The Jade Regent (Inactive)

Game Master Vuvu

Jade Regent Combat Map

JR Loot List

NPC Relationships


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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 the chain shirt, bow, arrows and a buckler. Need Mithral as soon as I can get it to cut down on armor check penalties.

If this is too much, let me know. Not sure if I am the only small character in the party.


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-

even on a critical hit, Shiori would have done a max of 12, including sneak attack. Also, any chance I could try to taste test the potions to determine what they do? Without chugging them that is, hopefully with a Use Magic Device check or a perception check.
Use Magic device/Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Use Magic device/Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Shiori takes each potion from the collection of assorted loot, and attempts to determine what they do by taste testing.

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 [|]

There's also Tripp, but I'm not sure he's coming back. LOL on the map it says he went for a swim. We're tracking who's taken what from group loot on the loot sheet, so I for one am not too worried about you taking stuff only you can use.

Shiori is going to find that one of them was black lotus extract... ;)


Unnamed

Shiori has no idea what she is drinking...tastes a bit salty and sweet.

Yea, I believe Tripp is gone, not a peep for a long time. Hope he is alright. Trip will be staying at althus place


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)

Hold the potions, if we manage to level at some point, I should get Detect Magic and Spellcraft.


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 will get detect magic next level too. We should be much better off once our arcane spellcasters get their spells.

As the party berates Gorou for executing the goblin, Darinius looks exasperated for a moment then takes the newly severed head and punts it out the door and into the water of the pond. Punctuating his kick with some profanity shouted in draconic.

He turns to Gorou You're right. Very cathartic. He states before going to examine the "treasury" of the goblins.

I'll take the fireworks. Hopefully I'll get a chance to fire one at something before long.

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, apparently you can make appraise checks untrained, so here goes:

Appraise fan:1d20 ⇒ 18
Appraise hair pin:1d20 ⇒ 16
Appraise chest:1d20 ⇒ 20

I'll also try the knowledge check on that chest, though it's also untrained:
Knowledge Geography:1d20 ⇒ 5

Exiel also inspects the map, trying to see if it resembles any place he, or anyone else in the party, recognises.
If we can't make it out, chances are that Shalelu would know. She knows these lands better than just about anyone in all of Varisia.


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

Gorou is content to let the others loot the place. He walks outside and removes his helmet, splashing his face with some water from the pond. Glad that's over with...


Unnamed

fan worth 80
hair pin worth 150
chest worth 150

you can make a local check on the map


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

At least we can camp out here for a few days to finish healing. It looks like we have cleared everything out.


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)

Don't we still have three grayed out areas?


Unnamed

nah you are done, i just haven't moved them yet. You have murdered everything here, other than one baby, and there is no one left to interrogate about what happened. only thing left is to see if someone gets a good enough local to ID the map


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)

No Know(local) yet, not enough skill points at level 1.

Perhaps the missing Tripp can make an untrained Knowledge check. He was out knowledge person, so without him we are a little short.

If allowed, before we throw him into the river as a sacrifice.
Tripp: Knowledge(local)1d20 + 2 ⇒ (13) + 2 = 15 <-- untrained, but Bardic Knowledge

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've been doing all of this untrained, (and apparently Exiel is rather prodigious/lucky at appraise) so what might as well roll it. =)

Knowledge local: 1d20 ⇒ 3


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)

Normally, you cannot make any knowledge check requiring a DC above 10, unless you have a feat or ability (like bardic knowledge) that allows it.


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

He's assuming the DC might be below 10.


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

Eventually, someone thinks to ask Gorou to look at the map.

Knowledge (Local): 1d20 + 8 ⇒ (14) + 8 = 22

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 [|]

Exiel hands the map to Gorou.

"Hey, I hear you're quite the reader. Why don't you take a look at this map and see if you know where it is for?"

Aye, well, I was aiming for a 10. Well, seems like Exiel has a talent for appraisal, but sucks at knowing stuff. XD

Oh and since I can, perception checks to identify potions by taste (apparently at least one of them is above caster level 3 since Shiori failed to identify it, so I'm probably gonna fail, but hey, I might get lucky):

Potion 1:1d20 - 2 ⇒ (19) - 2 = 17
Potion 2:1d20 - 2 ⇒ (4) - 2 = 2

And we're probably lucky the goblin did not drink the high CL potion, whatever it was...

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 [|]
Gorou Kaijitsu wrote:
He's assuming the DC might be below 10.

More like I was hoping the DC was exactly 10, but apparently the dice do not favour me when I try knowledge checks. XD

Also, you are officially our knowledge-monkey now. =)


Unnamed

There you go!!

Gorou realizes quickly that it is a crude map of the marsh that apparently has the locations of two shipwrecks and a cave on it. One of the ships has a bizarre picture of goblins running away from a burning ship with crates., suggesting that the goblins burned it.

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 [|]

Assuming Gorou shares his insight with the group:

"Hmm...Sheriff Hemlock said they managed to secure a crate of fireworks and they think they are gods now," Exiel says as he mimics the sheriff's gruff voice. Poorly.

"It's possible that the map shows us where the goblins found the fireworks, as well as the rest of this treasure...treasure which you usually would not find in such a goblin den. "

He shrugs.

"Might be worth checking out, either before or after going back to Sandpoint to rest up."


Unnamed

coward! what kind of adventurer are you. then you might have to share the loot...and I bet Shalelu would be super impressed if you did something so awesome as find treasure...

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 said before or after, pending party consensus! =( Also, we don't have to tell anyone else about the map untill after we explore the ship.

But for the record, Exiel is going to vote for pressing on. ;)


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 think we'll need to rest before going back to Sandpoint, but it is entirely possible that these goblins were not the only ones to know the location of these." Shiori says, though she's not sure how anyone could decipher, it indeed create such a crude map.


Unnamed

a little fast forward magic. There are two encounters in the swamp, that I just don't like, I think they will be a cake walk and just take days of game time. so as our heroes explore the swamp they come across a shack, that used to belong to the old witch menus. Our heroes approach tentatively and discover that the witch is long dead, there is a brief scuffle with her familiar that lives on, though in the end it is no match for the heroes.

they discover the following

33 gp, a masterwork dagger in a
steel scabbard worth 15 gp, and a scroll tube containing two
scrolls of cure light wounds, two scrolls of false life, and a scroll of
water walk (all of these scrolls function at caster level 7th). though i know you can't read the scrolls yet

The PC's also explore the other shipwreck, and with the exception of two skeletons wielding wakizashis, that are rusted but useful they find nothing of interest. If anything is to be found it will be at the cave.


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)

Woohoo - speed gaming. I love it.

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 [|]

Were we going to rest before coming here? If I recall correctly, Thribden is tapped out of healing...


Unnamed

That's fine

You can rest at the village, every mark off rations and the baby needs to eat


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

We should probably go back to Sandpoint before exploring the cave. We can deal with treasure and prepare thoroughly.


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 am ready to move on. We can go to Sandpoint if needed, but I would prefer keeping on to the ship.


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)

Mostly I need food. I need to buy three rations per day for me and my goblin. Where we get it from doesn't matter to me. Btw, was there any goblin food stored in the kings hut?


Unnamed

there was enough food to last a single person a week...and goblin food is the same as people food


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)

Does anyone have survival? I am only +1. That is always an option for stretching food.


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

How many days total rations have we used since we left Sandpoint? How many did Walthus give us? I've only marked off half a day from my original 5 days worth so far.

If we have the food, I am for pressing on to the cave before returning to Sandpoint.

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 [|]

iirc, Walthus gave us enough for a day. The goblins' stores should last us another day. All in, we should be good till we get back to Sandpoint.

Let's press on to the ship then?


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-

So long as I have more then a handful of hitpoints, I see no problem in pressing on before returning to sandpoint.

Shiori really doesn't want to eat goblin food, so she will stick to trail rations. I deducted a days worth of rations.


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

Can we at least take a day or two at Walthus' before we go on to the cave. I'd like Thribden to make some holy water with some of the silver we have now. Also I am going to run out of food soon.

Otherwise I am ready to fast forward to the caves.


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)

I'm fine with stopping at Walthus' first, and making some holy water.

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 [|]

The spell 'bless water' requires powdered silver specifically, and without proper tools it'll take a long time to convert silver pieces into powdered silver (it'd probably take less time & effort to go back to Sandpoint and buy the powdered silver than it would to try to shave the silver pieces down to powder using improvised tools).

Also, I reckon we'll be fine without holy water for now. Holy water isn't really worth the cost except against incorporeal enemies (against corporeals I'd do more damage on average with a club[7.5 vs 5], as would you with your spear[5.5 vs 5]), and I highly doubt we'll be encountering incorporeal enemies at level 1.

If you really want some for future use, you can get some powdered silver after the shipwreck/cave when we get back to Sandpoint and ask Thribden to cast the spell then? Heh. Who knows, you may even find the powdered silver at the cave. XD


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

The Holy Water is one of those things that I like to have along with a few other alchemical items that I like to have as soon as I have some treasure. The holy water is just the only one which it might be feasible to get without going back to town.

I think that in general it is a bad idea to rush ahead when we have the time and it would be good to go back if for no other reason than Shalelu might know something about the wrecks and cave in the swamp. Just my 2cp.


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

I'm fine with going back to Walthus's for a while before the cave.

I will attempt a survival roll for each day to harvest and preserve some food.

Survival: 1d20 + 3 ⇒ (14) + 3 = 17
Survival: 1d20 + 3 ⇒ (2) + 3 = 5
Survival: 1d20 + 3 ⇒ (8) + 3 = 11
Survival: 1d20 + 3 ⇒ (17) + 3 = 20
Survival: 1d20 + 3 ⇒ (2) + 3 = 5

Dunno how many days we'll stay, but that should be enough rolls for Mini GM to figure it out.

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 [|]

My main point was that we don't have the material components for the spell. It requires powdered silver. We have silver pieces, which would take hours if not days to shave down to powder using improvised tools. If we want holy water or the material components for the 'bless water' spell, we'll need to go back to Sandpoint, not Walthus' shack as was originally suggested.

I don't mind too much either way, though I note that it would likely mean even more random encounters, both on the way back and then out again to the shipwreck. MiniGM seemed to be suggesting (about 20 posts earlier) that we should just press on, but if Darinius wants to go back to Sandpoint to buy alchemical items, we can do that too.

So...are we going back to Sandpoint?


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

It's fine. We can go right on to the cave. I just wanted to try to get more information in town.


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)

My vote is to press forward.

Survival: 1d20 + 1 ⇒ (17) + 1 = 18
Survival: 1d20 + 1 ⇒ (10) + 1 = 11
Survival: 1d20 + 1 ⇒ (5) + 1 = 6
Survival: 1d20 + 1 ⇒ (12) + 1 = 13

Hopefully that will get some food.

Also, Narissth no problem eating the goblin food, after all, Narissth grew up in the sewers.


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)

Sounds like we're ready to fast forward now. I'd assume with a few days to explore the ship, etc. we'd all be full health?


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

I also vote to press forward after a day or two at Walthus's, no going back to Sandpoint yet, please.


Unnamed

OK looks like it was go hang out with Walthus for a couple of days to heal and get more food, which you are able to do.

There is one slight delay before we can do the cave.

The first night the goblin baby sneaks out while everyone is dining and...

A goblin! Kill it! Walthus leaps up from the table and races into the kitchen and returns with a cleaver in hand, raging. The baby clambers behind Thribdens legs and peers out.


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 looks up at the unfolding situation and then back down at his food. Told you so. he points out to the party members who wanted to adopt the goblin.

He is remarkably calm for there being someone chasing a goblin around with a meat cleaver in the room.


Unnamed

Also every check above a 15 nets you for for 2

And it goes to figure that Wathus is a ranger w favored enemy goblin


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)

Thribden stands, holding out her hand. She's only a baby. I'm going to raise her and teach her right. She picks up the baby, holding her and comforting her.

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