The Jade Regent (Inactive)

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Grand Lodge

Male Halfling Pathfinder Chronicler, 1 | HP: 8/9 | AC: 16/14/13 | CMD: 11 | Fort: +1 | Ref: +5 | Will: +3 | Init:+3 | Perc: +7 |

And I suppose we would also want an axe... are there enough trees to cut down? Also, how much time would this take?


Unnamed

a hand ax is 6p, lets say just a wood cutting ax is 3 silver, but it will net you a -6 if you use it in combat. And how long it will take…several hours for sure.


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

Darinius pokes his spear into the edge of the water and wrinkles his nost in disgust.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

I mentioned a saw because they are quieter than an axe. An axe will notify everything within a mile that we are around. A saw makes fairly little noise and is better for smaller logs/sticks that would be used on the boat.


Unnamed

there are no big trees, you would be cutting down things about the size of an adults wrist


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Works for me, this should get some of the low Swim and smaller people across. It will also enable us to carry any heavy armor and shields to make swimming easier.


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

Perception: 1d20 + 5 ⇒ (1) + 5 = 6 Shiori is too busy looking at her feet to help find anything that may be of use to assist in crossing.


Unnamed

A sound plan.

I will need someone to be the one to either swim check, push the raft across, or pilot the craft with an untrained profession sailor check.

creating the raft takes 3d4 ⇒ (2, 1, 2) = 5 hours


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

Shiori might be able to help with the untrained sailor, but I see her not doing well in any of those.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Ah, my bad about the knowledge check, though the rule I forgot was not the max-10-on-unskilled-check rule, but rather that Pathfinder does not have critical-success on nat-20 skill check rolls. I blame exhaustion - I was literally at work for 12 hours straight yesterday and was posting at the end of it.

How wide is the water body/river? If it will take us 5 hours to fashion a raft to cross, would it be easier to just skirt around the water body? Also, is the water calm, rough or turbulent?

Finally, Page 87 of Ultimate Equipment has an entry for a raft:


RAFT
PRICE —
PASSAGE 1 CP
The most basic and primitive type of watercraft, a raft is a
simple, flat boat with no hull, often made of logs lashed
together. It typically uses two to four oars for propulsion.

[occ]It is listed as a free item! XD GM make of that what you will. =)[/ooc]


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Unnamed

but you have to make the raft, the 1cp is to have someone take you across on it. And I am positive RAI does not allow you to pull something as big as a raft out of a halfling pockets!!

See above for how wide it is exiel


Unnamed

Water is like a lake in regards to how calm it is


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

Gargantuan Quarterstaves are free too, but I doubt you could pull those out of your pockets either. Though several Huge Quarterstaves could make a raft, probably why the raft is free.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Hmm... It's a DC10 swim check to swim across a calm water body. On the one hand, if we can take 10, anyone without a strength penalty will be fine (unless wearing too much armor). On the other hand, if it turns out that the soggy river monster was not the only threat in the river, things could go badly - but such a threat may just bust up the raft anyway.

Note to self: include a raft and a gargantuan quarterstaff on my PFS character's character-sheet. #joke


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

Shiori has a strength penalty, so she'd fail DC 10 swim on take 10, but she'd do better on untrained sailor since she has a positive wisdom mod.

Grand Lodge

Male Halfling Pathfinder Chronicler, 1 | HP: 8/9 | AC: 16/14/13 | CMD: 11 | Fort: +1 | Ref: +5 | Will: +3 | Init:+3 | Perc: +7 |

I fail the DC 10 if we take 10 as well. Also, it says RAW my pockets are deep. who's to say they aren't raft deep Lol! So... 5 hours is a long time, but does anyone oppose the idea?


Human Dragon Disciple 2| hp 22/22 | AC 15 (13 t, 12 ff) | Fort:+2 Ref:+3 Will: +1 | CMB:+3 CMD: 15 | Perception: +4 | Init: +2 | -
Tracked Resources:
Claws 6/6 Spells:0-@ | 1-3/3

I think we need to take the 5 hours since it was previously stated that there is no way around.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Whilst I am mindful of the time, I also prefer rafting to swimming, especially if we're at risk of attracting more leeches. I'm not sure which option would be worse, so I'll go with whatever.

If we do decide to do the raft, however, we're going to be raising one heck of a ruckus though. We should have our weapons close at hand and keep our armor on. I wouldn't be surprised if we had some kind of (random) encounter whilst making the raft.


HP 11/11
Stats:
AC 15, T 10, FF 15 // Fort +1, Ref +0, Will +1 // CMD 13 // Init +2 // Perception +3

Raft looks like our best bet. Once its finished, Gorou will take off his armor and put it on the raft just in case he needs to swim. Then put his armor back on once they make the crossing.


Unnamed

So we have an accord? Now it is going to take 2 trips since, a 10x10 raft seems reasonable. Who goes first ?

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

We're splitting the party? Ok, we're all going to die.

I don't mind going on the first trip. I suggest Gorou and Tripp come together as well, since Tripp's size and Gorou's armor will offset each other, weight-wise.
Exiel looks uncertainly at the raft at this point.
Perhaps one more on the first trip, if anyone else wants.


HP 11/11
Stats:
AC 15, T 10, FF 15 // Fort +1, Ref +0, Will +1 // CMD 13 // Init +2 // Perception +3

Works for me.

Grand Lodge

Male Halfling Pathfinder Chronicler, 1 | HP: 8/9 | AC: 16/14/13 | CMD: 11 | Fort: +1 | Ref: +5 | Will: +3 | Init:+3 | Perc: +7 |

"Sure, that works"


Unnamed

So who pilots?

Grand Lodge

Male Halfling Pathfinder Chronicler, 1 | HP: 8/9 | AC: 16/14/13 | CMD: 11 | Fort: +1 | Ref: +5 | Will: +3 | Init:+3 | Perc: +7 |

I suppose Tripp could know a thing or two about piloting a raft... not sure what knowledge check that would be?

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

If it involves survival or an untrained profession:sailor, I suggest Tripp does it. Especially if it's survival.

If it's strength-based, Exiel will do it.

Edit: Nevermind, just checked an earlier post, and it looks like it's profession sailor. Tripp has the highest Wis, and if you take 10 you're probably fine, I think? Shouldn't be too hard since the water is calm. If there's a current to ride, there's an entry in ultimate combat that indicates that it would be a survival check, which makes it even better for Tripp. Either way, looks like Tripp is making the check. XD


Unnamed

as written above untrained sailor check. DC 10, yo need two of them


Unnamed

Tripp guides the raft across with Gorou, Exiel and Shiori.

1d100 ⇒ 44

They make there way to the other side, without incident.

Tripp makes the return trip

1d100 ⇒ 88

He gets back, the others load up and Tripp heads back

1d100 ⇒ 74

They pull the raft up on the shore and regroup. The party is now faced with a choice. Do they push on now and arrive after dark, or do you set up a camp and rest the rest of the day and move again during the light. Means wasting about half a day


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

"I prefer not to attack the goblins under cover of darkness, they will have the advantage being that some of us cannot see in the dark and they can." Shiori notes, however she also adds, "but being that as it may, it might be easier to sneak up on them while they are not expecting an attack. If we do attack under cover of darkness then we should do so with minimal light to not give away our positions before we are ready for the assault."


Unnamed

Tripp don't forget to add a saw to you inventory


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Then lets find a good place and make camp. We should hide the raft as we will assuredly need it on our return.

Grand Lodge

Male Halfling Pathfinder Chronicler, 1 | HP: 8/9 | AC: 16/14/13 | CMD: 11 | Fort: +1 | Ref: +5 | Will: +3 | Init:+3 | Perc: +7 |

"I agree. It was a little more effort than I imagined, what with the raft and all. Good thing I was prepared! You never know sometimes what you'll need."

Tripp will busy himself with making a quick camp.

"We will need to be on our guard. Goblins or other nasty critters may well be lurking about... maybe we can find somewhere hidden to camp?"

Perception: 1d20 + 7 ⇒ (4) + 7 = 11


Unnamed

you need survival to find the best place to camp.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Survival: 1d20 + 1 ⇒ (12) + 1 = 13


HP 11/11
Stats:
AC 15, T 10, FF 15 // Fort +1, Ref +0, Will +1 // CMD 13 // Init +2 // Perception +3

Survival: 1d20 + 3 ⇒ (10) + 3 = 13

"I agree, we aren't in any massive hurry. We should still wait until it's light to attack," Gorou interjects. He looks around, but doesn't find anywhere particularly appealing to camp.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Perhaps Tripp will be in the best position to advise us on where we should camp?

Tripp has a +5, so if he takes 10 we should be good.


Unnamed

I will let you know when you decide exiel. I assume you want to take 10? Also what is the watch schedule?

Grand Lodge

Male Halfling Pathfinder Chronicler, 1 | HP: 8/9 | AC: 16/14/13 | CMD: 11 | Fort: +1 | Ref: +5 | Will: +3 | Init:+3 | Perc: +7 |

I've been sitting here all la-de-da all day... I totally forgot I put a skill rank into survival ;p

Survival: 1d20 + 5 ⇒ (19) + 5 = 24

Tripp ponders for a moment, and then motions for the rest of the group.

"I think we would have the best luck setting up here for the night"

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Well, I think that settles that. We camp where Tripp tells us to. XD

If it's individual checks, and only IF we need to make individual checks, I'll take 10.


Unnamed

I need a watch order


HP 11/11
Stats:
AC 15, T 10, FF 15 // Fort +1, Ref +0, Will +1 // CMD 13 // Init +2 // Perception +3

Gorou can watch whenever is convenient for the casters.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

1d7 ⇒ 4

Exiel takes 4th watch.

Grand Lodge

Male Halfling Pathfinder Chronicler, 1 | HP: 8/9 | AC: 16/14/13 | CMD: 11 | Fort: +1 | Ref: +5 | Will: +3 | Init:+3 | Perc: +7 |

"I can take first watch. I'm rather awake after such an... exciting day."

He will ready his pipe and sit down for first watch.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

I will take a middle watch. No spells yet and I have darkvision.

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

I too have darkvision and no spells (yet) to replenish. But no matter,
I'll take 5th watch then.


Female Samsaran Cleric 2
Vital:
HP: 13/13, AC: 16_ T: 10_ FF: 16, Percep +10: Low-light Vision; Init+2, F: +2_/ R: +0_/ W:+6 (+2 vs. death effects, negative energy, negative levels) , CMB: +2, CMD: 12, Speed: 30 (20 in Armor)
Skills:
Diplomacy +6; Heal +7; Kn (Religion) +5; Perception +10; Spellcraft +5
Dailies:
Bleeding Touch; (6/6), Rebuke Death (5/6); Channel Energy (1/5); Deathwatch (1/1); Comprehend Languages (1/1); Stabilize (1/1)

No spells used today, but I'll take last watch. No darkvision for me.


Female Human (Tian) Master Spy 2
vital:
HP: 12/18, AC: 17_ T: 13_ FF: 14, Percep +6: Init+3, F: +2_/ R: +4_/ W:+3, CMB: -1, CMD: 12, Speed: 30
skills:
Acrobatics +5, Bluff +8, Diplomacy +5, Disable Device +8, Disguise +8, Escape Artist +7, Knowledge (Local) +6, Linguistics +7, Perception +6, Sense Motive +8, Slight of Hand +7, UMD +6
Condition: -none-

Shiori will volunteer for first watch.


HP 11/11
Stats:
AC 15, T 10, FF 15 // Fort +1, Ref +0, Will +1 // CMD 13 // Init +2 // Perception +3

Shiori and Tripp first watch, Gorou and Darinius second watch, Narissth third watch, Thribden fourth watch, Exiel fifth watch.


Unnamed

groovy

5d100 ⇒ (21, 25, 13, 32, 51) = 142

1d20 ⇒ 14

Narrissth:
The snoring of your new companions eventually settles into the background, mixing in with the sounds of the swamp at night. Which is a good thing, because Nari hears something sloshing through the swamp, and when they come within 30 feet you see walking bones, 3 of them.


Male Ratfolk Unchained Rogue(Escapologist)/2 -- Alchemist(Plague Bringer)/2 -- (HP: 18/18; AC14; FF11; T14; F+4, R+6, W+1; Perc: +8, Init +3)

Nari moves over and wakes Gorou.
Walking bones are approaching.

He will then move to wake someone else. Not sure how many people I can wake up each round. I believe it is a Standard Action, I will wake up a second person if possible.

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