Ruins of Pathfinder: Road to Damnation (Inactive)

Game Master Crustypeanut

"If you have men who will only come if there is a good road, I don't want them. I want men who will only come if there is no road at all." 
   
-David Livingstone

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character sheetMaths ★ F transformed (Huge) Hybrid L.Medium 6 / Striker 5, Gifted T4 | Init +13 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 33, t21, ff(uncanny dodge, 27), CMD 34(37 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+17 R+9 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free jump to avoid Reflex AoEs

Hey gang, I'm going to be on vacation (taking my family to Maui, our first time there!) now until 11/7. I'll have internet but expect to be much more sporadic (maybe bursts of activity...but then days of radio silence. We'll see.) Don't hesitate to DMPC Unafe and Yakini as needed.


No worries Unafe - I was having some own personal delays anyways, causing my absence over the last few days.


Loot!
------------------
Weapons & Armor
>(Guard Captain) Masterwork Cold Iron Scimitar (Gold Hilted, Bejeweled)
>(Guard Captain) Javelins (3)
>(Guard Captain) Sap
>(Halib's Guard) Dagger (Coated with Oily substance)
>(Halib's Guard) Fake Daggers (2)(Wooden with a thin metal plating)
>(Guards) Daggers (6)(One Each)
>(Guards) Shortspears (4)
>(Guards) Composite Shortbows (2)
>(Guards) Arrows (48)
>(Guard Captain) Steel Lamellar Armor
>(Guards) Leather Lamellar Armor (6)
>(Guards) Small Wooden Shields (4)

Other Stuff
>(Guard Captain) Vial with Red Liquid
>(Halib's Guard) Bottle with Oily Green Liquid - partially empty
>(Halib's Guard) Disguise Kit (1 Use Left)
>(Halib's Guard) 8 Platinum Pieces (Marked with a symbol of a Mask on both sides)
>(Guard Captain) 18 Platinum Pieces (Also marked with the same symbol)
>(Guards) 6 Platinum Pieces (Total)(Also marked with the same symbol)
>(Guards) 14 Gold Pieces (Local Coinage)
>(Next to Halib) Scroll that Halib was reading

(Total 34 Platinum, 14 Gold)


Dying People

Guard Captain: [31 Damage] (Dies in 13 Rounds)
Halib's Guard: [13 Damage] (Dies in 4 Rounds)
Guard 1: Fled
Guard 2: Fled
Guard 3: [19 Damage] (Dies in 8 Rounds)
Guard 4: [17 Damage] (Dies in 10 Rounds)
Guard 5: [25 Damage] (Dies in 2 Rounds)(Missing a Leg)
Guard 6: [18 Damage] (Dies in 9 Rounds)
Guard 7: [21 Damage] (Dies in 6 Rounds)
Guard 8: [22 Damage] (Dies in 5 Rounds)

___________________

If you wish to heal any of these guys (or just stabilize 'em), let me know in what order you're doing so - and make the appropriate checks or cast the spells. Track how long it takes you to get to them and how long it takes you to stabilize 'em.


Merr...sell everything but the scimitar and split the profits as far as I'm concerned.

Presumably the red liquid is a healing potion (just going with RPG cliches here), so might want to keep that also. I suppose Nexander could try to identify it, but I'll let someone else try first.


Male Monkey Goblin Gunslinger (26/26 hit points)

Considering the 'daggers' from Halib's guard are probably wands we might want to check those out too :p Inflict Moderate wounds and something else I would wager. Also a bit of poison, and someone might like the scimitar but otherwise sell the rest yeah.


Ardershir will want the scimitar. But he'll probably be gone for a while yet since he's having RL issues dealing with a death I believe.


None of us are in a hurry and we can just save it for him.


Alright guys - I'll be moving us along tomorrowish. I wanted to give everyone a chance to grab what they want from these guys - you can examine/identify stuff on the road, Pinkerton's in a hurry.

Theres one other thing I want to talk to you about - Jack.

I'm aware he's been busy with midterms, but its been a full 16-days since we've heard from him - I've even messaged him, and no response. While I would hate to lose him, I also don't wish for him to hold us back due to his absence - now would be a good time to bring The Hand if we're going to have to drop Jack.

The Hand has been lurking and I've kept in contact with him - what do you guys say? Jack's midterms should be over by now.. and if he could contact us to let us know whats up, that would be great.


He'd already be out if it were my game, since he hasn't given us any sort of notice beyond midterms.


I have to agree with Jelani here. I personally would assume someone to be out after a week without a really good excuse. I have midterms from Hell but I've never missed more than two days. Sixteen is beyond the pale.


character sheetMaths ★ F transformed (Huge) Hybrid L.Medium 6 / Striker 5, Gifted T4 | Init +13 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 33, t21, ff(uncanny dodge, 27), CMD 34(37 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+17 R+9 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free jump to avoid Reflex AoEs

+1


Male Monkey Goblin Gunslinger (26/26 hit points)

I never like kicking someone out, but you've got to do it at some point or else things end up grinding to a halt. SO yeah, go ahead and bring the Hand in.


I'd like to be the first to welcome The Hand to the game. I foresee many arguments between our two characters and I'm glad he'll be here to role play with. 8)


Hp 53 AC 24 (Touch 12 , FF 23 ) CMD 16 (19 vs trip and disarm)

I look forward to our many philosophical differences and the conversations they shall spawn.


Male Monkey Goblin Gunslinger (26/26 hit points)

heh, howdy Hand. Interesting entrance :p


Hp 53 AC 24 (Touch 12 , FF 23 ) CMD 16 (19 vs trip and disarm)

Well I figure I have been protecting Halib's boy through the whole of the combat, might as well explain the exp I just soaked up. Well didn't soak up so much as share in as we are not using exp, but anyway. Dramatic entry is dramatic.


Male Monkey Goblin Gunslinger (26/26 hit points)

That dude managed to get laid? Well, he is rich I suppose... :p


...he actually has upwards of a dozen kids. Most of 'em are off in one church or another, learning to become priests - mostly Abadarian ones, though at least one Nethys one as well.

Dude was a playa back in his day.

Not that really any of this matters, heh.

And glad to have ye aboard, Hand!


character sheetMaths ★ F transformed (Huge) Hybrid L.Medium 6 / Striker 5, Gifted T4 | Init +13 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 33, t21, ff(uncanny dodge, 27), CMD 34(37 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+17 R+9 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free jump to avoid Reflex AoEs

Yeah, welcome aboard Hand.


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I'm very happy to be talking to The Hand!

Lantern Lodge RPG Superstar 2014 Top 4

Sasbrek wrote:
I'm very happy to be talking to The Hand!

*dies*


Hp 53 AC 24 (Touch 12 , FF 23 ) CMD 16 (19 vs trip and disarm)

You missed some puns there Sasbrek. Could have said this adventure requires a steady hand. This must be a delicate process if it requires a steady hand. Hey why don't we clone him, then we could be surgeons with steady hands. Hey, we are playing pathfinder not baseball. Please feel free to get any more out. :)


Alright so just to clarify before we get moving, who is taking what precisely, of ze loot?

Since Ardeshir is still absent, I'm assuming the scimitar goes to him.. though if everyone else could post what exactly they're taking, that would be great.


Male Monkey Goblin Gunslinger (26/26 hit points)

Gi'chak's grabbed the cash and daggers and the bows. Of course if someone wants to say they grabbed some of them first I don't mind, he does have short stubby little legs after all. He's currently just grabbing anything small and/or valuable and worry about splitting it up later.


Hp 53 AC 24 (Touch 12 , FF 23 ) CMD 16 (19 vs trip and disarm)

If Ardeshir doesn't show back up I will take the scimitar. Other than that the Hand does not worry about the trivialities.


character sheetMaths ★ F transformed (Huge) Hybrid L.Medium 6 / Striker 5, Gifted T4 | Init +13 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 33, t21, ff(uncanny dodge, 27), CMD 34(37 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+17 R+9 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free jump to avoid Reflex AoEs

I think Xander and Aluriel have the wands and potions. Gichak has the coins. Let's say Ardeshir has the scimitar. Doors someone want steel laminar armor?

I doubt it makes sense to haul non-masterwork gear around to sell. Did I miss anything?

Ooc, does one player want to volunteer to track the loot? I won't offer to now, but might be able to take over once I'm back from vacation.


I took the inflict wands.


Stats:
HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

Thorgrim's not interested in any of it.


Aaallllrighty guys.. just to confirm who has what when it comes to animals, let me make sure I have this right:

Unafe: 3 Mules, Yakini

Nexander: Heavy Warhorse

Ardeshir: 2 Camels, 2 Hunting Dogs (Totally failed to realize he had these during combat, otherwise he would've called on them)

Thorgrim: Heavy Horse, Light Horse

Sasbrek: 2 Giant Geckos

Gi'Chak: None

Aluriel: None

If I have any of this wrong, let me know. I'm going to be moving us along shortly. Pinkerton has 5 camels himself - one that he will ride, one that Rhasadal and Osari will be riding on, and three camels loaded with gear. His five animal handlers will be handling their three camels, Unafe's mules, and any pack animals you guys don't wish to personally handle - riding animals will be handled by each of you personally.

Since we're going to be moving in a small caravan fashion, I would like each of you to let me know in what position you'll be walking/riding in.

Jack, who will still be joining us for now in NPC-mode, will be up front, acting as eyes and ears for the expedition - he'll be about 50 ft ahead of the group, on foot. Should anyone wish to be up there with him, thats fine.

Of Pinkerton's associates, Pinkerton will be in front, Ibir walking beside him to the left - Rhasadal and Osari will be right behind them on their own camel, with Leafroot the Treant Sapling walking next to her on the right side. The five animal handlers will then follow suit, each handling one or two animals.

I should probably get an image up on google drive showing their traveling order.. I'll get working on that.


Also, the group will be traveling at a 20ft pace - the journey will take roughly 12 days at that speed. Pinkerton, though seeking speed, doesn't want to kill the animals, so they will not be forcing anyone to forced march.

Pinkerton plans on traveling primarily in the mornings - pre-dawn to just past noon, eight hours each day, resting in the afternoon. As a result, the group will be avoiding the worst of the heat.

Thanks in part to the time of year and the ash that covers Golarion due to the meteor that struck Kyonin, the temperatures aren't unbearable - for only three hours of your actual travel time are you subjected to Very Hot conditions, and one hour after you stop to rest as the group sets up tents - four checks per day in total.

During these four hours everyone not subjected to an Endure Elements spell needs to make a Fortitude Save (DC 15 for the first, DC 16, DC 17, and DC 18 afterwards) or take 1d4 nonlethal damage and become fatigued. Those wearing Heavy clothing or any sort of armor take a -4 penalty to their checks.

Also, you need to make such checks for your mounts, pack animals, and animal companions, too.

I will be using Rob's ruling for fire resistance. You still must make the checks, but each point of Fire Resistance knocks a point off of the nonlethal (or lethal damage, later on) that you would otherwise take. For this weather, having 4 Fire Resistance is sufficient to ignore it.

Any questions/comments before I move us along?


I have no questions. Aluriel removes her armor when traveling during the very hottest parts of the day and wears it otherwise. I will roll any heat exhaustion rolls once requested.


Sounds good to me. Hot weather outfit gives a bonus to those saves right?


As long as you're not wearing any other clothing or armor, yes. +2 to your saves.


Male Monkey Goblin Gunslinger (26/26 hit points)

Gi'chak also bought a mule with a pack saddle to transport his goods. He will be leaving that to Pinkerton's people to handle as he knows nothing of domesticated animals (except possibly what they taste like).

As to the rest I shall have to respond/post when I am not exhausted.


Ahh I didn't see it in your equipment list - noted, then.


Male Monkey Goblin Gunslinger (26/26 hit points)

Uhh fair enough. I guess because the mule is it's own character Hero Labs doesn't put it on Gi'chak's sheet...will get that fixed tomorrow.


Stats:
HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

I have a masterwork survival kit tucked away somewhere on Thorgrim, if it helps any with the sand crawlin'.


character sheetMaths ★ F transformed (Huge) Hybrid L.Medium 6 / Striker 5, Gifted T4 | Init +13 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 33, t21, ff(uncanny dodge, 27), CMD 34(37 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+17 R+9 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free jump to avoid Reflex AoEs
Thorgrim Sigurdson wrote:
I have a masterwork survival kit tucked away somewhere on Thorgrim, if it helps any with the sand crawlin'.

Doh, THAT makes sense. Two questions:

1. Does the kit help only Thorgrim's saves? Or does he get to help others' saves with it too?

2. (Especially if the answer to #1 is no) This seems like the sort of thing Unafe (or Ardeshir even more so) would know to get, and to suggest others get. (i.e. something our characters would end up knowing, even if we as players didn't realize it would help with extreme heat). Given that, do you mind folks retconning to have bought one? (If not, I'll just lump it.)


Considering he vetoed Aluriel retro-buying a spiked gauntlet, I don't think he'll allow it.


@Thorgrim: It does, however, your group must be moving at half-speed in order to attempt that check - Pinkerton doesn't wish to delay like that. Of course, during the one hour in the afternoon you are setting up camp, you are allowed to make that check, to attempt a +4 bonus on your saves. (*Note that, I'm not saying he can't be persuaded otherwise should someone attempt it)

@Unafe: It works primarily with Thogrim's saves, but for every 1 point he beats the DC of 15 by, he can extend it to one more person.

As I said with Aluriel (And Nexander has it right), I gave you all the chance to buy appropriate gear, so its going to have to be a no on the retcon.


character sheetMaths ★ F transformed (Huge) Hybrid L.Medium 6 / Striker 5, Gifted T4 | Init +13 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 33, t21, ff(uncanny dodge, 27), CMD 34(37 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+17 R+9 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free jump to avoid Reflex AoEs

Fair nuff!


Male Monkey Goblin Gunslinger (26/26 hit points)

Hmm, Gi'chak may be in trouble. He has +5 to Fort saves vs. hot weather (without armor, as does his mule), so a 55% chance for the first one and 40% for the last. He's probably going to be spending a fair few days fatigued...

Mule (and contents) added to profile.


Any chance we could rest during the hot part of the day and then travel when it's cool? We can only travel for eight hours each day anyway.

The endure elements wand Unafe and I bought isn't even going to last a month split between the two of us if we have to make hot weather saves every day.

Edit: Either that or make sure your combat simulations take into account that a good few of us will likely be carrying around nonlethal damage and the fatigued condition.


The group is already doing that, Nexander - it is too dangerous for the group to travel at night, and so he has the expedition travel in the coolest part of the day (the morning). The fact that travel bleeds into part of the hottest time of the day is something the group will have to live with. In AZ (Where I live - its hot here), its often hotter just before the sun goes down. Certainly noon is horrible as well, but by sundown, the area has been soaking up the heat.

Its funny how "Over 90 degrees.." makes you make fortitude saves. I go out for walks in that heat in the summer daily.. ones that last over an hour. I can full well imagine how bad it is with armor on.

Anyways.. will be moving us along today.e


Well...damn. :P


Heh, they have cactus-folk in the Bestiary 4. Thats funny.


I've posted Aluriel's plans in the gameplay thread. Aluriel is also wearing hot weather clothing. We get any clothing set under 10g for free at character creation and I chose warm weather clothing then, which is why it's listed in my character history as "red silks." It's also listed on my equipment sheet. 8)

It's all good however. I don't mind being fatigued until I have to fight, and even then, I've got a feeling I'll make it through.


I included the +2 from Hot Weather Outfits for everyone who had 'em - You, Gi'Chak, and Nexander. Ardeshir and Sasbrek are immune to this level of heat thanks to their Fire Resistance, while Thorgrim has Sleeves of Many Garments. The effect from this is an illusion (Or at least, the item radiates Illusion, so I assume it is), so he doesn't gain a +2 from them, even if he uses them to make them look like a Hot Weather Outfit. Unafe and The Hand are effectively wearing Commoner's Outfits, since they didn't list their outfits.


Hp 53 AC 24 (Touch 12 , FF 23 ) CMD 16 (19 vs trip and disarm)

I didn't list one because he only takes off his armor to sleep and is quite nude at that point. Character reasons.

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