of people like that alone and dealt with the Sandpoint Guard style. I think people would be amazed at how many npc's didn't die in that raid. :)

How many stealth checks, considering the goblin dogs and the Druid's animal companion?

Also, the AP says that Gogmurt knows who the adventurers are and has been waiting for them, so unless the Half Orc was disguised...

Not saying what you did was "wrong" but it sounds a bit off book.

Link to the game so far

Well the thing about Gogmurt is something I did not know.

But then, I guess you might have to think about what exctly he was looking for. Two half orcs just walking through his maze uncontested demanding to see his boss like they weren't there to murder his people piling on a good bluff check might throw the old boy off a bit. I don't know the GM's reasoning behind it. But considering the format its in a two or three month slog through that place was not a thing to look forward to.

If we went strictly by the book nothing stops this from being replicated by a simple disguise self or even an alter self plus an invisibility spell.

Sczarni

Male Cuddly L'il Fuzzy Hamster Psion (Telepath) 20

Assuming Boghu ends up with the ring, we keep the silver knife, and sell the rest, that leaves me with 1748.74 gp to spend.

If someone can double check that figure, that'd help a lot.

If correct, Boghu would buy a masterwork falchion & a pearl of power 1. The rest gets converted to scroll scribing materials, possibly "gifts" to iGo to facilitate some spellbook copying costs.

Updated Google docs link should be in profile, will have the whole shebang pasted onto paizo profile after work.


I'll run through the math on thursday night after work for the loot bits, just want to make sure we are selling the returning dagger insted of keeping it?

I'll have a shopping list posted on thursday as well and i'll level up then, i'm dming kingmaker tonight for 5 people who are getting repeatedly kicked by the system for making poor choices so its a bit of a chore until they correct it all and its still crazy at work at the moment, 30 more ipad2's to sell before the end of the month and its getting tight.


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

Is there a reason the thorns can't simply be burned down?

Liberty's Edge

Salis Clement wrote:
Is there a reason the thorns can't simply be burned down?

Mostly the forest fire issue, as you are in the forest and come upon the thorn maze with a hidden door in it.


Male Orc Expert 5
ciretose wrote:
Salis Clement wrote:
Is there a reason the thorns can't simply be burned down?
Mostly the forest fire issue, as you are in the forest and come upon the thorn maze with a hidden door in it.

Also the issue of alerting every single goblin in the facility you're coming who will likely trigger the bridge to keep you back. And of course they'll have time to do that because you'll be too busy trying not to burn to death. :D


TarkXT wrote:
ciretose wrote:
Salis Clement wrote:
Is there a reason the thorns can't simply be burned down?
Mostly the forest fire issue, as you are in the forest and come upon the thorn maze with a hidden door in it.
Also the issue of alerting every single goblin in the facility you're coming who will likely trigger the bridge to keep you back. And of course they'll have time to do that because you'll be too busy trying not to burn to death. :D

I guess now isn't the time to mention I'm perfectly good with simply burning down the fort and killing whatever comes out from a distance.

Also if they knock out the bridge it just makes it harder for them to get to us too.


Male Orc Expert 5
Abraham spalding wrote:
TarkXT wrote:
ciretose wrote:
Salis Clement wrote:
Is there a reason the thorns can't simply be burned down?
Mostly the forest fire issue, as you are in the forest and come upon the thorn maze with a hidden door in it.
Also the issue of alerting every single goblin in the facility you're coming who will likely trigger the bridge to keep you back. And of course they'll have time to do that because you'll be too busy trying not to burn to death. :D

I guess now isn't the time to mention I'm perfectly good with simply burning down the fort and killing whatever comes out from a distance.

Also if they knock out the bridge it just makes it harder for them to get to us too.

Well, you managed to kill, or perhaps greatly entertain a number of goblins. Now the fully alerted npc's downstairs are what you'd have to contend with plus all the goblins that fled inside the stone head.

Plus I believe there are a couple of ways out of the head and into the water assuming bunyips aren't involved.

Now if the pc's simply camp and shoot at anything that comes within sight that's when things get rather creative for the GM and incredibly bad for the PC's. Because at some point they'll figure out how to release mr CR7 Mc Guffin from his hole. Who I am sad to say can very easily wipe the party if he has any kind of backup.

But honestly, for the purposes of the experiment I think it somewhat goes against the spirit to try and burn everything down. The idea is to test what classes are capable of. Not what clever players with a penchant for flipping the board are capable of.


Male Human Sorcerer (Seeker Crossblooded (Umbral/Sage)

Am I aware there is anything, "Downstairs?" My understanding from the time I played through is that the town wants the goblins stopped from attacking now.

I'm not trying to be a jerk here, but as a player that doesn't have the book what I know is I have a convenient pillbox situation where I can burn down a fort full of enemies and then sit back and pick off the survivors. Goblins aren't exactly known for their cunning.

Personally I am unaware of any NPCs that are in the thing either. We took out thistletop first and then did the glassworks.

As it stands I feel like I'm probably missing some key parts that would make the entire thing make more sense to me because we did it backward from how its presented here.

Dark Archive

If I recall correctly, and I believe I do, since Thistletop is right next to the ocean the thistles are much too moist to burn with any ease. The fort itself, perhaps.

Liberty's Edge

Salis Clement wrote:

Am I aware there is anything, "Downstairs?" My understanding from the time I played through is that the town wants the goblins stopped from attacking now.

I'm not trying to be a jerk here, but as a player that doesn't have the book what I know is I have a convenient pillbox situation where I can burn down a fort full of enemies and then sit back and pick off the survivors. Goblins aren't exactly known for their cunning.

Personally I am unaware of any NPCs that are in the thing either. We took out thistletop first and then did the glassworks.

As it stands I feel like I'm probably missing some key parts that would make the entire thing make more sense to me because we did it backward from how its presented here.

You are aware some lady with a demon hand is trying to release a powerful creature to help her destroy sandpoint (from Tsuto's journal), and that she is working with the goblins at Thistletop.

You may or may not be aware the goblin fort has a basement/dungeon, depending on goblin interrogations, but you don't know the extent of it, as only the BBEG and people in the fort you don't know yet go down to the deepest parts.


I don't think the fire thing works here. The PCs wouldn't know, I don't believe, that the thistle-maze has baddies in it. Even if they scouted it out and realized it, they wouldn't be able to light the whole thing up fast enough to really kill the druid.

As for the fort, that would just cause stuff to go so far off the rails here that I don't think we should do it. If I were DMing the game, I'd allow whatever the players wanted (though I have a feeling that trying to besiege the place with 4 PCs wouldn't end well in the long run for the PCs). I'm also, as a judge, trying to grade characters less so than players. And burning obstacles down really is a player tactic and not related to character power (unless you have a character who is just super-duper useful for arson).

Just my thoughts, though. I'll roll with whatever people want.

Liberty's Edge

It looks like some people have leveled, do we need to roll initiative to see who posts first :)

Liberty's Edge

Reading the monk post, I think the Sorcerer could really shine on this one with judicious use of sneaking and vanish, not to mention being the best able to deal with traps.

Deflect arrows could be potentially very useful if the guards are alerted.

The oracles curses could make things interesting if the group gets split on the bridge, or depending on how the GM views faint noises while sneaking.

The wizard, as usual, will depend on spell selection, but it is a relatively long adventure day so it could be interesting.


sorry last week and this weekend were hectic, i should be able to level up tonight and make some gameplay posts tomorrow.

i would appreciate it if someone could calculate the loot split as i just don't have the time at the moment.


Female Human Oracle/3

I've levelled up uGo, is now a healing tank with 30 hp, heavy armour prof and hopefully picking up full plate to bring her AC up higher. has picked up healing hands to boost her heal skill and save the party cash with treat deadly wounds and divine favour to boost her damage and to hit in fights.

When we've sorted treasure i'll update her equipment and then i'll post in the gameplay for the next encounter but i think it will be very similar tactics to the other encounters.


Human Human Wizard/3

iGo is pretty much done as well, picked up second level spells, detect thoughts as a school spell as it fucntions similarly to see invisibility but is useful in non combat situations as well, web is a combat ender as is glitterdust(and also anti invisibility).

picked up great fortitude for his feat to cover the weak save but i could change that to either craft wonderous item or lookout if other people want to take advantage of those feats (planning on picking up cwi as the 5th level bonus feat though).

once again i will craft and purchase items when we've worked out the loot split and then i'll post in the gameplay thread, the new spells should make for fun encounters with a blind druid and a bunch of goblins in a web.

Sczarni

Male Cuddly L'il Fuzzy Hamster Psion (Telepath) 20

8 dogslicers 4gp ea = 32gp
composite shortbow (+1 Strength) 75gp
ring of protection +1 (give to monk or oracle?)
masterwork thieves’ tools (give to sorcerer?)
masterwork flute 50gp
silver earrings (25 gp for the pair)
6 pouches of gold dust worth 50 gp each 300gp
8 pouches of silver dust worth 5 gp each 40gp
10 pp

total = 622
155.5 gp each after dropping it, round that off to each of us having 250gp to spend over the first two days of adventuring since we got 9x gp on the first day.

+1 longsword, 1157.5gp (can anyone even use it?)
masterwork handaxe, 153gp (someone for throwing?)
silver dagger (keep for dr?)
+1 returning dagger, 4151gp (salis for now with his ranged feats?)
miniature tiara worth 50 gp,
miniature black silk gown worth 25 gp,
obsidian unholy symbol of Lamashtu worth 10 gp
arcane scroll of burning hands (sorc or wizard?)
scroll of flaming sphere (sorc or wizard?)
Runelord Alaznist’s masterwork ranseur 400 gp (plot significance?)
book is worth 100 gp (what book?)
wand of shocking grasp (28 charges) (sorc or wizard?)

Assuming iGo gets the scrolls, Salis gets the wand (so he can have a better melee attack if necessary), Boghu gets the ring, and we sell the rest, that leaves a total of 1151.625gp.

Adding up, each should be getting 1761.625gp after we clear out the glassworks & sell everything.

If we DO want Salis to keep the returning dagger, that drops to 723.875p
each. In my opinion, selling the returning dagger is for the best. Its not properly sized, and the penalty to hit and reduced damage mean its just not worth keeping.

With 1761.625, that means Boghu gets masterwork falchion, a pearl of power (assuming its available), and has enough cash left over to stock up on alchemical stuff/adventuring gear/scroll scribing materials/etc.


I agree that we Salis doesn't really need the dagger and it is probably best to sell it.

uGo will be spending most of her 1761.625gp on full plate armour, i'll do some calculations tomorrow since i'm preparing my game for tonight at the moment (just taking a little break from plotting assassination).

iGo has already spend 240gp on scrolls and spells for his book so he has 1521.625gp, probably keep that to one side to spend on a blessed book at level 5 when he gets CWI. Will take a couple of hundred out for crafting again though, might knock up a scroll or two of second level spells to help out on the thistletop fights.

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